Author Topic: Bushes (and possibly trees) spread?  (Read 450 times)

Offline Coolthulhu

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Re: Bushes (and possibly trees) spread?
« Reply #15 on: September 30, 2017, 09:03:05 AM »
Terrain evolves in high rates:
Also terrain degenerates in lower rates:

That demonstrates the problem I was talking about: jungle everywhere.
And lowering the rates not only wouldn't fix it, it would only cause the problem to occur later, while most games would see no changes.

For plant growth to be implemented well, we'd need something more overmap oriented.
For example, add a field like map of plant_type->count to each overmap tile. Then, once every x minutes, for every single tile in current overmap, increase or decrease this number based on some set of rules.
This set of rules could be adjusted to avoid ultrathick forests (just a cap per overmap tile), allow forests to spread from their edges instead of just popping in from dirt fields, depend on the season, depend on proximity to weird tiles (waste dump = everything dies, swamp = grow fast but with a cap, house = grow slower, road = don't grow unless surrounded by thick forest, triffids = allow thicker forests), even allow conversions from one plant type to another (adjacent fungal tiles = more fungals less non-fungals).
The overmap tiles could be adjusted based on that too. For example, a field that gains a specific number of trees turns into a forest. A forest that loses enough trees turns into a field. A forest that gets fungalized becomes "fungal forest".
Conversion from overmap tree count (abstract) to trees on map ("real") would be done in map post-processing step, where shit like plants maturing and funnels filling happens. Conversion back would be done on map saving, map unloading, or possibly even just changing a map tile in the game.

Offline Umbra Vorago

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Re: Bushes (and possibly trees) spread?
« Reply #16 on: September 30, 2017, 01:08:44 PM »
All the technical stuff and coding goes straight over my head.

So long as plant growth is implemented, even if it takes many seasons to show any results, I'd be happy. I've never liked the idea that trees/plants don't regrow without a lore given reason.

Offline Sneaky Potato

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Re: Bushes (and possibly trees) spread?
« Reply #17 on: October 05, 2017, 11:29:47 PM »
The performance is not a problem.
The problem would be designing it so that it doesn't result in one of:
  • Jungle everywhere in short time
  • Barely anything changing unless you play for 8+ seasons

Jumanji: Dark Days Ahead.

that would be the definition
You can feel the blood in your medication stream.  It's a strange feeling.

Offline Zhilkin

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Re: Bushes (and possibly trees) spread?
« Reply #18 on: October 06, 2017, 04:56:48 PM »
The performance is not a problem.
The problem would be designing it so that it doesn't result in one of:
  • Jungle everywhere in short time
  • Barely anything changing unless you play for 8+ seasons

Jumanji: Dark Days Ahead.

that would be the definition
Jumanji: Only Trees Ahead