firefox wrote:i'm onto something...
setting biome points every 20 steps i've got 36 horizontal biome points.
recycling my older ideas, this creates 9 biome groups with 4 biomes each.
basically this is a more detailed version of my previous work, which now can fit in all my ideas (and more) thanks to the niches created by dividing the 9 biome groups into smaller areas.
too bad i deleted everything out of frustration...
Thank you for this, as it's guiding for my biome work as well. Can you elaborate on your heat/humidity point system?
i decided on a 6x6 grid, with biome points set at the 0, 20, 40, 60, 80 and 100 coordinates.
the values can range from -25 to 125.
although exceeding the 0/100 limit is rare, especially in both values, so the four corners are the most rare.
aligning the biomes with their actual heat/humidity seems not possible, so i compromised a little.
so i put the ice biomes in the botom left corner, where it's cold and dry. normally one would associate water/ice with cold and humid, but then the bamboo would have to go in the dry region and is illogical.
my logic is that ice is indeed dry, since if it doesn't melt, then there is no moisture.
setting heat on the x-axis and humidity on the y-axis, with the origin (0,0) in the bottom left corner, i get the following distribution:
dryness towards the bottom, moisture towards the top, cold to the left and heat to the right.
this still doesn't fit perfectly with all biomes, but one can also consider 50 as "normal" and 0 and 100 as "extreme in either direction". to avoid the jungle-next-to-glacier problem, i moved the glacier to the dry region, in the opposite corner of the jungle.
this puts glaciers on the same line as deserts, but the transition is easier there as it can go from ice desert to hot desert.
forests are placed in the upper half, getting more swampy towards the top, this is why bamboo fits in the top left corner even though the heat value there is "cold".
my old 9-biome design was like this:
bamboo swamp jungle
taiga forest savanna
tundra gravel sand
now instead of one biome point, each of those is made four biome points. this adds variation and better transitions to neighbouring regions.
the expected rarity goes like this:
1 2 3 3 2 1
2 3 4 4 3 2
3 4 5 5 4 3
3 4 5 5 4 3
2 3 4 4 3 2
1 2 3 3 2 1
the middle part will be the most common and also the transition between the 4 side regions. so i will put mixed forests and fields there. forest to the top, fields to the bottom, warm to the right, cold to the left.
the surrounding points are the nearest common biomes and will be more singular, like coniferous forest, dry forest, snowy forest, mossy forest, ect.
towards the sides biomes get more extreme, like desert, swamp and ice.
the corners are the most rare, so they will be very special biomes, such the oasis in the desert.
regarding height variations, not all biomes will have them, but it is another way to add partially rare biomes to high mountain tops. naturally most biomes shall have some variation in height, like a thicker layer of snow, or less sand and more rock in the desert.
water level is 0, so the beach may extend to +5 (if any) and the shore to -5. below that is ocean until -120.
clouds are at +120, so biomes above there are for sky islands and very high mountains.
i guess setting the height borders at 40 and 80 should work well.
i wasn't able fill every point yet, but for some filler biomes i need to see it in-game to decide.
so i will start from the middle and extend outwards.
the desert region is the one where i had the most ideas and i consider it almost complete.
on this map, the desert region are the four points in the bottom right corner (hot and dry).
the corner point (1) at 0,100 is the most rare, so it will be the oasis.
the inner point (3) is the most common and the one that is next to the savanna and dry field biomes, so i will put the "yellow desert" there. Cactus Grove below 40, Dusty Dunes above and just plain sandstone above 80.
(for the skylands above 120 i have no idea yet. i will probably use a smaller biome map there)
the border points (2) will be "red desert" to the top right and "white desert" to the bottom left.
Glass Desert will be put above 80 in the red desert. below is red desert without glass and maybe some plants near sea level, as the neighbouring biomes are savanna-like.
Fossil Ocean will be in the white desert. height variations will be based on the sea but in reverse order (shallow sea near the sea level, deep sea on high mountains).
by assigning 2 vertical biome points to things like savanna or taiga, i can use the upper point for forest and the lower for grass. with this i don't need complex perlin noise to create groves and plains, as the mapgen will do that based on humidity.
"fill-ratio" is easier to use and i can set forests to become less dense with increasing height.
the only downside of this system is the sheer number of biome definitions, which makes it more difficult to register decorations such as flowers. but at the same time it also gives much more control over which flowers are to be generated where and how many. i find this much easier to use than perlin noise.