ASKA
bnjov1 Jun 1, 2024 @ 7:35am
How many Biomes will ASKA have?
title
< >
Showing 1-6 of 6 comments
The Sad Snail  [developer] Jun 1, 2024 @ 10:28am 
As many as we can possibly make :er_heart:

In ASKA a biome is a collection of materials, vegetation, resources and enemies and they form a larger ecosystem. For instance we don't have a "winter" biome because weather and seasons change the way a biome looks and what resources are available. Each biome in ASKA is actually dynamic, flowers appear and disappear according to the time of year, foliage changes color and resources change as well.

For instance if it rains mushroom start appearing. A birch biome will give onion and garlic during warmer seasons and beetroot during colder seasons.

Enemy areas have their own biomes as well, which aren't as dynamic. We went for a natural look and in reality "biomes" are actually way more granular than the classical RPG approach, there's a lot of blending of plant and animal life going on.

We'll keep exploring larger ecosystems, like colder or warmer islands that have completely different plant life and animals. That's the philosophy at least. We're not too keen on the "laval level", "poison swamp" approach, we'd like to try our hands at making a believable world.
pfe Jan 26 @ 2:44pm 
Makes sense why you wouldn't want the world to be too gamey where you have static biomes with a theme, but have you thought about having variation on climate to produce differences in ecosystem such as complete lack of rain fall, or increased heat creating a desert biome by parameter result
The Sad Snail  [developer] Jan 27 @ 12:29am 
Originally posted by pfe:
Makes sense why you wouldn't want the world to be too gamey where you have static biomes with a theme, but have you thought about having variation on climate to produce differences in ecosystem such as complete lack of rain fall, or increased heat creating a desert biome by parameter result
Yes, we have such plans and developed some of the tech needed, and these features will most likely be reserved for other islands. The main island will remain the most temperate and balanced, these are currently our plans. They might not necessarily be set in stone, but this is where we're at.
Originally posted by The Sad Snail:
Originally posted by pfe:
Makes sense why you wouldn't want the world to be too gamey where you have static biomes with a theme, but have you thought about having variation on climate to produce differences in ecosystem such as complete lack of rain fall, or increased heat creating a desert biome by parameter result
Yes, we have such plans and developed some of the tech needed, and these features will most likely be reserved for other islands. The main island will remain the most temperate and balanced, these are currently our plans. They might not necessarily be set in stone, but this is where we're at.

would it be possible to make certain monster biomes 'removable'? one one map i had a great spot, except when i built the village i didn't notice the inactive wolf den just past the fir forest i was using for wood. and then once some of the trees were cleared i found it, but by then it was too late to really move anything, and it was in the way of planned building. i know wolves are a source of pelts, meat, and all, but when the den is inactive, it's just a big rock taking up a ton of good space. maybe some kind of large build project that would end with the wolf den being broken down by stonecutters over the span of several days or seasons? or for graveyards/draugr fields, maybe a way to turn them permanently inactive if they're right next to village areas? perhaps constructing a series of 'warding stones' around them (again, another big project that would take a long time or lots of mats, since you'd be choosing to remove a local resource for safety)
tgreen56 Jan 27 @ 6:15am 
Originally posted by Alciya Dragonash:
Originally posted by The Sad Snail:
one one map i had a great spot, except when i built the village i didn't notice the inactive wolf den just past the fir forest i was using for wood. and then once some of the trees were cleared i found it, but by then it was too late to really move anything, and it was in the way of planned building. i know wolves are a source of pelts, meat, and all, but when the den is inactive, it's just a big rock taking up a ton of good space. maybe some kind of large build project that would end with the wolf den being broken down by stonecutters over the span of several days or seasons? or for graveyards/draugr fields, maybe a way to turn them permanently inactive if they're right next to village areas? perhaps constructing a series of 'warding stones' around them (again, another big project that would take a long time or lots of mats, since you'd be choosing to remove a local resource for safety)

I mean, that's kinda on you. You should be exploring the area around where you'll put your village before you start building.
Originally posted by The Sad Snail:
Originally posted by pfe:
Makes sense why you wouldn't want the world to be too gamey where you have static biomes with a theme, but have you thought about having variation on climate to produce differences in ecosystem such as complete lack of rain fall, or increased heat creating a desert biome by parameter result
Yes, we have such plans and developed some of the tech needed, and these features will most likely be reserved for other islands. The main island will remain the most temperate and balanced, these are currently our plans. They might not necessarily be set in stone, but this is where we're at.
The default start season is Spring and I could understand why not much rain fall would be good but it usually rains in Spring and Summer is dryer with heat I have one save where the precip was set at default and I have never seen so much rain it's unrealistic I think Summers should be dry and perhaps there should be a higher thirst during that time to simulate heat.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jun 1, 2024 @ 7:35am
Posts: 6