# Worldgen meeting 2020-05-12 ## Code quality ### How can we make it easier for new developers to work on world generation code? (docs, examples, comments, modularity, etc.) - README.md in the root of the crate, explaining concepts from an abstract level - More precise terminology for historysim/terraingen/rtsim/worldsim ### How can we ensure that worldgen features can be worked on concurrently (site system, layers, etc.) ## World generation ### How can we improve upon our biome setup? What attributes do we need to be simulating beyond humidity, temp, alt, etc.? ### To what extent can we procedurally generate elements like trees, ruins, etc.? Should we? ### How can we represent elements like cliffs and overhangs that don't map nicely on to the heightmap model? ## History simulation ### What features of history are most interesting to us? ### How do we simulate those features? ### How do we make the impact of those features visible to players? ### What site elements might we want to include (towers, taverns, markets, etc.)? ## Terrain generation ### How do we tie the structural aspects of history sim such as site layouts into the terrain? ### Discuss Canvas API, what features it might need ### Is the layer system sufficient? ## Rtsim ### What should be the next direction for rtsim? ### How should we allow rtsim to interact with worldgen? What rules do we need? ### What aspects of the gameplay should rtsim touch? - Time (30 mins per day -> 1 hour per day?) - Time: Have the server "catch up" with IRL time when logging back in for SP? - Bandit groups / raids to make demand/supply change rapidly