Blackfire - Thou shalt suffer!

Wilderness snapshot

Painting the Wilderness

This involves editing an image which represents the various kinds of rooms we support in-game. It's 2,000 pixels high and 2,000 pixels wide (4 million pixels) and is around 12MiB uncompressed.

A special palette uses different colors to represent different room types. For example a certain shade of green could represent Grassy Hills while another shade of green could represent A Heavily Forested Wilderness.

Getting Started

  1. Download the .
  2. Open it in a paint program.
  3. Download this which describes the current room types and their color value shown in RGB(red green blue).

Remember

The Palette

GIMP Palette
# Wilderness -- GIMP Palette file
255 255 255     A Link
230 230 230     Arctic Wasteland  
180 180 180     Mountains 
200 200 200     Side Road 
102 102 102     A Fence               
127 0 127       A Wall     
255 0 255       Main Road
0 255 255       Shoreline  
0 127 127       Pond
0 0 255         Lake 
0 0 220         On the Ocean   
0 0 200         River 
0 0 127         Ocean     
130 127 0       Swamp
125 125 0       On the Moors
127 0 0         Barren Hills 
0 255 0         Forest 
0 200 0         Thorny Underbrush 
0 100 0         Forested Hills        
0 110 0         Grassy Hills          
0 115 0         Grasslands            
0 127 0         Jungle 
0 120 120       Stream                
0 0 0           A dense area of Trees
1 1 1           Upcropping of Rocks
2 2 2           A holy area
3 3 3           Main Pray Area
255 255 0       Beach or Desert 
250 250 250     Tradeshop
4 4 4           A Bridge
5 5 5           Chaos Waste
255 174 0       A Well Tended Grove
255 0 0         Lava River
250 0 0         Lava Sea
200 174 70      High Plaines

Writing the Wilderness

Each room type has an unlimited number of template room-descriptions attached to it. Whenever the game needs a room-type that has template rooms, it will choose randomly among it's templates.

For example, here you have the templates for An Imperial Road:

  1. Stretching off into the distance, this road is wide and made from hard packed dirt. The road is well maintained and in amazingly good repair considering the centuries of travel that this road has seen. Small bushes and trees line the sides of the road providing shelter from harsh weather. Occasionally an out cropping of rocks offers a nice spot to sit and rest from long journeys.
  2. The road runs through the surrounding countryside and crosses many small streams along the way. Shade is offered by the numerous trees that line the roadway. Weeds and patches of wildflowers cover the ground like a patchwork quilt. Rocks are set alongside the road to offer places of rest and an occasional water barrel offers a traveler a cool drink to quench his thirst.
  3. The road here widens to allow almost three wagons to pass unhindered, and the ruts in the road show that this road is well traveled. Trees line along the road and many thick bushes and patches of wildflowers speckle the landscape. The skittering of small animals and the chirping of birds seems to come from all around you.

If the game needs an Imperial Road it will randomly choose description 1, 2 or 3. The more descriptions each room type has the more varied the wilderness appears.

Walk around in the wilderness, or check out the palette file above for the various room types and start writing. The room descriptions basically follows the same rules for room descriptions as described in the building areas page.

Each room also needs random "emote" messages that will fire now and then, like these entries used on the ocean description:

Remember this is a game of grim fantasy, so try and add some creepiness to the room descriptions without overdoing it. Especially the rarer room types that are mostly found far away from the heavy populated areas (Talorien etc) should have a touch of the grim taint of chaos corrupting the empire. Do not make them too long, nor too short, the size of the entries above is a good measure. Also please format the room descriptions properly using the /f editor format option on the game. This way it is faster and easier for Nocturnal to implement the new rooms.

We also need new and exciting room types, once again you can check the palette for existing ones, or walk around the wilderness. The room types we have now are sort of generic, but we need more specialized ones as well. For example the creepy forest surrounding a graveyard, a river of boiling blood, a warped and twisted oak forest etc.

Entries can be sent to any senior staff member.