CG62 wrote:...
And then we could salt our meats.
Alllll niiiiight looong...
Yeah, I'm all for seasons. They'd be really tough to implement, but they'd add a lot. At very least, it would make the game world non-static.
During rain, things decay more. During droughts, shallow water becomes mud and deep water adjacent to shallows becomes shallow. Hearthlings leave footprints in snow, and can get "freezing" status effects without enough clothing. Spring Showers speed plant growth and increase quality, and in fall harvests are slightly larger.
How long should seasons last? I'd suggest having a full in-game year in one month, possibly slightly longer. That would make it about a season a week.
You could replace the worthless "happiness" bar with a "temperature" bar, even.
Of course, nobody should expect to see a "We've been developing tonight, and here's what's new: Seasons." thing. To really be done well, it would take a huge amount of effort- I mean, you'd at least need new tile types and tile transitions for each of the current terrains (snowy heath, muddy heath, summer heath, spring heath... it'd be madness) Plus you'd expect you'd need new graphics for a snow-covered pine, oak, chest, boat, tea plant, hearthling corpse...
Now, some people don't like the idea of adding new challenges to the game, but I for on would embrace collecting wood and food for winter, or having to endure summer heat in a cellar, or dealing with leaves...
Hm... For heat and cold: If you are too hot for too long, you gain a "Harsh Heat" Penalty that puts a cap on the level your stamina will automatically charge to from food; however, you can restore it fully with water or (presumably iced) tea. So, in the summer heat, you tend to see people hunting for water or else struggling in exaustion. For cold, you get "Cutting Cold" that first saps your stamina, and if that reaches 0, starts to eat HP. Beer, as is traditional, temporarily relieves this effect.