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Author Topic: Procedurally generated entities, Human and Animal  (Read 623 times)

AceSV

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Procedurally generated entities, Human and Animal
« on: March 14, 2015, 04:54:48 pm »

1) Randomized Human Civs - Multiple human nations that may not get along with each other or with dwarves.  Clothing types, weapons types, values, ethics and biome preference all chosen randomly from a pre-set lists or ranges.  It's boring to just have "the humans".  There should be Romans and Chinese and Vikings and Head Hunters and new random fantasy nations.  They need not be exactly "human", there could be furry Ice-people or greenskinned forest dwellers or blind troglodytes or whatever. 

2) Randomly Selected Animal-People Civs - Each world has animal people that rise to the level of civilization.  I.e, Dingo-men, Grasshopper-men, Ibex-men, etc.  They should be full-blown entities, capable of siege and trade, not small camps like Kobolds and cave-people.  (but since it's random, some could be generated as camps as long as it's possible for some to be major civs)  A simplified civilization is stitched together based on the behavior of the animal.  For example, carnivores don't grow plants, herbivores don't accept animal products, pack animals value companionship, burrowing animals dig tunnels, etc. 

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Alev

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Re: Procedurally generated entities, Human and Animal
« Reply #1 on: March 15, 2015, 10:30:57 am »

Already planned, DF Talk 5, to an extent (question by Sizik) in 22, and various other tidbits. Eventually, Toady wants it to where you can set the world gen completely procedural and it would have background information for all the weird stuff it gens.
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