1.5 KiB
1.5 KiB
Ground Zero Biome Resource Pass
The Ground Zero map now has a first pass of biome-appropriate natural resources based on the selected tile's coastal California scrub/woodland biome, terrain height, slope, and drainage-candidate analysis.
Resource Types
- Wood: scrub/woodland and hillside patches.
- Fiber: grassland, scrub, and drainage-candidate areas.
- Edible plants: coastal scrub, grassland, and drainage-candidate forage
patches that yield the MVP
fooditem. - Stone: slope, exposed terrain, and valley-edge areas.
Freshwater remains separate because the water-source roadmap item follows this pass and should be implemented as its own gameplay actor/system.
Implementation
- Added
BP_StoneResourceNodethroughScripts/setup_playable_blueprints.py. - Added
BP_EdiblePlantResourceNodethroughScripts/setup_playable_blueprints.py. - Updated
Scripts/setup_ground_zero_demo_map.pyto place deterministic Ground Zero resource nodes. - Added
Scripts/verify_ground_zero_resources.pyto validate node presence, yield item IDs, and remaining harvests.
Counts
The map now contains:
- Wood nodes:
4 - Fiber nodes:
5 - Edible plant nodes:
3 - Stone nodes:
4
These counts include the original demo wood and fiber nodes so the first player path remains intact while expanding the broader tile resource layer.
Follow-Up
Future passes should replace the prototype meshes with real coastal scrub, grass, rock, and woodland assets, then drive density from land-cover and hydrography data instead of fixed authored points.