Devlog (2): First Steps


Hi, 

This week I'll discuss the ongoing considerations of the biome tiles!  The biome tiles will be distinct and separate from the organism and mechanical tiles, though they will influence and be influenced by them.  This is like a simple primer on some of my thoughts.

Neighbor Influence: 

Biome tiles will have a few defined attributes including moisture, light, substrate type, and temperature.  These attributes will be influenced by its orthogonal neighbors (both on the biome rows, as well as the organism & machine rows). This is my attempt to mirror the delicate balances found in ecological systems. For instance, a water tile could increase the moisture level of adjacent biomes, while a desert tile might do the opposite. Machine tiles come into play here as well, for example decreasing the substrate quality of the biome tile they rest upon.  Partially I hope this will introduce further strategy to managing the limited tile space within the game.

Dynamism: 

The potential for biome tiles to change state and type due to their interactions adds an exciting layer of unpredictability. Much like Sap, biomes can transform into different types.  An example might be a forest becoming grasslands if influenced by the right conditions, like a fire, or how polluted water biomes could be rehabilitated through clean-up efforts. The introduction of destructive species and their impact on biome types is another aspect I'm interested in explore, as it reflects real ecological challenges (e.g. invasive species).

The idea of emergent behaviors arising from the interactions between tiles is something I'm particularly excited about. From symbiotic relationships that could develop between species to the degradation of biomes due to pollution, the possibilities seem endless.  I'm even considering tracking longer term effects such as seasonal changes affecting temperature and moisture, further impacting organism survival.

Complexity and Consequence:

Imagining Xylem as a complex system where simple interactions can lead to unpredictable outcomes is one of the motivations behind my work. It's not just about creating a game; it's about simulating a living, breathing ecosystem that challenges players to think strategically and consider the long-term consequences of their actions. Whether it's dealing with the spread of fire, managing the creation of a river ecosystem, or adapting to the cumulative impact of machines on the landscape, I'm excited about the potential depth these being a separate class of tile can offer. 

  

(A simple first draft of how I'm going to format the look of the tiles, though this is a test organism...)

As ever, I welcome any thoughts and feedback.,

Eli

Comments

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(+1)

What effect might geographic region have upon the environments? We all know that a jungle cannot thrive in the arctic, and there are rarely deserts surrounding natural bodies of water. Would these, could these these be incorporated in SimCity style scenarios?

I suppose it depends on how specific we want to get regarding Xylem as it’s mechanistically sort of analogous to a board game.  As the biomes are peaceable tiles featuring attributes - there does exist the possibility that players will want to place incongruous pairings near to each other.  My goal is to allow this and have the systems naturally respond to these aberrations. Moreover, like Sap, Xylem isn’t specifically representative of Earth’s ecosystem - so there’s lots of room for surreality.