I would love to see randomised colossi.
Sadly it's colossuses
But yes, me too.
... etc...
All sounds pretty good; I would add to this that as well as branches, it would be good to have a way to specify "ranges" for specific values/multipliers on those values; like, you don't wanna have to make a dozen versions of body size multiplier to allow lots of variances in size (each with their own "weight"), you want to specify
whole ranges that have their own weights. Giant animals ought to not be all exactly the same level of giant in all worlds after all!
Also, I only just thought of this, but variances in creature variations themselves might be worth considering, so as to allow a world to have some unique thing about all different types of animal people for example, that is shared by them all (rather than having each animal person roll all the same dice a second time).
- Some branches or random choices need to be kept track of, e.g. you don't want your blobs to be "eyeless", because that is already implied. Could theoretically be done using branches (or creature variation tricks), but having some token tailored for memory could make the raws shorter and easier to use.
- The above point also implies some kind of conditionals.
I'm not quite sure what you mean by this point; could you clarify? The one about conditionals seems more obvious (like "IF BRANCH X, TRY BRANCH Y"), but the thing about memory is a bit confusing.
- The mythgen sliders need to be taken into consideration, especially the randomness slider, but also e.g. bleakness so you don't get dragons turned inside out for your Telletubbies-worlds. If the randomness slider is at 0, there should be one or multiple defaults for each generator to output.
Yeah, each "branch" or possible thing needs to have some way of specifying values from such worldgen sliders, like specifying "this branch only works in fantasy level 5 or higher" or something.
Also, to be clear, randomness slider being at 0 should not have "multiple defaults", by definition (unless I've misunderstood you).
Irrelevant tangent, but your mention about the bleakness slider gave me a funny mental image of all dragons in Telletubbies-worlds having dumbed-down anatomy in general, with no blood or innards, just pudge inside, and certainly no horns, and teeth of marshmallows!
- There needs to be some name generation. Not only for the procgen creature we already have (night trolls and experiments) that need it should they be moved into the raws, but if you have multiple kinds of dragons you need to differentiate them. Or mountain dwarves, moss dwarves, etc. If there is only one kind generated, there should be an option to have a standard name.
- The same with descriptions.
Worth noting that even if there is only one,
sometimes it may be suitably flavorful to give them a less generic name; like, "mountain gnomes" do have a second species, but you could have easily just had normal gnomes + dark gnomes, with no "mountain" for the normal ones.
As for name generation itself, yeah that's gonna be a big deal, and it may be good if it were to some degree controllable, both in the sense of making it go certain ways when a particular branch is chosen (like dragon vs wyvern and such), and also in what aspects are used to differentiate them.
Descriptions make this even more important, and feel like a pain in the behind waiting to happen, because there could be so many traits that may or may not be worth mentioning in a generated description, and sometimes it's nice to have "flavorful/fancy" text instead of just generic descriptive terms. Like with blood men, would a random generator really have chosen "abomination" to describe what is basically a humanoid made of blood? Would it have said "these cursed creatures are found only near the underworld", even though other creatures at the same depth bear no mention of the underworld? And yet blood men in all worlds may not be anything to do with the depths of the world, maybe even being a given worlds version of undead/ghosts...
Oh, and... Gahhh, descriptions/names also have connection with sliders don't they? You can't really let the generator call the tellytubby dragons "gut-render drakes" described as "fearsome beasts with long claws made for shredding prey", or vice versa have max grimdarkness worlds with "fluffy waffle trolls" described as "chubby creatures with long claws made for scooping honey out of beehives".