sofar / atwt

A Tome With Trials
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Vegetation #5

Open sofar opened 8 years ago

sofar commented 8 years ago

Describe vegetation types, variation, relationship with sediments, ores and biomes. Describes resources obtained from vegetation. Describes spread, growth, regrowth, die off of vegetation

gaelysam commented 8 years ago

From the forum:

Trees:

  • I've chosen 9 trees:
    1. Oak
    2. Beech
    3. Birch
    4. Pine (like Pinus Pinea, in hot and dry places, contrary to MTgame's pines which are firs !)
    5. Fir
    6. Jungle trees
    7. Mahogany
    8. Palm tree
    9. Apple tree
  • Of course, they shouldn't be copied from any existing mod.
  • Size of trees: bigger than in MTG, smaller than in Moretrees. Ideally 12-15 nodes for a beech or oak, less for apple, palm and birch, and more for fir and jungletree. Should vary a lot within the same species.
  • Every tree should have its own wood with a slightly different color.

Plants:

  • Some rare plants with very specific biomes, needed for particular crafts
  • Much more intermediate plants, shrubs than in default game. Some forests with dense undergrowth will be difficultly penetrable, which will be fun. Ideas: brambles, ivy, ferns…
sofar commented 7 years ago

Additional thoughts about naturally growing trees:

When a tree spawns from a sapling, it gets a random param2 value of 2-4, making a tree that has a 2-4 high trunk. Each tree can grow, over time, higher or outwards by increasing the trunk param2 value by 1, and adding a trunk at the right places up in the tree. This can continue until the param2 of the base equals the max. (e.g. a random value of 6-9).

With a branching and leafing strategy tree shapes could be almost entirely organic.

"at param2 = 4 make 1 branch with 25% chance in N,E,S,W dir" "ar param2 = 2 make 1 leaf ne, 1 leaf nw, 1 leaf se, 1 leaf sw with 75% chance and 1 leave U with 75%"