Weather Discussion
Elexxorine
18 Aug 2007, 21:02lol. You should see the codes for my game, HavenHold, it's a mutliplayer rpg and the code to make questnet decend is completely mental!
I used to play EQ as well. Play WOW a bit at the moment.
On the scripted descriptions, I'll be doing that in my game as well. Make a system where the weather will affect stuff. Like in a town, if it's day and windy and raining it could say 'looking up you see huge rain clouds, which are soaking all around you. a breeze is blowing, making the sign outside the pub swing, it's creaking slightly adding to the noise of the wind and rain.' which'd be so neat. iIll work on a system for doing this soon and if you like I'll share it with you. Got some good ideas already on how to do it.
I used to play EQ as well. Play WOW a bit at the moment.
On the scripted descriptions, I'll be doing that in my game as well. Make a system where the weather will affect stuff. Like in a town, if it's day and windy and raining it could say 'looking up you see huge rain clouds, which are soaking all around you. a breeze is blowing, making the sign outside the pub swing, it's creaking slightly adding to the noise of the wind and rain.' which'd be so neat. iIll work on a system for doing this soon and if you like I'll share it with you. Got some good ideas already on how to do it.
witch wyzwurd
18 Aug 2007, 22:48That's something I haven't taken into consideration: weather and its effect on the environment and objects. I don't know if I should thank you or despise you for that thought, Elex... it was so much easier just planning on every day to be without wind, rain, or a noticeable temperature; just still. Well, it's going to be hard to leave that thought behind, so more code indeed!
Elexxorine
18 Aug 2007, 22:56I had the idea like last year but now I'm confident to start developing it soon...
Ideas:
Weather types: windy, rain, cloudy/sunny(rain limited by cloudiness, wind effects rate of change of cloudiness).
Temperature: hot-cold (based on sunniness and wind).
If anyone wants to help my like making some weather rules here and such...
Btw I'm taking abotu making a weather system that changes like real weather, sorta. It'll have some plain randomness in it ($rnd$ functions changing some variables every now and then, which'll affect all the others to make the weather realistic).
Then I'll make the dynamic description thing based on the weather stuff.
Maybe have a 'humidity' counter that inc's with sunniness, and it's affects the chance it'll rain. when it's raining it'll decrease.
No-one steal my ideas!!!
Ideas:
Weather types: windy, rain, cloudy/sunny(rain limited by cloudiness, wind effects rate of change of cloudiness).
Temperature: hot-cold (based on sunniness and wind).
If anyone wants to help my like making some weather rules here and such...
Btw I'm taking abotu making a weather system that changes like real weather, sorta. It'll have some plain randomness in it ($rnd$ functions changing some variables every now and then, which'll affect all the others to make the weather realistic).
Then I'll make the dynamic description thing based on the weather stuff.
Maybe have a 'humidity' counter that inc's with sunniness, and it's affects the chance it'll rain. when it's raining it'll decrease.
No-one steal my ideas!!!
witch wyzwurd
18 Aug 2007, 23:23Honestly, Elex. It's a very cool idea. It's going to be hard for me not to want to include some idea of it now.
Damn, now I want to change my whole game based on this idea... wait, I just thought of a way to include it.
I'm going to use the concept of weather, but keep the specifics to yourself and I'll keep mine to myself, and then when we release our games, it'll be fun to explore how we each used it. Maybe, and probably, I'll have a character in my game named Elexxorine who warns the player about some weather to watch out for,... as a tribute to your generosity.
Damn, now I want to change my whole game based on this idea... wait, I just thought of a way to include it.
I'm going to use the concept of weather, but keep the specifics to yourself and I'll keep mine to myself, and then when we release our games, it'll be fun to explore how we each used it. Maybe, and probably, I'll have a character in my game named Elexxorine who warns the player about some weather to watch out for,... as a tribute to your generosity.
Elexxorine
18 Aug 2007, 23:30lol. Like can see into the future but only cencerning the weather? That's really funny. I'm planning to release my core codes for HavenHold as a huge library/engine when it's done, but I think as long as you put in your game that you stole all your ideas from me then it should be ok. I like your idea Witchy, as it gives me credit while still being in-game. If you want to work together on some ideas for a weather system, that'd bo good. As I last time I built one it would soon go weird and stay at one end of the spectrum, trick I think is to hvae no feedback (variable A changes B which changes C which then changes A, changes B..... and so on until the weather is stuck). Also things like area setting would be good, saying the average weather there, and what special types of weather it can have eg: pritty unlikely to get snow in a desert.
witch wyzwurd
19 Aug 2007, 00:21Have you thought about a weather update or current weather listing as a status variable? The status variable display could be used like an update for weather conditions,... like: Temp: 98F or C... clear, but 70% chance of rain.
Elexxorine
19 Aug 2007, 00:25That's a neat idea. Me and Tron have been tossing a few ideas around on msn too... I'm having isolated area weather system (so wind only effects that area and it's rate of change to its weather, and it radomly inc'ed or dec'ed every now and then). This means that I won't have te deal with weather patturns and wrapping on the maps and sutff like that... Of course you step out of town and suddon get rained on, step back in and it's sunny, lol, similar to EQ in ways.
We should have this weather stuff split off from this thread into it's own one though...
We should have this weather stuff split off from this thread into it's own one though...
witch wyzwurd
19 Aug 2007, 00:50Yah, that would be beneficial; splitting it off.
xordevoreaux
19 Aug 2007, 00:55And have players paranoid over random lightning strikes.
Elexxorine
19 Aug 2007, 19:55lol. Yeah, and make sure if they're wearing metal stuff they've got more chance of getting hit.
paul_one
20 Aug 2007, 21:18Split...