I've finished biome generation including temperature and moisture maps. This took more work than the original height generation process, as I had to design my own linear gradient to apply temperature such that it was warm across the equator and cool at the poles. Height, temperature, and moisture now all play a role in generating terrain, leading to something like this:
Seen above is a map with a north and south polar ice cap, and desert banding in the middle. This is perhaps a little too warm at the equator for my tastes. Subsequent rebalancing is planned, but not a priority-- it's just tweaking constants in the generator at this point.
Of potentially greater impact is the fact that I'm currently evaluating Evennia as a potential codebase for the game. I'm not familiar with MOO design in general, but Evennia has a lot of functionality that I'd otherwise have to self-implement in my bare-bones codebase-- things like seamless copyovers, persistence, character inventories, etc that are all taken for granted in modern games but represent a significant amount of dev time. I'm currently experimenting with recreating the terrain generator work there to see how feasible a game in this style would be in that codebase.
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