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.Sevenless wrote:I don't think it's hard to code.
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loftar
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Re: Seasons - Summer/Winter
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Sevenless
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Re: Seasons - Summer/Winter
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
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
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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sMartins
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Re: Seasons - Summer/Winter
Yeah...it's what I was thinking.Sevenless wrote: But things like "ice fishing" implies rivers freeze over. That's a pretty huge mechanic rework.
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.
URW has awesome mechanics.
Make friends with the other crabs or try to escape the bucket.
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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ven
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Re: Seasons - Summer/Winter
Why does it need to melt? And can't snowfall (and other weather phenomena) simply be a filter?loftar wrote: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.Sevenless wrote:I don't think it's hard to code.
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.
Venator
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MrPunchers
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Re: Seasons - Summer/Winter
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.loftar wrote: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.Sevenless wrote:I don't think it's hard to code.
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ricky
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Re: Seasons - Summer/Winter
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 busyloftar wrote:Not really in any depth. It's mostly the graphic variety that is most appealing to us.
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sMartins
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Re: Seasons - Summer/Winter
I tried to cheese himricky 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
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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GamingRAM
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Re: Seasons - Summer/Winter
Out of curiosity, do you think seasons would require a world reset?loftar wrote: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.Sevenless wrote:I don't think it's hard to code.
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World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
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World 7: Hermit and Neighbor to a dead Korean
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loftar
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Re: Seasons - Summer/Winter
I wasn't talking about the falling snow, but the fallen snow.ven wrote:Why does it need to melt? And can't snowfall (and other weather phenomena) simply be a filter?
Let's just say that the problem is not with coming up with possible solutions at all, but with rejecting those that suck. ;)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.
Depends on what we'd do with them, obviously, but I wouldn't expect so.GamingRAM wrote:Out of curiosity, do you think seasons would require a world reset?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Thedrah
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Re: Seasons - Summer/Winter
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
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
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