Seasons - Summer/Winter

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Seasons - Summer/Winter

Postby loftar » Sat May 13, 2017 4:46 am

Sevenless wrote:I don't think it's hard to code.

It's true that it's mostly more a matter of graphics, but there are a few things that I don't yet have any clear and good idea on how to handle, like snow falling and melting gradually over areas of the map, and remembering what's beneath it.
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Re: Seasons - Summer/Winter

Postby Sevenless » Sat May 13, 2017 4:53 am

I was referring specifically to "special season spawned items", not seasons in their entirety. The subject can get quite complex if you start attempting to approximate some kind of meaningful weather system instead of simple graphical overlays I'm sure.

I guess it's a point of picking a line in the sand of how immersive/realistic you want it to be and working from there. Good luck with that :D
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Re: Seasons - Summer/Winter

Postby sMartins » Sat May 13, 2017 5:40 am

Sevenless wrote:But things like "ice fishing" implies rivers freeze over. That's a pretty huge mechanic rework.


Yeah...it's what I was thinking.
The ice hole itself is easy if you have permanent ice areas....but this is not cool.
The fun part of URW is the ice over water during winter.....and melting too when temperatures raise, giving you a chance to fall in the water and not being able to come back to the surface.....also used to hunt animals, cause if you push them into the water they lose stamina faster and get fatigued.
And there the chance to fall into water is related to the weight you are carrying, you can also crawl to lower the chance.
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Re: Seasons - Summer/Winter

Postby ven » Sat May 13, 2017 5:50 am

loftar wrote:
Sevenless wrote:I don't think it's hard to code.

It's true that it's mostly more a matter of graphics, but there are a few things that I don't yet have any clear and good idea on how to handle, like snow falling and melting gradually over areas of the map, and remembering what's beneath it.

Why does it need to melt? And can't snowfall (and other weather phenomena) simply be a filter?

It just sounds much simpler to make a clear distinction between the four seasons instead of transitioning mechanics (which is how I read your comment), at least in an initial implementation of season mechanics.
Last edited by ven on Sat May 13, 2017 5:50 am, edited 1 time in total.
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Re: Seasons - Summer/Winter

Postby MrPunchers » Sat May 13, 2017 5:50 am

loftar wrote:
Sevenless wrote:I don't think it's hard to code.

It's true that it's mostly more a matter of graphics, but there are a few things that I don't yet have any clear and good idea on how to handle, like snow falling and melting gradually over areas of the map, and remembering what's beneath it.

Could you add a tag to terrain that scale from like 0 to x and it would just be a measure of how much snow was above a tile. It require you to have to changed how terrain is tagged but I don't know how coding works so xd.
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Re: Seasons - Summer/Winter

Postby ricky » Sat May 13, 2017 9:12 am

loftar wrote:Not really in any depth. It's mostly the graphic variety that is most appealing to us. :)

I really hope that's just the short term plan, because Season mechanics have a huge potential and could create a platform for a lot of dynamic systems to keep people busy
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Re: Seasons - Summer/Winter

Postby sMartins » Sat May 13, 2017 3:09 pm

ricky wrote:I really hope that's just the short term plan, because Season mechanics have a huge potential and could create a platform for a lot of dynamic systems to keep people busy


I tried to cheese him :D, but of course he cannot give us any expectations.....so, my question was pretty dumb, cause I already knew the answer, but hey, I tried :D
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Re: Seasons - Summer/Winter

Postby GamingRAM » Sat May 13, 2017 10:59 pm

loftar wrote:
Sevenless wrote:I don't think it's hard to code.

It's true that it's mostly more a matter of graphics, but there are a few things that I don't yet have any clear and good idea on how to handle, like snow falling and melting gradually over areas of the map, and remembering what's beneath it.


Out of curiosity, do you think seasons would require a world reset?
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Re: Seasons - Summer/Winter

Postby loftar » Sun May 14, 2017 3:12 am

ven wrote:Why does it need to melt? And can't snowfall (and other weather phenomena) simply be a filter?

I wasn't talking about the falling snow, but the fallen snow.

MrPunchers wrote:Could you add a tag to terrain that scale from like 0 to x and it would just be a measure of how much snow was above a tile. It require you to have to changed how terrain is tagged but I don't know how coding works so xd.

Let's just say that the problem is not with coming up with possible solutions at all, but with rejecting those that suck. ;)

GamingRAM wrote:Out of curiosity, do you think seasons would require a world reset?

Depends on what we'd do with them, obviously, but I wouldn't expect so.
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Re: Seasons - Summer/Winter

Postby Thedrah » Sun May 14, 2017 6:05 am

why not test with only certain terrain?

such as see the affects on snow areas then expand from there. just add some rare curios or such to certain things, like a frozen dewy lady's mantle or a frozen/dead itsy bitsy spider
and polar bears/penguins too :D
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