Sol Aureus (closed)

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Sol Aureus (closed)

by firefox » Tue Oct 27, 2015 13:08

the thought of creating a singleplayer world that fulfills all my desires has lead me to the creation of my own subgame.
it is loosely based around GBA games "Golden Sun", hence the name "Sol Aureus".

i have started with the basic mapgen. (v7)
i have divided the humidity and temperature parameters into high, low and medium and and combined them in every possible combination.
this leads to 9 biomes + 3 ocean types (cold, warm and medium, humidity in the ocean should always be the same).
each of those 9 biomes will be further divided into sub-biomes.
those include beach (for beaches, only near the water), low (the main biomes) and high (for mountains).
in addition i also planned oasis biomes, which appear in rare special locations.

i decided to start with the cold/humid biome and named it "glacier".
it has ice on the shores and giant glaciers.
frozen grasslands can be found on the lower heights, while the mountains are entirely made of ice and snow.
the frozen grasslands are completely frozen and have not much dirt. they will be home to ice trees and ice flowers, which are all made of ice.
on very high mountains (80 and above) is the oasis biome: a snowy field with dirt resouces, snowy grass and golden trees.

so far i managed to add the basic terrain to the mapgen and made some experiments with the parameters.
here are some impressions:
Image
Image


now some more general information about my idea:

basically i want to include a variety of biomes for every possible climate.
i want to provide all the materials and decorative blocks that are needed to build all the things in Golden Sun.
alchemic devices allow you to forge/transform materials (grinder, geo-compressor, molder, extractor).
magic items allow you to cast Psynergy (magic in Golden Sun) (frost, blaze, growth, teleport, levitate).
you can find and collect Djinn (as blocks, like nyancats but easier to find).

that is all i have for now.
Last edited by firefox on Wed Nov 09, 2016 09:15, edited 2 times in total.
 

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Re: Sol Aureus

by firefox » Wed Oct 28, 2015 10:04

my first decoration: Eisblume - the frozen flower.
Image

it is as hard as glass, emits light lv5 and stops fire.
it is generated on frozen dirt, spreads like other flowers, but only on frozen dirt and only at night.

EDIT:
my first tree: the Frozen Tree.
Image

made with sokomine's trees_lib.
it only grows on frozen dirt.
i want to have the saplings desintegrate into snow when planted anywhere else, but don't know how to do it.

EDIT2: solved - if placed anywhere else, frozen saplings will turn into snow.
 

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Re: Sol Aureus

by firefox » Thu Nov 05, 2015 11:54

just as always when i have a new idea, i get lazy and don't make progress.
so i decided to post about my progress at least once a week to keep it going.
here is this weeks result:

the Golden Tree and the Goldberries:

Image

both appear on the rare glacier oasis biome.
above 80, glaciers can have "islands" with fertil soil.

Image
 

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Re: Sol Aureus

by wilkgr76 » Mon Nov 09, 2015 23:05

Your wish came true. (Someone posted).
Last edited by wilkgr76 on Wed Nov 11, 2015 23:40, edited 1 time in total.
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Re: Sol Aureus

by firefox » Wed Nov 11, 2015 12:10

wilkgr76 wrote:You wish came true. (Someone posted).

yay :D


frozen biomes now have Frost Stone:
Image
 

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Re: Sol Aureus

by Minetestforfun » Wed Nov 11, 2015 21:48

Your texturing skills are really great, maybe if you work with the 32px minetest default texturing you will do some sparks =)
 

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Re: Sol Aureus

by wilkgr76 » Wed Nov 11, 2015 23:38

firefox wrote:
wilkgr76 wrote:You wish came true. (Someone posted).

yay :D


frozen biomes now have Frost Stone:
Image

That looks cool!
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Re: Sol Aureus

by firefox » Thu Nov 12, 2015 08:09

Minetestforfun wrote:Your texturing skills are really great, maybe if you work with the 32px minetest default texturing you will do some sparks =)


i use textures from free 16x minecraft texture packs and edit them with gimp.
i prefer 16x textures because they look best to me.
32x have too much detail sometimes and the good 32x texture packs are all un-free.
 

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Re: Sol Aureus

by firefox » Sat Jan 02, 2016 16:36

i didn't stop working on this, i am just too lazy...

the next biome is the Taiga biome.
the beaches are small with more gravel than sand. the lower lands have green grass with pine trees and redberries and brown mushrooms. the high lands will have mossy grass, also pine trees, and blueberries and other mushrooms (probably yellowish). there rare oasis biome here will be the Silver Biome with snowy dirt, silver grasses and silver trees.
 

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Re: Sol Aureus

by prof-turbo » Sun Jan 17, 2016 20:52

This is very good looking. But maybe a bit boring for now (says the quake-fan).
 

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Re: Sol Aureus

by firefox » Mon Feb 15, 2016 17:04

i had some minor inspiration problem with my current methods.
i had more plans for things than actual ideas to fill them,
and i totally forgot about the most important part: the KISS principle.

so i made a restart and try to keep everything as simple as possible.
for now i added the default mod and changed half of the textures to fit the style that i want.

then i will make an extra mod to replace the default biome definitions with custom ones and only generate terrain.
trees, flowers, farmplants and stuff will be generated by extra mods, so that i can gradually add details to all biomes and don't loose my orientation.

next step is the biome system, which i also have simplified:

cold+humid, cold+dry, warm+humid, warm+dry

those are the 4 basic designs, which represent basic snow, grass, forest and desert biomes.
each of those will be further divided into sub-biomes for beach, valley, and mountain.
and each of those will have 2 variations, with more or less vegetation.

with this, i can limit the grass to 4 types: green, dry, mossy and snowy.
the terrain will be mostly realistic, since i have to save the special biomes for the underworld and the skyworld.

that is all for now =(^.^)=
 

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Re: Sol Aureus

by firefox » Mon Feb 29, 2016 16:30

uh... balancing temperature and humidity is more complicated than i expected ...

news:
- completed assembly of textures for default nodes
- added Mossy Stone, with Mossy Cobble (default) and Mossy Stone Bricks
- added Dirt with Mossy Grass
- removed Frost Stone (for now, maybe it will return in the crazy skyland biomes)
- removed everything else from the previous version
- started defining biomes (50% done)
- added a 5th biome group (medium, medium) for better transitions between biome groups
 

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Re: Sol Aureus

by firefox » Wed Mar 02, 2016 14:23

news:

- made a temperature/humidity map to organize biomes and correct parameters.
- finished biome definitions
- all biomes can appear at any height, only beaches and ocean are bound to water.
- supports mapgen v5, v7, fractal and valleys
- riverwater (valleys mapgen only) will have different states in certain biomes (frozen or dried out)
- extreme biomes are rare, lesser extreme biomes blend nicely with normal biomes
- grass and stone types vary with temperature and humidity
 

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Re: Sol Aureus

by firefox » Wed Mar 16, 2016 17:05

for some reason i couldn't add trees to the map ...
when i tried to find out why, everything stopped working and the game would either use the default biomes or none at all. then i conveniently noticed many flaws and mistakes here and there and decided to throw everything away and start again from the beginning. :P

news:

- reverted back to default textures
- added mossy stone and mossy stone bricks, added dirt with mossy grass
- made a new temperature/humidity map:
> now there are 9 major biomes
> each of them will get it's own beach and ocean, to prevent mismatches
 

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Re: Sol Aureus

by firefox » Thu Mar 17, 2016 10:15

first screenshot:
Image

the savanna and the grove biome
 

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Re: Sol Aureus

by MineYoshi » Sat Mar 19, 2016 20:52

+100 Looks great!
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Re: Sol Aureus

by azekill_DIABLO » Tue Mar 29, 2016 17:29

wonderful!
+1245637859 <<lol

no it's really nice!
 

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Re: Sol Aureus

by MineYoshi » Tue Mar 29, 2016 23:15

what i most like it's the mapgen!

but i want to see how it's when you finish the mapgen!
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Re: Sol Aureus

by firefox » Thu Mar 31, 2016 15:15

um... my archenemy, the lazyness appeared again :P
but i will try to make slow progress at least.
the current plan has 9 biomes, including all 5 default trees and the 4 grass and stone types + ice.
then i want to include TenPlus1's farming and mobs mod and x-decor (either the complete set, or maybe just the crafting stuff, not sure yet). with this the basics should be done and it would be playable.
then i can learn how to use github and publish it as version 0.

then i will complete the mapgen, by adding more variations to the 9 biomes.
this means different vegetation for high and low terrain and also some variation towards either temperature or humidity to create smoother transitions between the biomes. (for example grove near savanna should also have sandstone underground)
the rest is still just rough ideas. i want to have more ores with many craftable alloys, and more mobs (each terrain gets it's own ones), magical items (like the light staff from ethereal), and the most important: decorative blocks in any possible form, including mossy, crumbly, frozen and enchanted stuff.
 

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Re: Sol Aureus

by Glorfindel » Thu Jun 09, 2016 15:38

Regarding github: Good luck! I still have not figured it out XD

Regarding your project: Looks Awesome!
 

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Re: Sol Aureus

by firefox » Wed Aug 31, 2016 16:40

*necroposting*
by the name of Red_Fox, i command you to rise again!
*end*

i finally figured out that heat and humidity is completely unrealistic :P
but i know how it works now, so i will restart again.
the biome plan is not finished, but i scouted what biomes i need.

today i finished my vague idea about changes in the ore system:
i will replace the crystal ores with metal ores for tools and armor and use crystals for other stuff.
therefore mese tools will become gold tools and diamond tools will become orichalcum tools. then i will add mithril tools as the strongest.
orichalcum will be an alloy of gold and silver, so it's like upgraded bronze.
jade will be added at gold level, silver at mese level and mithril at diamond level.

when i have something working, i will start a new thread in the WIP section for it =(^.^)=
 

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Re: Sol Aureus

by MineYoshi » Wed Aug 31, 2016 21:59

firefox wrote:when i have something working, i will start a new thread in the WIP section for it =(^.^)=


Yay!
+1 For the Ninja Kittens =(^-^)=
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Re: Sol Aureus

by azekill_DIABLO » Thu Sep 01, 2016 09:33

i hope they wont steal milk in the fridge.
 

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Re: Sol Aureus

by MineYoshi » Thu Sep 01, 2016 22:02

azekill_DIABLO wrote:i hope they wont steal milk in the fridge.

+100 For making me remember my childhood.
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Re: Sol Aureus

by azekill_DIABLO » Tue Oct 11, 2016 20:10

are you still working on this? images does not show
 

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