Saturday February 06th Discord meeting
Discussion Leader: Gnomey
Discussing the Deshaan Plains and getting the document all together, so that we can begin moving into Stage 5: Implementation planning and specifically asset development. We went through the Planning Document from top to bottom and discussed the wording and concepts. Down at the bottom is a short list of the new concepts we need.
Nomadic peoples: There are parts of House Dres that are nomadic, they keep the traditions, herding bugs, but are still just people with a certain job in house Dres. (In other words, they are not separate people.)
Placement of rice paddies: They are irrigated by water pumped up from underground.
Deshaan plains subregions: according to Gnomey’s mockup map the upper Deshaan seems too small. We are thinking the majority of the Deshaan should be the type that is a barren wasteland, but with paddies stretched out where underground irrigation is possible. Where the Deshaan meets the sea in a narrow border are the mudflats, and where the Deshaan meets the Argon jungle is the salt swamp, both narrow transition areas with a few unique assets.
Because the Deshaan will have the potential to be very samey, we will make at least 6 or so ground textures, so that modders can make variation within the same color palette.
Development will move from the Upper Deshaan first, to the mudflats, to the Argon Jungle, and then to the salt marshes (which, being the transition between the Deshaan and the Jungle, have to be made with both assets.)
The Upper Deshaan is going to be “fertile but toxic,” covered in plants that are similar to the color of the dirt, and to a visitor would appear quite dead, but are actually very much alive.
Dialogue and such should indicate that you must wear protective gear, but we can’t enforce it in gameplay.
Plants: fairly dense, but appear dead and barren to a foreigner. Not much shade, mainly just saltstrap as the only big/tall plant. Most plants should not be tall.
Animals: Mainly bugs, but occasionally things like guars or zoars. Needs some design work.
Roads: one main circular one that links the clansteads with tiddly roads to link to the paddies. The canals are just for water/saltrice. (does not follow salt washes) (salt washes refers to the canal region)
Chlorine fog: like a thunderstorm, they come in variety of ways, but are just weather, dangerous weather, but just weather to the locals. To the foreigners they are deadly.
Climate: hot, but not deadly hot, fairly dry but getting more humid down towards the lower Deshaan. Occasional rain results in gross mud but dries out quickly. Very little shade.
Caves: not full of plants any more. Use crystals and rock formations instead,
Saltrice is the only imported plant; native plants are mostly poisonous but are few are edible with careful preparation. Dres mainly eat the animals that eat the plants. Most plants are very dry; only maybe one can store water in a useful way.
No tribunal cacti
Puffgrass is go (a tendril is the ingredient)
Saltstrap is go (noting that for modeling, the core is separate from the leaves)
Untitled plant 1: is go, but needs better concepting
Glasswort: grows mostly in marshes, is seen occasionally near brine pools further north. Possibly include real life glass lore.
Saltgrass: is go
spindlewort: is go, needs sounds
Skyrender nests, saltstrap, and clansteads define the horizon.
Skyrender nests are above ground, large, wobbly, organic, and might be made out of wadding together organic shape models.
Palette: very pale, beige, light yellows, maybe purple shades. Lightish greens only rarely.
Need concepts on:
salt crystals and formations (for caves and the outside)
insects in particular
salt wash canals
insect burrows as random caves
more finalised maps
any concepts that have come up recently