Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Non-mountainous / Above-ground features  (Read 6417 times)

G-Flex

  • Bay Watcher
    • View Profile
Non-mountainous / Above-ground features
« on: October 15, 2008, 05:34:14 pm »

Now that work is being done on new map/underground features, I was wondering:

Are there any plans for above-ground features, or non-mountainous ones? I can understand the focus on mountains and the underground, but it would be nice to have some special features that exist above ground, especially for non-mountainous biomes.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Granite26

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #1 on: October 16, 2008, 09:47:48 am »

From my understanding, the UD issue came up because there was a lot of stuff (boulders, trees, driftwood, waves, ponds, cities, roads, rivers, etc etc etc) above ground, but there were only a few interesting things below ground. (along tunnels, etc)

Random832

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #2 on: October 16, 2008, 11:04:07 am »

What kind of thing do you have in mind?
Logged

dizzyelk

  • Bay Watcher
  • Likes kittens for their delicious roasts.
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #3 on: October 16, 2008, 12:06:40 pm »

It'd be cool to have multi z-level rock formations, like arches or something.
Logged
Dwarf Fortress - Bringing out the evil in people since 2006.
Somehow, that fills me more with dread than anticipation.  It's like being told that someone's exhuming your favorite grandparent and they're going to try to make her into a cyborg stripper.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #4 on: October 16, 2008, 12:17:18 pm »

It'd be cool to have multi z-level rock formations, like arches or something.

I like this.

Also, maybe oases in the desert?
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #5 on: October 16, 2008, 12:17:57 pm »

Well let me see

-Anthills
-Beehives
-Healing Springs (Non-magical or Magical... whatever)
-Elephant Graveyards
-Fairyrings (The mundane kind)
-Fruit trees
-Migrating birds
-Hexagon Rock Formations
-Animal Nesting Areas
-Glacial Migration
-Spires
-Plateau
-Anchient Obsideon beds
-Flowers
-Sinkholes/Sinking sand (Note that Sinking Sand isn't dangerous while Sinkholes can be!)
-Wild people
-Cottages in the wild
-Horse Relay stations
-Raining fish or Gore (Happens in real life)
-Freezing Rain, hail, and sleet
-Rainbows
-Stars and Constellations
-Movement of the Planets and possible moons
-The Sun
-Clouds as a prediction of the future
« Last Edit: October 16, 2008, 12:27:16 pm by Neonivek »
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #6 on: October 16, 2008, 01:22:18 pm »

Yeah, magical springs and stone circles and the like. Also, proper volcanoes, or chasms reaching down from the surface (or something similar). A lot of potential ideas would likely be less dwarf-themed than the current ones, of course.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Neonivek

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #7 on: October 16, 2008, 01:58:51 pm »

Let me see some more

1) Dwarf Eating Plants
2) Polished rocks and Minerals in Rivers and brooks (Gems, Rock crystals, or gold stones)
3) Crystal Lakes (I believe this refers to the purity of the water)
4) Salt lakes / Salt Crystals
5) Petrified Forests
6) Brambles (Things that stick to clothes)
7) Thorns (Area of Thorny Bushes, Thorns on Cacti, and individual thorned plants)
8) Creeping vines / Ivy (Magical and Mundane
9) Sheppards
10) Natural forest fires (In both Fortress mode as in Adventure mode)
11) Poisonous plants (Touch, Eat, and Extract)
12) Owl Pellets
13) Above Ground Silkworms (I think they are above ground)
14) Sphere effects (whenever they are added)
15) Areas where Megabeasts have fallen (Being obvious or marked)
16) Burial sites outside of dedicated crypts
17) Ancient Battlegrounds
« Last Edit: October 16, 2008, 02:09:37 pm by Neonivek »
Logged

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #8 on: October 16, 2008, 02:15:30 pm »

Anthills at least are in, and have been for yonks.
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

G-Flex

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #9 on: October 16, 2008, 02:18:22 pm »

Yeah, but they're basically just decoration. GIANT anthills, on the other hand, could be interesting. Some kind of giant termite mound sort of thing.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Silverionmox

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #10 on: October 16, 2008, 02:24:59 pm »

(Reiterating some of the suggestions, adding others:)

Natural:
- places with abnormal weather (misty valleys/mountainslopes, sunny vales, lightning-prone areas.)
- craters from meteorites
- nesting colonies of birds and other species
- migratory animals: birds, deer, insects, arachnids
- season-bound behaviour of animals (mating, rearing young, hibernating, etc.)
- swamp gas
- wind erosion to make strangely-shaped rocks
- very high waterfalls
- river deltas
- trees larger, or at least higher, than dwarf-sized
- elephant graveyards
- raining fish or gore; typically, frogs. A Random Falling Object Table in the raws :)
- giant turtles with trees and stuff on them.
- truly giant snails, or at least their shells

Civilized:
- mass graves
- cult places, with annual processions, eg. Nazca lines
- carnivals/entertainers going from town to town
- huge, mysterious statues
- a floating rock now and then
- the fountain of youth
- wishing wells
Logged
Dwarf Fortress cured my savescumming.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #11 on: October 16, 2008, 04:21:54 pm »

The Sun's already in. You can check it in Adventure mode to get a relative sense of how long until the rivers freeze over.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Neonivek

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #12 on: October 16, 2008, 04:27:29 pm »

The Sun's already in. You can check it in Adventure mode to get a relative sense of how long until the rivers freeze over.

What color is the sun? Is there going to be a Lunar or even Solar eclypse? Is it doing anything interesting? Is it hidden behind the clouds? What dirrection does the sun rise? Where does it fall? Are you watching a glorious Sunset?
Logged

Aquillion

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #13 on: October 16, 2008, 05:49:09 pm »

Magic should wait for the magic arc, so it can be done properly.  I'm just as eager for it as everyone else, but it shouldn't be done in a haphazard fashion.

Occasional woodcutter cottages in the wild and so forth (or even crumbling, abandoned houses, leaving you wondering who built them and why -- not proper ruins, just shacks with maybe a basement a few animals could take up residence in) would be interesting.

Oh!  Also, players should be able to find traces of gold dust if they search/get objects from rivers that run through mountains containing decent amounts of gold.  There could even be special items like pans to allow 'panning for gold'; players could also use it to get an idea for where to build a fortress.
Logged
We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #14 on: October 16, 2008, 05:54:30 pm »

The Sun's already in. You can check it in Adventure mode to get a relative sense of how long until the rivers freeze over.

What color is the sun? Is there going to be a Lunar or even Solar eclypse? Is it doing anything interesting? Is it hidden behind the clouds? What dirrection does the sun rise? Where does it fall? Are you watching a glorious Sunset?

The sun rises in either the east or the west, it's random.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.
Pages: [1] 2