Climate

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This page is part of the Unknown Horizons Design Document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you're not sure whether your ideas are fitting the Unknown Horizons style, either use the related discussion page or ask us. Please don't directly edit the article!

Contents

Proposal

Summary

Each climate should look different and offer different conditions for resources - especially different fertility. Here we can collect ideas about what to implement for each of those climates graphically (including specific ambient sound effects). For fertility proposals a complete list of possible cultivation would be needed.

Climates might be: (looked up the terms)

climate vegetation animals ambient GFX ambient SFX fertility
temperate zone Check.png Check.png mushrooms No.png
subtropes /
mediterranean
pines, acacias, shrubs giraffes, elephants No.png No.png
tropes No.png monkeys, snakes ferns, orchids, butterflies No.png
desert cactuses, briars camels No.png No.png
tundra conifers, berrie shrubs mooses/reindeers, caribous No.png No.png
subpolar region small white conifers seals [1]

penguins they living only on the southern hemisphere
artic foxes
polar bear

No.png No.png
No.png denotes laziness or lack of ideas, not a missing implementation.

Overview

[A] Climate
Peoples
Look&Feel Resources

P

P

subpolar region
Inuit
snowy and icy, some mountains,
shingly ground, small scrubs, no trees,
icebergs and floes in the water
(treated as unpassable for units)
stones, marble (?)
coal
fish, whales
no wood, no crops

N

N

tundra
Nomads [2]
rugged ground and shore, snowy mountains,
vast number of conifers,
steppe grass of poor growth
several lakes
wood
clay, coal, ores
honey
fish

T

T

temperate zone, mediterranean, subtropes
Gypsies, American Indian
done already nearly all crops, fish
clay, iron ore, salt (?)

J

J

tropes
Aztecs
Mostly Jungle,
lakes and hills here and there,
wood
gold ore
tobacco, spices

D

D

desert
Desert Nomads
Sandy soil, brownstone pillars, sand drifts,
cliffs and canyons, no hills,
water is scarce

gold ore (where?), raw diamonds (where?)


Climates listed from North to South. Bold resources are unique to this particular region. Red highlighted resources or tiles are, in contrast to other regions, not found there.

[A] Abbreviation which may be used in DD or comments/specifications (always with backlink).


Implementation related notes

  • Resource deposits have to be spread over the island tiles depending on the availability within the climate
  • Fertility has to be set for each climate

Basically all climates contain the same parameters, but with different values.

Depending on the way the map editor generates a game map - respectively depending on how the map editor generates the islands - there are two ways climates can be set upon a map:

  1. The climates are set up for islands. Means every island has its own climate.
  2. The climates are set up in dynamically generated tile spaces. An island could have more than one climate zones with only graphical transitions from one zone to another.
  • Script places climate zones into world.
  • Depending on available climates other scripts have to consider quantity and typ of other things they place into world.

Mechanics

Before the map is generated the gamer might get the option to decide which climates are used for map generation and which are ignored.

Graphical content

Image sets for each climate containing images for:

  • ground tiles
  • vegetation
  • animals
  • resource deposits (?) (woods are covered by vegetation)
  • people
  • perhaps units (only partially)
  • perhaps buildings (only partially)

Audio content

As far as ambience sounds are used they might differ from climate to climate.

Phasing

One climate zone has to appear in the first milestone.

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