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Weather Requirements |
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Jerky |
Mar 11 2005, 05:45 PM
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Former PW Project Manager
Group: PW Admin
Posts: 1,610
Joined: 11-January 05
From: Dallas, GA
Member No.: 62
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I know Morrowind had wind in the sandy deserts that kicked up a lot of dust. I think we could do this as well, even if it is only for show/realism. Dust clouds, cyclones, hurricanes, rain, sleet, snow, fog, mist, haze (like when you are in the hot desert and stuf is distorted close to the horizon). What about waves in he ocean? Anyway, this stuff gets me excited cause I can see it in my head.
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Erik Briggs (Jerky) Project Manager My Blog
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Razaekel |
Mar 22 2005, 09:04 PM
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PW World Concepts Team
Group: PW Developer
Posts: 40
Joined: 13-January 05
Member No.: 315
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If i remember correctly, there was a member on the forums who was looking at meteorology or something similar. I talked to him about the possibily of creating a wether simluation system for Wish, that would rely on algorithms and interaction with other locations to create as realistic a weather system as possible. for example, looking at the map here, there would be a fairly constant inland wind. but I'll use the east side of the continent for an example, where the win will be coming in from the east, thus running into the mountains on t he east side of the continent, or passing over the marshlands on the southeastern corner. If we use real-world examples, the mountains woul cause just about all the moisture in the air to drop out on the east sie, thereby creating a very dry wind coming off the west side and across what would most logically be a desert, thus creating a desert on the west side of the mountains and a lush rainforest on the east. and so on and so forth yada yadda :-P
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Jerky |
Mar 23 2005, 01:17 PM
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Former PW Project Manager
Group: PW Admin
Posts: 1,610
Joined: 11-January 05
From: Dallas, GA
Member No.: 62
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Don't even get me started on Sailing! I love that idea, but that is for another thread. Has anyone played Zelda: Windwaker on the gamecube. They had a fairly simple approach to it that was very fun (IMO). Wind directions were pretty steady and they definitely had an effect on sailing. You had to tac back and forth unless you had wind directly behind you. This would actually be a simple algorithm based on angle. I like the idea of ocean currents, but maybe that is somethign to add in later.
I think there might be a way to make dynamic storms and keep it from using server bandwidth/resources. If we were to make an anomaly (storm, hurricane, snowing, raining) just have a beginning and an end (so the server only communicates that this has begun, and then only communicates that it has ended. Or, possibly, have it send once every 5 minutes that a storm is happening (so just in case the first packets got lost and this client doesnt know) and then, when it is over, it sends sunny packets once every 5 minutes. Then, the client, based on what it gets from the server would have a number of different versions of 'storm' that it could do, and this would only be for immersion/diversity. A storms intensity (in this example) would not change the amount of effect it had on a player (not unless the intensity was also sent every 5 minutes or whatever). In this case, we could have many different type of weather going on and have the client (renderer) taking care of it all. We could make penalties (ie. slowing down movement, or cant cast a spell) constant during these intervals, so as to not cause problems on clients with bad connections, but still have their intended effect. This would make it so the server/client communication does not get complicated, but would also allow us to have many differnt varieties of storms (weather occurances).
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Erik Briggs (Jerky) Project Manager My Blog
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nero5684 |
May 27 2005, 03:58 AM
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Newbie
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I'm glad I found this thread before I posted another full of that stuff heh. It pretty much covers everything I was thinking about Weather (at this time)
There is one thing though that was only lightly mentioned, and that was with the ideas of seasons. I think that plants should be specifically seasonal (yes, this would take research on what plants grow when and what they produce at any specific time.. though this could be generalized into 2-3 seasons, the 'growing/blooming season' and the 'dormant' season, and maybe the third could be a season in which they produce a different type of resource, say in spring blackberry bushes produce vines which could be used for whips or something, and then in summer it produces fruit, and then it's dormant.. something like that) I just think the idea of seasonal plants would be nice.
Oh, and maybe have weather affect the terrain (in the desert, the winds can create constantly shifting dunes so the terrain is different everytime. If there is a hurricane or strong wind, trees, and maybe buildings, can be leveled and lightning can strike and cause fires)
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exocrine |
Jun 25 2005, 11:48 PM
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Veteran
Group: Members
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I think Nero's suggestion af seasonal resources holds a lot of promise in terms of trade, especially if growing seasons vary based on location.
As another blackberry example, imagine that blackberries are a required ingredient in a few recipes, spells and dyes. In the spring and summer, blackberries can be harvested throughout the north end of the continent, and in the south during the fall and winter. It could be set up so that as the northern supply begins to diminish, the southern supply begins to increase, such that total availability never changes, but there would be areas of high and low availability. If NPC buy/sell prices changed based on supply and demand, this would create an opportunity for traders to make a few bucks by moving resources from one area to another. During the winter, players could buy blackberries cheaply in the south, and sell them at inflated prices in the north.
Thoughts?
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Exocrine
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exocrine
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