I finished expanding the 42nd floor, which meant it was now time to decide on how I wanted the floor to look. This was going to be a warmer world, but there was still going to be a bit of winter in some places.
The oxygen levels also needed to be a bit higher, but not as high as my bug playrooms. For plants and creatures, I was only going to use the ones that would have been alive during the periods when dinosaurs were one of the rulers of this world.
I have done plenty of playrooms with continents and even some with islands, so this time I wanted to make a huge singular continent surrounded by an ocean that went quite deep.
That reminded me that I only had a few patterns from creatures that lived deep underground. That would need to be fixed, so I issued a few more missions for the Academy to start figuring out how to get patterns from deep underground.
Time always moved fast when I started to work on a new playroom, but my flow was interrupted when I noticed that the small pattern that made undead had finally managed to conquer its entire playroom. It took some time, but it finally managed. In some places, the environment had completely changed, turning into something more suitable for undead. In fact, I was getting so many new patterns from this playroom that I made a new section for undead patterns.
Perhaps eventually I would be able to use them in my dungeon rooms, but right now I needed to not shock the world. I will also need to figure out if the undead patterns could survive without the small pattern, as I didn’t want to cause an outbreak. That would be really unfortunate, and while I do like the patterns I am getting from the undead, I also enjoy living patterns, and these two types don't really mix well together.
I also did have quite a few underwater adventurer patterns, and I have managed to collect a few more regular adventurer patterns. I think it’s time to also add them to my playrooms. The underwater adventurer species all went into both of my water playrooms, while the other adventurer patterns I added to the islands of the adventurer playroom, as the main continents were already occupied by the four major adventurer species.
It was fun to make them new homes and to create different patterns to ensure there was enough variation in their species to avoid bad mutations. Some of the adventurer species have a few individuals who are reaching closer to platinum rank, so perhaps I should make a playroom where they could go and find a harder challenge.
I didn’t want them to go to the ranked playrooms, as they could run into real adventurers, and most adventurer species didn’t do well individually—they needed groups to properly thrive.
This required some thinking, but I was also quite busy making the 42nd floor, so it took me quite a while to figure out that I should simply make a new type of playroom. Similar to what the ants had, so that the adventurer species could colonize.
If they wanted to, they could enter a playroom that had variable difficulty depending on the area they were in but even the weaker areas were still more difficult than their current hardest area. Fortunately, I had plenty of time before I needed to make such a playroom, but I think I need to make one before I reach the 50th floor.
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There was so much to do, yet I was loving every moment of it. The one continent on the 42nd floor was truly huge, and I made sure to give it some proper mountains as well, as there were some flying old patterns that had been found. They weren’t quite dragons or wyverns, but perhaps these types of creatures were their ancestors.
Whatever the case might be, I found that the playroom was shaping up to be quite special. The plants and the monsters I had been making were starting to multiply, turning them into proper creatures and plants, transforming this playroom into something that had long ago disappeared from this world.
When I was done with this playroom, there was still plenty of empty space, as there always was, since I couldn’t just fill the entire biosphere with my monsters—they needed some time to multiply and expand on their own.
For this floor's guardian, I picked one of the dinosaurs, but one that was still alive in the outside world. I didn’t want to make it public that I had creatures that should have been long dead. During the skill section, I upgraded my Creature Making from rank B to A+, and then I was once again stronger than before.
A bit of time has passed since I made the floating island playroom, but already there have been some interesting patterns developed, mainly thanks to skills. Yet one of the more fascinating things I found were creatures and plants that could survive in the air basically forever.
The fact that they never really needed to land was something I didn’t expect to see, although I did have a few patterns like that already collected from the outside world. Still, I’m surprised at how many have taken this route. Because of this, I had an interesting idea for the 43rd-floor playroom. What if I made it only air?
Of course, there would need to be some land, but I wouldn’t make much of it, and it could simply float, same with the rivers. But unlike the floating island playroom, there would be only a few of these islands, and of course, there wouldn’t be anything at the bottom.
I would need to test it out, if possible, I would basically make it so that when you reached the bottom, you would simply appear at the top. I wondered if this was something possible to make with dungeon rules.
After expanding the 43rd floor, I ended up with a floor of a bit over 94,000 kilometers in length, nearly 80,000 kilometers in width, and a height of 14.3 kilometers. It was a massive floor, but after messing about for quite a while, it turned out that the idea of making things appear from the bottom to the top was something I could not do.
I could sort of mimic that behavior if I built a supersized gateway, but after running a few calculations, even I couldn’t power such a thing with my mana generation. So I nearly gave up, but then I thought, why not just surround the edge of the floor with extreme wind?
It would need to be wind that circulated throughout the floor's edge for quite a bit of distance away from the edge of the floor. I’m thinking one kilometer, with the edge being somewhat similar to the trade winds outside, but the deeper in you get closer to the edge of the floor the speed would pick up until anything that entered would be turned into dust by the sheer force of it.
After thinking about that idea for a little bit longer, I started to like it more and more, even better than my original idea. This could also help add more wind movement to this floor overall, but I would, of course, need to be careful that none of the floating rivers would get too close.
It was going to be a strange playroom, but I was looking forward to what patterns it might produce. It might also take a bit of time to get a proper ecosystem going, but I should have plenty of time. For the first time ever, it also meant that I was basically already done with the playroom while barely having built out the framework of the dungeon rooms. With so much extra time, I could spend on the dungeon rooms, I decided to see if there was anything I could do to improve them.
There wasn’t much, but I did find that we were still using the same arenas as we had been since the first time we added them to the dungeon rooms. Perhaps it was time to make them more epic. The mechanism of saving adventurers was something absolutely every single one of them appreciated, except for some more murderous individuals.
Making them bigger so not just parties could use them, but even raid parties, perhaps even mimicking full-scale battles, sounded like a good idea. There would be much to do to make this work. Fortunately, I had the time and the free concentration to mess about with this feature of the dungeon rooms.