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Published by Samuel Penn.

Also, see my profile for things that interest me.

Glendale Website - My main web site.

Yags - Main site for yet another game system, a generic GPL'd tabletop RPG.

Yagsbook - Documentation on the Yagsbook RPG documentation format, a Sourceforge project.

Mapcraft - Documentation on world mapping tools, another Sourceforge project.

Midnight Saga - An Ars Magica campaign.

Active Topics

The current topics are currently under active development (relatively speaking).

Yags is Another Game System - Game design notes for Yags, a Free roleplaying game system I use as the core system for most of my campaigns.

Yagsbook - Notes on an XML based documentation system I use for documenting Yags and related campaigns.

Full Thrust - Notes on Full Thrust

Stargrunt - Notes on Stargrunt.

kingdoms:landscape

Landscape

Each location is known as a Rooms. This is true regardless of whether the location is a kitchen or part of a huge forest. The backend is after all a text adventure engine. Each room can have any number of exits - currently north, south, east and west are represented graphically, but any number of exits are possible since they are modelled using pointers to a location rather than a direction along a grid.

Map

Colour Represents Common terrain
Dark blue Deep Ocean Ocean
Mid blue Sea Sea
Light blue Lake Lake
Light green Woodland Woods, Meadow, Hills, Heath
Mid Green Hills Hills, Valley, Wooded Hills, Crags, Woods, Meadow
Dark Green Thick forest Woods, Forest, Wooded Hills
Olive Moor
Dark Olive Badlands
Light Grey Low Mountains
Mid Grey High Mountains
Dark Grey Peaks

Terrain Types

  • Plains
  • Heath
  • Hills
  • Woodland
  • Marsh
  • Lake
  • Badlands
  • Crags
  • Fields
  • Forest
  • Dark forest
  • Moor
  • Foothills
  • Mountains
  • Peaks
  • Swamp

Places of Interest

Areas of interest are represented on the main world map by a single room. These are places such as farms, cities or ruins. An exit from that room will lead to a smaller scale map of that area. Many places will be randomly generated.

Example types of places are as follows:

Wilderness Terrain

The Wilderness is defined as regions outside of urban areas or other places of interest. The following terrain types are possible.

Terrain Description Starting growth Minimum growth
Plains Open grassland 500 0
Hills Open hills 500 0
Heath Heathland 10000 0
Woodland Lightly wooded 10000 0
Forest Heavily wooded 30000 0

Growth and stuff

Left to itself, land will become overgrown as nature takes its course. Every location where nature is unchecked will have an undergrowth property. This will increase over time, and decrease if people or animals walk through the area.

Undergrowth increases the movement cost, and makes it easier to hide or loose small objects.

Eventually, a large enough change in undergrowth may change the terrain type of the room.

Every 1000 points of undergrowth gives +1 to stealth checks and trying to hide things.

The increase is inversly proportional to the current growth. Mechanic yet to be decided, but it will take about X minutes for each +1 for every X thousand current growth.

kingdoms/landscape.txt · Last modified: 2015/02/04 22:40 (external edit)