I dont think I've ever seen a dev talk about the way saves work, only people saying they've read this or that on the IRC or somewere else. Let's see what others can find and propose a solution for. If you are going to modify half the world of each world post generation, this might cause trouble. When you load the world, it is regenerated from it's base seed and the changes are then applied to it, saving disk space needed for it. How does saving your world work in DF? From what I have heard of SB, it work this way The game only save the change you've made from the original world. As for generating them one by one as you visit planet, this would limit interactivity between these planets story. Now, we can obviously not run the "history" generator on every single planet right off the start, this would take ages to alter all the planet in the universe at once. So what do we need to look into to hope to make this work?įirst, does DF use a seed number to generate it's base world? If yes, the key difference here is that it only uses one, while SB use all of them at once (or at least will use them once you visit that seed coordinate). I have honestly no idea how DF really work in order to create it's "backstory" but I would assume that getting the same thing in Starbound, while not impossible, would require a lot of work. Perhaps if you didn't kill that beast, they may have all been slaughtered by it a few years later. If every single person you meet has a backstory and probably something that he/she needs help with, if every elite creature you encounter was something that at some point interacted with the local community, possibly ravaging the workers there, I think that the world would feel amazingly deep, especially when you start to realize that your actions did something other than cause a creature to go from "live" to "dead" but also impacted the town, they may rejoice for you, and then expand virulently, eventually creating microchips that are sold the galaxy over, driving prices of other microchips down or up. Every world in Dwarf Fortress is filled to the brim with hooks for adventures, and there's no reason something similar can happen in Starbound. Heroes that win many days before being struck down by an angry giant sponge. Get past the often redundant or obtuse language, and you realize that some of these stories are fascinating, elves getting captured by goblins and leading sieges against his own parents. Well, Starbound is a game that is largely randomly-generated, mobs, terrain and worlds are all procedurally made, and Dwarf Fortress is the reigning king of randomization. I did write it in the Suggestions thread after all. Now that you have done that, you might be wondering where and how all this applies to Starbound. Many stories are quite ridiculous, talking of chicken leather-bound books named "Mortality:Fact or Fiction?" penned by the mad necromancer of Shadyblossoms. Every Adventurer and Fortress you create becomes its own story, threaded into the world. You can delve the dungeons of a mad necromancer and steal his tome of power. You could best the minotaur who has stood unrivaled for generations, or become another trophy in his hall. None of these things are simply reading material, but they or their impacts last still, if you were to play in Adventurer mode, you could experience each of these tens of thousands of stories for yourself, and even change them. Tales of great artifacts that drive men mad and have since been locked up in towers or dungeons, statues that bend time and space and tell every story in the world on its surface, thrones and obelisks. Others may live on still, besting every challenger that dares approach. They then may have been struck down by a hero. Once completed, you have created a world that is unique to you, nobody else has the same world, and nobody else will ever have the same world again, it is unique to you,Īfter the world has been generated, I want you to go and start a new game in Legends mode and find something, anything, and read it, many are many, very long, tales of minotaur and dragons who went on murderous sprees slaughtering dozens and terminating those stories. After that, cities will appear, then roads, wars will be fought, tens of thousands will be born, live their lives, marry, have children, and die before your eyes, hidden beneath the ASCII characters and the seemingly-stagnant game. As the world generates, I want you to watch it, first it will flood the world, then add a dusting of sand, forests, and life. The game is found here, and what I want you to do in the game is download it, open it, and generate a new world. A very strange game, and a game that I'm not encouraging you to play, as it is not for faint of heart, but I do want you to do something in.
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