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I've completed Plant Design, Planetary Development, converted 300+ creatures and began Relative grouping - all in five hours or so. Ive also gone into an in-depth explanation of the Development Process in this article.

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At the time of my previous update, I had only done the 500 plants... Today I finished that up to the total of 1980 flora.
I finished off the biome-placement, deforestation, erosion and so on also. But due to the lack of my photoshop being installed (New PC, remember? Probably can't run it, anyway), I've had to do that in Paint. When I get my new pc, one that has the ability to do more than run solitare, I'll convert that into my PSD file.
Now, I've spent most of today converting Aerial and Land creatures into Excel Sheets, rather than Word documents (My previous process). I need only do the amphibians and the sea creatures thereafter.

Once all of that is done, I should be able to start grouping them to their biomes and distributing them across Cerria - that's going to be a headache. In fact, I've already done some relative grouping for the Land Creatures and Aerial creatures.

I've decided I should probably give an explanation to what the Pollination and Prominent Species Development Process entail, exactly. So, here you go.

Pollination Process, In depth:

First up is "Relative Grouping" which means to take this huge list of flora and fauna, and put them into their biome groups according to the HRM (Habitational Relativity Mathematical Workouts) that I made for MyWorld.

Secondly is the Localised Ecosystem Development, where I take the different biome groups and put them into relative groups according to their strengths and weaknesses, to make a balanced ecosystem.

Thirdly is the Food Chain Creation, which is where I draw up a flowchart, or, food chain, for the different groups of creatures, these become the ecosystems of who-eats-who.

Fourthly is the Planetary Meteorological Analysis, where I check wind strengths, ocean currents, temperatures, and so on to see where these groups should go and how far they could/would spread.

Lastly is Global Placement, where I put the finished creatures down, work out their migration patterns and draw it onto the World Map file.

Species Development Process, In Depth:

Location Analysis is where I continue on from Global Placement. The Prominent Species (PS, for now) would also have been placed down among the planet's fauna and flora. So, I check out where they are, what other creatures are in the area, the temperature, height of land, etc.

Extra Appearance Tags is the fun part, where I generate a bunch of special tags (Descriptive terms) for the PS. Do they have certain markings? Maybe some sort of natural weapon? When the generator has spat them out, I work on them to make sure the species is playable and balanced.

Extra Physchological Tags are the same as appearance, but for their mind-state instead. Are they farmers? Or raiders? How do they react to a large type of creature? a small type? How long do they look after their young, if at all? etc. then again, I work on them to make sure they are insane or so dull they just lie around all day.

Extra physical Abilities is sort of like generating a base "Stats" system. Their strength, intelligence, stamina, and so on, in relation to their appearance and psycholigical tags. This is pretty much the same for Mental Abilities, but moreso towards skills in that area.

Ethics Design is how the PS reacts to certain events. Is it acceptable to eat a plant? An animal? Each other? How is murder, theivery, arson treated?

Same-species Behaviour Design is how the species interacts with each other. Are they trusting? brotherly? Or do they avoid each other, other than to mate? Maybe they hate each other so much that the female lays her eggs, then the male comes along and ferments them... You get the idea.

Other-species Behaviour Design is how the species interacts with other PS. Do they accept them, and attempt to make friendships? Or trade? Or maybe to attack them on-sight; or perhaps avoid them all together? This behaviour is slightly effected by Same-species Behaviour Design. You can't expect them to hate each other, but love other species.

Non-sentient-species Behaviour Design is how the species interacts with fauna and flora in their area, and beyond.

Continuing from Non-sentient-species Behaviour Design is "Domestic Creatures Analysis". Which creatures does the PS take for sheep-like duties? Dog-like duties, pets, mounts, livestock, etc.

Grudges Analysis is what the PS hates in their area. Perhaps they have a Mortal Enemy, a colossal-sized monster that has forever hunted down the PS. Not only does this effect creatures, but also villains of the past, Tyrants who ruled with iron fists, or traitors, serial killers, etc.

Grudges Design is to take the Grudges Analysis and work up why, when, how.

Worship Analysis is the same as Grudges, but inverted. Rather than what they hate, it is something they love. Maybe a mystical flying creature of beauty that is rarely seen, is told in tales, time and time again. This "worship" also means mythical tales, which is basically like telling stories about creatures. The same way Humans treat faeries, dragons, etc.
On that note, Worship also goes for heroes of past. This all leads to...

Worship design. Taking the above, and working out why they love them, when they were around and how the stories go. Then of course, people of worship tends to lead to...

Religion creation. Religion is very different in Cerria that Earth. When you concentrate on something, a tiny peice of your natural magic goes to them - so tiny, you don't even notice. So, when millions of peoples concentrate all that magic on that single entity, the magic gathers into a sort of entity, perhaps even creating something from nothingness.
With that in mind, it can bring back the dead. A ressurection spell is to take an immense amount of magic and concentrate it into a dead entity, a person or animal. The same happens with religion, but rather than one large source, it comes from thousands of tiny sources.
But. When all these tiny sources are gathered from over a millenia, all the different thoughts and mixtures come together. If you pray to a deceased hero about a need for rain, then thousands of people do this, a Rain God is birthed, and his single intent is to cause rain.
On that note, Animals of worship become more powerful from the concentration of magic, seeing as the worship goes to a entire species, rather than a single entity.
And that, my dear friends, is Religion.

Next is the Civilization Spread Patterns and Civilization Spread Borders.

This is easiest explained with an example - Dwarves. Dwarves dig out their homes in the mountains, so the dwarves would have settlements under the mountain and not out in the open. This would cause the Dwarven Empire to stretch along a mountain range, going all the way around a plains, rather than through it, for example.
The dwarves may then send out a group to set up an outpost in a weak-spot in their empire to fortify their reach.

Taking that into account, I would then work out what the PS lives in - houses of wood, halls of stone, maybe nest-like houses in the tree tops. Then I'd spread them according to those rules. They couldn't go too far from the forest if they needed wood, until they had a bustling empire to send out hundreds of caravans with wood. Tree-top living sprites wouldn't leave their forests, and so on.
Or, perhaps, the PS worships trees and therefore doesn't leave the forest borders.

With all that down, I can then create their Architectural Design, which is in fact where this entire To-Do list came from. I was perplexed on what the housing of my Humans and Elves would look like, so I started backtracking down what I am explaining to you here, Going down to where they would spread, why they would spread, what they would use... which lead to the revoloution of MyWorld, from a simple Fantasy Game to this huge project.

Then it simple comes down to what Clothes the PS wears, what weapons and armour they use, and according to the flora in the area, what type of potions they have come up with. what sort of trinkets, jewelry and so forth would fit under Item Design.

Finally is Magic design. According to everything above comes down to this. If a PS have never endured war, they may not have learned to defend themselves or be aggressive, using magic, such as Firestorms and Earthy Shields. But they may have been hit by a Disease once, which forced them to learn healing magic to extract the disease and destroy it.
Once I have completed all the Prominent Species' Development, I'll work up a timeline and see if any diseases, natural disasters, and so forth have hit them. Once all the Development is complete, I will return to the Developments and check to see if the timeline has effected anything.

Comments
Azkanan Author
Azkanan

After a Development Dream I had last night, I'll also be doing "Lore" for each species, which answers common questions according to the species' particular personality.
"What happens when we die?" A highly religious species might say that an angel and a beam of light takes you away, meanwhile a war-like race may say You die, and that's it. You get the idea.

And, for those wondering, a Development Dream is where I put a notebook and pen next to my bed, eat a bunch of cheese, and think about MyWorld for an hour or so, then go to sleep. This causes me, 80% of the time, to dream of ideas for MyWorld - pretty sweet, huh?

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TheLP
TheLP

Seriously? Hmm, I might try that for my games :L

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Ninjatoast
Ninjatoast

Yay cheese! xD
Anyways, this is awesome, cleared up a few things I wanted to know.

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settimo221
settimo221

i like the idea

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