47 lines
1.8 KiB
Markdown
47 lines
1.8 KiB
Markdown
# 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.
|