A new world that would have different biomes. Each biome would have special features and characteristics-
- Different Soil (sand, dirt, grass, snow, rocks, clay, water)
- Flora- Biome dependent plant life. Plants belonging to a specific biome will not grow in any other biome.
- Fauna- Creatures/Animals would have a niche or habitat which would be biome specific. Taken out, it would slim chances of survival.
- Minerals- Different minerals underneath different biomes
- Different availability of materials overall
- Different survival strategies required. For eg. :-
- Arctic- too cold, warm shelter
- Ocean- Breath, Drowning
- Forest- Dangerous animals
- Different climate conditions- different shaders/graphics
Biomes would be-
Oceans
Would be a large part of the world.
Travelling across oceans by swimming would be difficult because of long stretches, hunger (with limited food in inventory) and sharks.
Would merge into landforms via beaches or mountains.
Can be used to fill in infinite borders to a finite world.
Depth of ocean would increase as distance from land increases till ocean bed is reached.
Flora-
Floating plants- Floating heart, Lotus
Submerged- Water Lily, Water Hyacinth, seaweed
Fauna-
Sharks, Crocodiles- Dangerous
Dolphins, turtles, fishes (Starfish, Jellyfish), squids, octopus
Minerals- Coal and oil deposits underneath ocean bed. Pearls present on ocean bottom.
Deserts
Would be present away from oceans and not have any inland lakes etc. Maybe a few oasis (mirages deep inside deserts?). Terrain would be mostly smooth with small sized dunes similar to a small scale BuilderSampleGameplay.
Deserts would only exist deep within the continents.
Flora- Cactus, thorns, bushes.
Fauna- Scorpions, Camels, Rats, Snakes and Coyote.
Low water availability (but water available underground). Can build pumps to fetch underground water.
Beach
Would merge other landforms with oceans (except arctic or islands or mountain regions). Mainly sand followed by grass, would merge into grasslands.
Flora- Palm trees, Maple, Alder. Hawthorn, Hazel, Coconut
Fauna- Alligators, turtles, wild boar, rattlesnake
Grasslands
Transition between beaches -> forests or forests-> deserts.
Can be further divided into different types of grasslands.
Majorly uniform terrain with rich vegetation, plants, shrubs and bushes.
Flora- Variety of plants/shrubs, lesser tall trees
Fauna- Deer, foxes, badgers, horses, zebra, cows, lion, giraffe etc.
Forests
Would have thick vegetation, mostly tall trees. Can be further divided into different types of forests with specific flora and fauna.
Mountains
Would be tall, often steep. May appear near edges of landmass or somewhere inside serving as a divide between grasslands/forests and deserts.
Would have special minerals underneath, difficult to dig through. Some mountains could be active Volcanoes!
Flora- Pine trees, Cedar, Spruce, Fern, Alpine plants
Fauna- sheep, goat, yak, bears, mountain lion.
Arctic
Snowy islands as big as Antarctica. Or Mountains that extend further as land with a high elevation above sea level.
Have special precious minerals underneath. Coal deposits.
Frost meter- Require you to stay indoor in warm igloos or get some clothing that protects (skin of animals, plant fibers)
Very scarce vegetation, little to no water present. Frozen lakes (only top layer frozen) are the only source of water.
Flora- Lichens, Moses, shrubs, arctic cotton grass (clothing)
Fauna- Arctic fox, Polar bear, walrus, penguins.
Swamp
Mainly provide a transition between oceans-> grasslands or lakes->grasslands.
Clay soil.
Flora- Mangroves etc
Fauna- Alligators, ducks, frogs, crabs
Lakes
Lakes would be inland sources of water so that one wouldn’t have to travel all the way to oceans. Smaller in size, lesser depth.
Flora- Ocean flora
Fauna- More fishes, crocodiles, snakes.
The above are generic biomes. Biomes can be further broken into specific ones. Like Forests -> {Redwood, tropical, broadleaf}.
The main question about this is regarding implementation. How do we create such a world and divide it into such biomes?
HeightMap- Height map is a 2D contour map with each pixel representing a chunk. It is color coded such that the color depicts the height of the chunk.
This is an example of such a height map.
One could manually create a heightmap (not sure how) of a finite world surrounded by infinite water on all sides and
parse it to the SurfaceProvider. That way we get the landforms, we just need to associate biomes to regions. Need suggestions on how to do this best?
@Cervator @msteiger