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