Artificially Generated Terrain Types
The game I am working on will be an artificially created Christian time travel game in an artificially created world. The world will have terrain. I have been working on a 22 character endeme set for terrain. The characteristics are: A-arctic, B-bedrock, C-cities, D-desert, E-eolian/dirt, F-forest, G-green/fertile, H-hunting, I-infertile, J-jungle/thicket, K-farms, L-lake/river/fresh water, M-mountain, N-nomads, O-open, P-plain, Q-swamp, R-rainy, S-sea/ocean/salt water, T-tropical, U-underground, V-valley.
This terrain matrix shows how the various characteristics interact, how to display combinations (endemes) of them, and how to build a world using them. Characteristic interactions are shown in a matrix on the first page. Generation approaches include one approach in which characteristics are placed in five groups with an order to the groups. For each group the entire world is parceled out among the various members of that group. Another generation approach handles one characteristic at a time showing an order in which to add them to the map, where to add them, where not to add them, and which ones attract and repel which others using a generative endeme for each.
The second page lists various terrains for which we have names, and the endeme that would best define them. The third page covers yet another endeme set called Traces. Traces is for lines on the map rather than areas. The Land Forms page is incomplete. The last page is an old terrain matrix and generation system that wasn't likely to work as well.
Thank you for your interest.
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