Well, we just wrapped up a two-pitcher lunch at the Sewer Brew Pub with a fan (hi Kris!), so you know that means: time to write a blog post! So Daniel has been cranking through biome stuff and asked- no, let’s start this over.
The sky above Vancouver was the colour of a television tuned to a dead channel. Daniel entered the gently cultivated chaos of the art room and recoiled slightly. The chaos recoiled slightly back at him.
“After Steampunk Colorado, what’s next?” — Oh, well then: we could do a desert. Lots of bones, dust, salt, jagged rocks. No? Really? I thought it’d be pleasant. Then perhaps a swamp, something lovely; Lots of plants, molds, miasma, large insects, fevers. No? Not a swamp? If we must then, let us set our sights on:
Steampunk Central America
White sand beaches, tropical forest, volcanoes, cenotes, deforestation, strange statues buried in the sand at the low elevations and giant, scowling basalt heads at the higher; beetles grazing in tropical meadows before wallowing in warm streams. It’ll be lovely. And we still get those fevers in.
It starts with a palette of colours, the right colour for the right sub-biome from the top of the topology to the bottom. It’s all layered like some kind of terrible cake full of dirt and growing trees. Below is a quick sketch I did to give an overview of what could be going on in a roughly Central American biome set:
What’s That Red Stuff?
Do you see it, right there? That’s the problem. Herein it shall be explained why and then how it is solved.
So we’ve had some talk about the overworld lately and the old post about world map generation still stands. Now we’re dealing with the details of living in it, of filling each biome with appropriate textures and objects. This is proceeding rapidly.
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