Hi all,
MrBaggins and me already had a brief discussion in here.
I justed wanted to restart this process as improving the map-creation might be a long task project.
Some of my ideas which I had, depending on the map-type.
(EDIT: Shall be the same for all types ?????)
three (?) possible ones:
Earth: East-west connected
Neptune: North-west connnected
Donut: Real world.
EDIT OFF, meaning open for discussion
In all three there is no real pole. So My suggestion would be to take a random spot and declare it the pole (Xp,Yp) the anti-pole would be then (bit more complex):
MaxX=maximum x-axis value of the card
MaxY=maximum y-axis value of the card
If Xp > (1+MaxX/2)
Xa = Xp-(MaxX/2)
If Xp < (MaxX/2)
Xa = (MaxX/2)-Xp
Same for the Y-value.
Reason why I would suggest random: For surprise, so if you see you are somewhere at the bottom, would not mean you are near the pole
From there we could start to build the map a bit more logical.
But this logic would need to be determined. I know that MrBaggins wanted to have a look into it, but maybe some others already got some ideas. We were discussing the use of the 'rules' of biomes. So by the sound of it, we would need to start with the building of mountins first before continuing to lower terrain. Reason the mountins would 'qualify' the amount of humitidy and therefore the type of terrain.
MrBaggins and me thought, to simplify the process, to assume always wind from one direction (West to East) for those calculations. Or maybe we shall take the poles into account and us the line between them to say West to East from this line. This would be a bit like SMAC (if you remember it )
So if somebody is really working with biome-rules help is welcome
MrBaggins and me already had a brief discussion in here.
I justed wanted to restart this process as improving the map-creation might be a long task project.
Some of my ideas which I had, depending on the map-type.
(EDIT: Shall be the same for all types ?????)
three (?) possible ones:
Earth: East-west connected
Neptune: North-west connnected
Donut: Real world.
EDIT OFF, meaning open for discussion
In all three there is no real pole. So My suggestion would be to take a random spot and declare it the pole (Xp,Yp) the anti-pole would be then (bit more complex):
MaxX=maximum x-axis value of the card
MaxY=maximum y-axis value of the card
If Xp > (1+MaxX/2)
Xa = Xp-(MaxX/2)
If Xp < (MaxX/2)
Xa = (MaxX/2)-Xp
Same for the Y-value.
Reason why I would suggest random: For surprise, so if you see you are somewhere at the bottom, would not mean you are near the pole
From there we could start to build the map a bit more logical.
But this logic would need to be determined. I know that MrBaggins wanted to have a look into it, but maybe some others already got some ideas. We were discussing the use of the 'rules' of biomes. So by the sound of it, we would need to start with the building of mountins first before continuing to lower terrain. Reason the mountins would 'qualify' the amount of humitidy and therefore the type of terrain.
MrBaggins and me thought, to simplify the process, to assume always wind from one direction (West to East) for those calculations. Or maybe we shall take the poles into account and us the line between them to say West to East from this line. This would be a bit like SMAC (if you remember it )
So if somebody is really working with biome-rules help is welcome
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