Analyze Ground Zero landforms
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# Ground Zero Landform Pass
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This pass classifies the selected Ground Zero 1 km tile from the extracted
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1-meter DEM so terrain decisions are data-driven before gameplay polish begins.
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## Source
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- Tile: `gz_us_ca_pacifica_utm10n_e544_n4160`
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- DEM:
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`Data/Terrain/Extracted/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_1m_dem_subset.tif`
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- Analysis:
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`Data/Terrain/Analysis/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_landform_analysis.json`
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## First-Pass Classification
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- Hills: present.
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- Mountains: not present inside this MVP tile.
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- River: not confirmed from the DEM-only pass.
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- Stream: not confirmed, but low drainage/search zones exist.
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- Lake: not present.
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- Coastline: absent inside this tile, as confirmed by the water/shoreline pass.
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## Handling Decisions
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- Use hills and slope classes for movement modifiers, resource placement, and
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foliage density.
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- Do not invent river, stream, lake, or coastline geometry from elevation alone.
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- Use the possible drainage/freshwater search zone as a candidate area for
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later NHD or equivalent hydrography validation.
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- Keep ocean, bathymetry, and coastline handling attached to west/southwest
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neighboring coastal tiles.
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## Gameplay Implications
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- Favor flatter and gentler terrain for the spawn area, primitive shelter, and
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first resource cluster.
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- Treat steep and very steep areas as future slow-travel or stamina-cost terrain.
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- Use low coastal/valley areas as the search area for a later MVP freshwater
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source.
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- Avoid placing a fake lake or river until a hydrography source confirms it.
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## Follow-Up
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The next map pass should verify neighboring tile edge coordinates against the
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registry before multi-tile stitching, then continue into foliage and
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biome-appropriate natural resources for the Ground Zero tile.
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