The Planets

The Planets in Planetary Creatures refers to the procedural generation system used to intentionally simulate environment. The Planets create space for various pathologies to take form. Producer, Consumer, Decomposer, these are some of the pathologies which make up The Pantheon, the mechanisms of change. Planetary Creatures core theme is the balance of gratitude between The Planets(macrocosm) and Creatures(microcosm). The Planets provide bounty, opportunity for creativity to take hold. Creatures are the manifestation of vibration, moving, changing, evolving the treasure that is the garden. By way of internal consciousness and external expression The Great Work is realized.

The Planets are procedurally generated based on six principles: Game, Planet, Atlas, Region, Habitat, and Tile. The Planets start by generating the most outward element Game, and refining down to the individual Tiles of the map. Think of it not as a machine toiling away Tile by Tile uploading the various features, but a grandios order instantiating the planes of existence. Each principle mirrors an aspect of the properties of creation so that the experience can translate to reality.

  • Game - This aspect of procedural generation is segregated by game titles in the Planetary Creatures franchise. For example Planetary Creatures2D is a 2D game, and Planetary Creatures3D a 3D experience.
  • Planet - This aspect of procedural generation changes the art style. There are many different art styles possible in each game. Focusing on Planetary Creatures2D there several art styles like pixel art, hand drawn, vector art, monochromatic, cell shading, and more. While the possibility may seem endless the stock standard is pixel art of 16x16 resolution.
  • Atlas - This aspect of procedural generation represents the backend code. It determine the strength and direction of the wind, the difficulty level, "nuzzlock", and more.
  • Region - This aspect of procedural generation is the story that is told. It can reflect certain decorators strown throughout the map such as Regional trees, treasure chests, interactive quests and more.
  • Habitat - This aspect of procedural generation is a pool of Tiles to be used in procedural genration.
  • Tile - This aspect of procedural generation is the actual patch of terrain used in gameplay. They have an assortment of properties such as hot vs cold, wet vs dry, rare vs common, and more.
  • base sand tile


    cobblestone tile


    soil tile


    thick turf tile


    weed tile

    For now The Planets do not persist and are instead instantiated at the game's start. Players apply Tags to define variables in the procedural generation system. A Tag is an anchor for imagination. Tags can be representative of anything; some examples are: "Generic Greens" the default Habitat used in procedural generation, "Spriggan" a type of pixie/fairy that is commonly associated with forests, "Gulphan" a theatrical name for an Atlas used to obscure the true nature of weather patterns the game will express. Before each Safari Royale! playthrough players select the Tags they want to incorporate in the playthrough. Then the procedural generation system generates the Planet.