I love trees and want them in more games. I don’t mean just moderately decent looking trees like seen in Oblivion, but trees that resemble exact species. Even more, trees should grow! You know how trees have seeds, and when they fall and get blown around and end up in the right soil with the right amount of water and sunlight, and don’t have to compete with invasive species they grow? I know this is totally possible and I want it. Yeah, I’m sure it will take loads of resources to accomplish, but that’s really not my concern.
Because this is a game and I want it to be richly detailed and not too dispersed, the land area will be pretty small. Because of this, there aren’t going to be extreme shifts in geography and whatnot. Instead, it’s going to closely mimic the land types of Ontario, Canada. That’s where I’m from, what I’m most familiar with, and I like it. If you don’t know what Ontario is like, Google it. Basically, the lands will consist of the three types of forests that are present in Ontario: deciduous forests, mixed forests, and boreal forests. I have a book that I purchased a while ago titled Trees in Canada, which thoroughly discusses all the trees in Canada, both native and non-native. I’ve made a list of all the potential trees I’ll include. To cut down, I decided not to include any non-native since their evil. Except for the ginkgo biloba, since it’s pretty much considered a living fossil and is unlike most any other tree. And it I think it was actually native here at one point in time, so it’s all good. I’m going to post my list up later when I have further auditions and make some cuts. I would love to include all the trees, but that’s just way too much work when I desire to have the growing pattern of each tree copied.
Plants are a completely different topic, one that I’m going to have to delve into a little later. Admittedly, I don’t have as much interest in plants as I do trees, but they’re just as important and the work involving them will probably be more extensive. Both plants and trees will both have to meet certain growing conditions. Even if a space meets the soil, sunlight, water, and temperature conditions for a tree or plant to grow, other plants and trees in the area play a large role in whether that seed will grow and succeed. Grasses may be rather short, but several species will grow in pretty much any conditions and will completely destroy a sapling. Forests have to go through different states. Without getting too into it, you basically start with an empty field with some sort of grasses and what people consider weeds. From here, if the seeds make it to the area, certain species of shrubs and bushes will grow. These then compete with these grasses and start to take over the site, which then makes it possible for certain species of trees to come in and grow. Once these trees are established, other types of trees come in grow. Eventually, a matured forest will be established, where not a whole lot of new species will grow. When a matured tree dies and falls, it opens up a space in the forest canopy where sunlight and rain can come down to nourish a young sapling. This will usually be a sapling of the same species, but it could be a different species altogether that will actually manage to survive. Eventually, the forest will be a more diverse matured forest, where instead of having two or three main species of mature tress, there will be many more.
Every tree and plant will be encoded with values that determine whether it can grow in an area. Some species can grow a lot easier in a wider selection of areas, and others not so easily and in not so many areas. Based on the weather system I’ve got going on below, these trees and plants should be pretty happy.
Basically, it’s a genius idea and is almost flawless. Instead of developing some crazy weather system that would act realistically that wouldn’t actually be realistic until we understood fully real world weather, I’m going to do something that’s easier, better, and yeah. What I’m about to propose will require that anyone who plays this game has an Internet connection, but it’ll be worth it. Since most larger cities have weather stations that have an assortment of gizmos. These gizmos tell us what weather is doing and send the data/information to the Internet among other places. Satellites could work too. The game would take the information from each available city and create a plot of sorts for the game.
I’ll run through an example. We’ll first take the weather information from Toronto. Toronto in the real world will relate to a specific point in the game world, whether there happens to be a city there or just random land. Then we take the next city, say Niagara Falls, which is x kilometres away from Toronto. The point in the game world that represents where Niagara Falls will be the same amount of distance and direction away from the representative point for Toronto. Then take the information from all other available cities and transfer it to their representative points. This will be done in pretty much real-time. So when I’m playing this game in Waterloo and I’m in the same location as where Waterloo would be in the game world, I should be able to look outside and see the same weather that’s in the game and vice versa.
Now, you’re probably asking what would happen for areas in the game where weather data in the real world is not collected. Make way for the method of spatial interpolation. What this means to you simpletons is it allows the game to estimate the values of properties at unsampled sites based on the values of the sampled sites. By comparing the values between the sampled values, the game will be able to create a map of weather for those unsampled areas. The closer an unsampled area is to a sampled one, the more closely it will resemble its weather. If we have two sampled sites and want to find what weather will likely occur at a place between those values, it will depend on where exactly that unsampled site is between the two sampled sites. If the unsampled site is one kilometre from site a and ten kilometres from site b, site a will have a much greater affect on what weather will occur at the unsampled site. As well, this weather map will be a gradient. Not necessarily a smooth gradient, but it won’t be extremely rough either.
Now, this system isn’t perfect, but it’s not my fault. The reason being real world humans, so, I guess it could be partially my fault. You see, we all pollute and contribute to global warming. If the game took place in present day, or even the future, this could be understandable, but I’m not sure what era in time it will take place. It may end up in the past with swords and chainmail since I hate guns. Because of this, the people in the game world wouldn’t be doing anything to cause extreme amounts of pollution to change the weather and climate, but the weather would still be changing in the game because it relies on the weather in our real world. This is probably something that just bothers me and won’t really be noticeable. I just thought I should point it out.