Stage one of system improvement is underway, today featuring the weather mechanics. Before, weather was a random temperature (weighted towards 21°C) and a random chance between a heatwave, frost, rain, or nothing. Now, it is much more. Here it is in action, but there is a little explaining to do. Ignore the weather effects having a breakdown, changing days this fast breaks the code. As I've mentioned before, weather changes every day and a few days make up a season (5 per season here just for a quick example; 10 is more functional and fluid). However, weather now depends on the season.
Rain happens in spring and autumn (the "less extreme" seasons), overlapping a hair into summer and winter (the "more extreme" seasons), which is a clean balance between realism and mechanics. Extreme weather events happen only in the "extreme" seasons (winter/summer); frost in winter and heatwaves in summer. These don't overlap into other seasons, so once you're into spring or autumn, you know you're safe. You can see a probability bar I made on the top with RNG values fluctuating from day to day. The colors are as follows:
Temperature also follows a season-based weight, peaking in early summer and bottoming out for most of winter. It shoots back up again in spring, which accentuates the sigh of relief that the end of winter brings gameplay-wise. This isn't the end of the weather system, but it's a much grander start than what it was before--it's about half of what I want it to be, which is where I want these core systems to be at for public playtesting (as per my previous post). I forgot to mention art as one of the things that needs updating, though it will be a half-measure at most. Think ten-minute tomato instead of two-minute tomato. Comments are closed.
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