Quick update: The screen size is now adjustable. All display functions scale appropriately with user-specified screen size.
Huzzah! Tired of being harassed about it so much?
I figured it was going to be one of those requests that would crop up more and more as time went on, so I'd probably better nip it in the bud.
Thinking out loud:
Creatures are going to be generated procedurally as follows:
1. Determine the creature's predation type. Is it carnivorous, omnivorous, herbivorous, etc.?
2. Determine the creature's biome/sphere. Is it a primarily aquatic, terrestrial, subterranean, aerial, or amphibian creature?
3. Taking into account the two above steps, determine the creature's body structure, with limitations and exceptions in place according to what the creature eats and what environment it lives in.
4. For each limb/body part, determine the specific morphological features of that limb and its functions and/or specializations. Also, attach an intensity gradient to these functions. So, for example, one creature might use 'long, muscular' limbs with a primary function of 'climbing'; another might use 'long, muscular' limbs with a primary function of 'striking its prey' or 'running for long distances'. Each of these have might other dependencies (striking prey might require claws/talons/etc.) and will grant different statistical advantages and disadvantages. Such advantages and disadvantages will fall along an intensity gradient that will determine how great of an effect they have on the creature's overall statistics.
Gradient:
5: (Most) ['extremely', 'incredibly', 'amazingly', 'fantastically', 'unbelievably', 'inexplicably', 'phenomenally']
4: ['radically', 'excessively', 'abnormally', 'exceptionally', 'extraordinarily']
3: ['remarkably', 'conspicuously', 'prominently', 'surpassingly', 'strikingly']
2: ['curiously', 'peculiarly', 'markedly', 'particularly', 'very', 'significantly']
1: (Least) ['quite', 'somewhat', 'notably', 'fairly', 'rather', 'relatively', 'moderately']
So, from the example above, one creature might end up with 'long, phenomenally muscular' legs that it uses for climbing; the other might have 'long, curiously muscular' legs that it uses for running long distances. 'Long, muscular legs' might grant ++AGI, +STR, and -END (this is just an example I'm pulling out of my metaphorical arse, please don't start a debate with me about statistical advantages of morphological characteristics until I have time to plot them all out). The first creature, which generated a descriptive intensity modifier of '5', would get +10% AGI, +5% STR, and -5% END. Thus, morphological CHARACTERISTICS - i.e., the morphological shape and development of a limb - parallel its statistical benefits and detriments. The morphological/evolutionary FUNCTION of the limb - i.e., it is used for climbing - corresponds to a skill, which will also receive a relevant bonus. I will probably not implement negative skill modifiers, except that skills will be modified by attribute levels, so a creature's skills in one area might be negatively modified by morphological characteristics it develops in its various body parts.
Morphological characteristics are sorted by Predation and Biome/Sphere. Some characteristics will be general and evolvable by a creature of any predation or any sphere (i.e., something like a 'long, lithe tail', since just about any kind of creature, vertebrate (monkey) or invertebrate (scorpion) from any sphere can develop a tail). Some will have specific requirements.
Functions, furthermore, will be sorted by Predation, Sphere, AND Morph. Characteristics. Long, spindly legs should be able to be used for 'maintaining balance' or 'climbing' or 'running', but probably not for 'digging' or 'overpowering prey'.
Statistics for any creature of any size can be anything; however, size modifiers will determine the relative physical capabilities of a creature, which should theoretically restrict a really strong chipmunk-esque fuzzy thing from beating the living tar out of an unsuspecting adventurers which outsize them by a hundred-fold or so.
With all of the above taken into account, I'm going to try to make descriptive creature entries seem unique, interesting, AND morphologically relevant. Looking at a creature should give you a general idea about its capabilities, the sort of things it does to survive, whether it's threatening, and so forth. Taking a more in-depth look at it in the World Atlas will help you out more. I may or may not* require adventurers to encounter creatures before accessing World Atlas entries about them in order to fuel a sense of exploration and discovery in the game (if I decide to do this with creatures, it will probably also extend to stuff like myth, history, cultural facts, blah blah).
* - I can't decide whether it would be better to just give open access to all information immediately after worldgen or not. Perhaps basic facts will be immediately accessible, with more in-depth information (stats, skills, abilities, etc.) available after a certain number of encounters.