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Author Topic: Random Creature Creation  (Read 594 times)

Girlinhat

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Random Creature Creation
« on: March 20, 2011, 08:59:47 am »

So, I had a little idea.  Someone suggested to make a random creature generator, similar to the random plant and useless stone programs we have.  I've dabbled in C++, so I decided to try and make a quick program that grabs body parts, tissue types, and behavior and toss them into something resembling a useful creature, without running into the huge issues like "trying to attach a tail to the head" or "trying to add fingers but having no hands" and ALSO keep some amount of rationalization.  Creatures with scales should be in deserts or water, thick fur fits around cold biomes, dangerous syndromes and large size combine with [LIKES_FIGHTING] and such.  It's all rather easy but tedious to program, lots and lots of if's...

Anyways, right now, biggest issue is that I'm not sure exactly how to pain tissues on a creature.  I know you can use the tissue templates, but I'd like to be able to paint them directly by manually assigning tissue layers.  I'm pretty sure this is possible, but I'm not sure exactly how to do it.  Any quick advice on how to paint tissues?

Also, can you manually paint body parts instead of calling on body detail plans?
« Last Edit: March 20, 2011, 09:18:52 am by Girlinhat »
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Jeoshua

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Re: Random Creature Creation
« Reply #1 on: March 23, 2011, 02:31:37 pm »

As far as I understand it, the body plans act as an "alias" for the body parts.  Meaning anything in the body plans can pretty much be used as-is in a creature definition. I've seen body plans for attacks, for example.  Just attach the template and boom it adds the attack tags.

If you're trying for really unique creatures, you could do everything separate and in the creature definition file... but it might be better to use simple templates you can add together.
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I like fortresses because they are still underground.