[QUOTE=J!NX;43074973]winter would be some seriously hardcore shit[/QUOTE]
Well winter is pretty damn hardcore, if you have ever stood outside in snowfall without adequate clothing, it's fucking cold. The idea is that you should get well prepared before that time, and decide if you really want to go out very much during winter, since it is an excellent time for looting, but also quite dangerous.
[QUOTE=jonnymad;42577340]OTHER NON-WEATHER RELATED PHENOMENA
-Earthquake: Mostly cosmetic, varying in severity. Big ones can cause damage to buildings, be careful!
-Volcanic Eruption: the island is quite mountainous. This wouldn't be a full on eruption, per se, but will have lava flow (don't get too close,) along with ash and smoke that blocks out the sun and darkens the sky. This is an extremely rare occurrence.
-Meteorites. A slightly less (though still quite rare) occurrence where a meteor falls to earth. Don't get caught in the wrong place at the wrong time. It hits very hard into the ground causing a shockwave that does a large amount of damage to nearby structures, and completely demolishes EVERYTHING in an extremely tight radius. The meteorite can be mined for a VERY large amount of metal and stone, plus some other metals, should more be added into the game
-Aurora Borealis: for those who have no idea what that is, think "sky glitch," it is an atmospheric phenomena I don't know much about, but it's basically a flickering rainbow light show, so to speak. Purely aesthetic, but would be awesome to look at through a window in the middle of the night, and potentially could help with navigation, if you can direct someone towards the direction of the lights or whatever.
[/QUOTE]
Earthquake should be really rare, from where I come from even the very small ones are super rare(1 time per 1 year is pretty standard)
Meteores? I wouldn't like my Terraria scenario to repeat, Build a magnificent house, have a meteor smash it completly...I'd vote No on this one...
Aurora Borealis? Hell yeah! :D
Vulcan Eruptions.. I'm so so on this one, should be really rare... one 4th or one 5th of rate Earthquakes happen...
[QUOTE=jonnymad;43074986]Well winter is pretty damn hardcore, if you have ever stood outside in snowfall without adequate clothing, it's fucking cold. The idea is that you should get well prepared before that time, and decide if you really want to go out very much during winter, since it is an excellent time for looting, but also quite dangerous.[/QUOTE]
I can do a shirt (preferred) in over 33f but in the middle of trying to survive, fuck that.
I'm personally way more cold fond than anyone I know, but I also know how insanely shitty the cold can really be.
1
[QUOTE=Majo;43074988]Earthquake should be really rare, from where I come from even the very small ones are super rare(1 time per 1 year is pretty standard)
Meteores? I wouldn't like my Terraria scenario to repeat, Build a magnificent house, have a meteor smash it completly...I'd vote No on this one...
Aurora Borealis? Hell yeah! :D
Vulcan Eruptions.. I'm so so on this one, should be really rare... one 4th or one 5th of rate Earthquakes happen...[/QUOTE]
Earthquakes seemed kinda cool to me, meteors I feel should be modified, where they are still extremely rare, but land where there are no houses (very basic algorithm for that, most likely,) and volcanic eruptions would be really cool since it would make everything dark and lava flow looks awesome.
[QUOTE=jonnymad;43074986]Well winter is pretty damn hardcore, if you have ever stood outside in snowfall without adequate clothing, it's fucking cold. The idea is that you should get well prepared before that time, and decide if you really want to go out very much during winter, since it is an excellent time for looting, but also quite dangerous.[/QUOTE]
[URL="http://1.bp.blogspot.com/-Av-jdHJ0XBQ/Ty0HdBCWrwI/AAAAAAAAEJw/uXnsxUosiFo/s1600/mostarci_snijeg_u_gacama_mala.jpg"]http://http://1.bp.blogspot.com/-Av-jdHJ0XBQ/Ty0HdBCWrwI/AAAAAAAAEJw/uXnsxUosiFo/s1600/mostarci_snijeg_u_gacama_mala.jpg[/URL]
Seems pretty hardcore for me...(note 2m of snow fell that day) and this is temperature at noon, but this is what it will look like in rust XD
[QUOTE=J!NX;43075005]I can do a shirt (preferred) in over 33f but in the middle of trying to survive, fuck that.
I'm personally way more cold fond than anyone I know, but I also know how insanely shitty the cold can really be.[/QUOTE]
And that's kinda what I am trying to get at, because with extreme cold, you would really need to be adequately prepared, which can be hard if you start in winter, but it is still very possible since you can still gather food, and make a shelter and a fire.
[editline]4th December 2013[/editline]
[QUOTE=Majo;43075022][URL="http://www.google.hr/imgres?sa=X&espv=210&es_sm=93&biw=1920&bih=978&tbm=isch&tbnid=EfZpxXMiocmr2M:&imgrefurl=http://infoneretva-mostar.blogspot.com/2012/02/slike-evo-kako-mostarci-prkose-snijegu.html&docid=UtPAb4ilxKrfsM&imgurl=http://1.bp.blogspot.com/-Av-jdHJ0XBQ/Ty0HdBCWrwI/AAAAAAAAEJw/uXnsxUosiFo/s1600/mostarci_snijeg_u_gacama_mala.jpg&w=320&h=240&ei=mgigUuyGJdHb7AaG_4HoAg&zoom=1&ved=1t:3588,r:21,s:0,i:148&iact=rc&page=1&tbnh=186&tbnw=255&start=0&ndsp=35&tx=117&ty=100"]http://www.google.hr/imgres?sa=X&espv=210&es_sm=93&biw=1920&bih=978&tbm=isch&tbnid=EfZpxXMiocmr2M:&imgrefurl=http://infoneretva-mostar.blogspot.com/2012/02/slike-evo-kako-mostarci-prkose-snijegu.html&docid=UtPAb4ilxKrfsM&imgurl=http://1.bp.blogspot.com/-Av-jdHJ0XBQ/Ty0HdBCWrwI/AAAAAAAAEJw/uXnsxUosiFo/s1600/mostarci_snijeg_u_gacama_mala.jpg&w=320&h=240&ei=mgigUuyGJdHb7AaG_4HoAg&zoom=1&ved=1t:3588,r:21,s:0,i:148&iact=rc&page=1&tbnh=186&tbnw=255&start=0&ndsp=35&tx=117&ty=100[/URL]
Seems pretty hardcore for me...(note 2m of snow fell that day)[/QUOTE]
Oh god that is hilarious. :v:
Fixed it, it wouldn't show it directily over the first link I posted :D
[editline]5th December 2013[/editline]
Snow rarely falls in that town/city(what ever its typed) and over 2m of it made a total lockdown XD
[QUOTE=Majo;43075037]Fixed it, it wouldn't show it directily over the first link I posted :D
[editline]5th December 2013[/editline]
Snow rarely falls in that town/city(what ever its typed) and over 2m of it made a total lockdown XD[/QUOTE]
Well in rust, it will likely be dynamic and randomized. There is a chance that there could be no snow at all during winter, but that would be highly unlikely. There could also be a huge amount of it and snow every day, but that is equally as unlikely.
the randomness would just add to it, but i do agree that a week per season would be perfect. 4 weeks to a year. by then you more or less have a wipe anyways. so really you're looking at a year worth of playing between wipes (the way it has been going)
[QUOTE=ej2009;43074067]What other games do you know with full seasons implementation? Not saying they don't exist, but I personally don't know any. I think this is way to complex and Rust needs hundreds of other little things before something like this can happen (if ever).
OTOH, simple weather patterns would like sunny, cloudy, heavy rain, thunderstorms, reduced visibility via fog etc. is not that hard to achieve and would be awesome.
BTW, I agree about berries/mushrooms, would add to survivability aspect (remove chocolate and other manufactured food completely).
[editline]5th December 2013[/editline]
Something like this would be nice? :)
[url]http://www.youtube.com/watch?v=46kexfhaviQ[/url][/QUOTE]
Perfect! So, it is true that the Unity Engine is capable of this!
[QUOTE=bwilliamsper6;43078360]the randomness would just add to it, but i do agree that a week per season would be perfect. 4 weeks to a year. by then you more or less have a wipe anyways. so really you're looking at a year worth of playing between wipes (the way it has been going)[/QUOTE]
The idea behind random weather is 1. you get a different experience each time you play, and 2. you really need to plan ahead with what you will need in case things take a turn for the worse. I love the whole week to a season thing too, because it is not too long, but not too short, it's just right in the middle. Especially in winter, when it just starts on Sunday, is at its coldest and worst by Wednesday-Thursday, and by Saturday is slowly starting to warm up for Spring, and so on.
[editline]5th December 2013[/editline]
[QUOTE=TheManInUrPC;43078510]Perfect! So, it is true that the Unity Engine is capable of this![/QUOTE]
It certainly is a good sign, though I didn't have many doubts that Unity could handle something like that, it is an extremely flexible engine and people have done some amazing things with it.
This is a great thread, please do this :D
[QUOTE=Exodus.;43080109]This is a great thread, please do this :D[/QUOTE]
I'm just waiting on word from devs or Garry at this point, I want to get their thoughts on it, they don't tend to reply all that often though, it seems, though they are rather busy putting rust together.
[QUOTE=jonnymad;43080360]I'm just waiting on word from devs or Garry at this point, I want to get their thoughts on it, they don't tend to reply all that often though, it seems, though they are rather busy putting rust together.[/QUOTE]
With the Steam launch being so close, It would be expected for them to be in a frenzy right now to get things all set up. Probably once it's launched and the update is out the door, they will start reading suggestions again.
[QUOTE=TheManInUrPC;43080608]With the Steam launch being so close, It would be expected for them to be in a frenzy right now to get things all set up. Probably once it's launched and the update is out the door, they will start reading suggestions again.[/QUOTE]
Good point, I hadn't considered that. Well, once they push it through to steam as early access (which I am almost certain they will be doing,) then I have high hopes for this :smile:
[QUOTE=TheManInUrPC;43078510]Perfect! So, it is true that the Unity Engine is capable of this![/QUOTE]
Hard to tell, because the way this guy implemented it's not really a "dynamic" weather - just 3 different scenes stitched in video.
To make weather completely dynamic would require a lot of work. For example, leaves should change colours, so different textures should be applied (how would you do that?), then loose leaves completely, basically means all trees need to be replaced with "winter" looking trees. Then there is snow issue and so on.
I believe there is real technical reasons why there isn't many games (if at all) with true dynamic seasons. Or maybe I'm completely wrong and this is not hard at all. :)
[QUOTE=ej2009;43084653]Hard to tell, because the way this guy implemented it's not really a "dynamic" weather - just 3 different scenes stitched in video.
To make weather completely dynamic would require a lot of work. For example, leaves should change colours, so different textures should be applied (how would you do that?), then loose leaves completely, basically means all trees need to be replaced with "winter" looking trees. Then there is snow issue and so on.
I believe there is real technical reasons why there isn't many games (if at all) with true dynamic seasons. Or maybe I'm completely wrong and this is not hard at all. :)[/QUOTE]
First off, the leaves, you just reskin them to be more orange than green, you don't need a brand new texture. In fall, it would simply be trees with a particle effect of leaves falling, with balding trees, and dead leaves underfoot. As for winter, trees are just completely bald. In theory (my theory, I really don't know much though,) it should not be all that difficult to do, just skin each season as it should be, make weather dynamic following certain parameters, and such, and transition slowly.
[QUOTE=jonnymad;43085146]First off, the leaves, you just reskin them to be more orange than green, you don't need a brand new texture. In fall, it would simply be trees with a particle effect of leaves falling, with balding trees, and dead leaves underfoot. As for winter, trees are just completely bald. In theory (my theory, I really don't know much though,) it should not be all that difficult to do, just skin each season as it should be, make weather dynamic following certain parameters, and such, and transition slowly.[/QUOTE]
Yes, I guess changing leaf colour should't be a big problem as it is a separate node on Unity tree.
[QUOTE=jonnymad;43074905]Animal spawns, 100 at max to 10 in winter is really quite low, unless you are talking about density, in which that should probably be fine. The whole finding dead body thing is not that good of an idea, though some warm clothes or things buried in the snow that can be uncovered might be kinda useful. Time passage comes out really nicely, well done there, by the way[/QUOTE]
Only reason I brought up dead bodies was because they are (well, were- not sure if they did yet) trying to find another way to dispense "goodies" instead of zombies, so dead bodies would be an alternative. Hell, surround it with man eating chickens or something
[QUOTE=JasonChang55;43085343]Only reason I brought up dead bodies was because they are (well, were- not sure if they did yet) trying to find another way to dispense "goodies" instead of zombies, so dead bodies would be an alternative. Hell, surround it with man eating chickens or something[/QUOTE]
You do have a point, I did see that on the Trello. I say there is a chance for it then, but personally I think the goodies should just be buried in the snow or found in randomly spawning crates around the world (not just in rad zones)
Honestly, not enough survival games have seasons. Fully support this.
[QUOTE=ZestyLemons;43085648]Honestly, not enough survival games have seasons. Fully support this.[/QUOTE]
are there even any? I can't think of any, but I am rather curious. Thanks for your feedback, by the way!
[QUOTE=jonnymad;43085686]are there even any? I can't think of any, but I am rather curious. Thanks for your feedback, by the way![/QUOTE]
I can't think of any survival game with seasons. Rust would probably a first on something like this.
[QUOTE=TheManInUrPC;43085725]I can't think of any survival game with seasons. Rust would probably a first on something like this.[/QUOTE]
That's why I like the idea so much, it is ambitious, and with the excellent reception it seems to be getting, I am sure it would draw a lot of people to it.
Alright, let's see, here's how I would probably implement seasons if I were programming.
Each season would probably have defined moisture and temperature min/max values. Given a percent of the year, you can easily determine the approximate current and next season, and calculate min/max values between the two. All basic arithmetic.
Then you might calculate a value from 0-1 for both moisture and temperature, which is then mapped to the current min/max value. Best algorithm I can think of is Perlin Noise - random-looking, but coherent enough to represent value changing over time.
Finally, given a moisture and temperature, you can determine the properties of the current weather (how much cloud coverage, how much precipitation, whether it's raining or snowing, etc). Not necessarily realistically, but you can get it "good enough" (I would probably just map moisture directly to cloud coverage and precipitation, and use temperature to determine whether it's raining or snowing - if it's freezing, it's snowing, otherwise it's raining)
For both trees losing leaves, and for snow accumulating on terrain, both would easily be accomplished via shaders. For the leaves, they already use an alpha-clip shader (transparency of the source image is compared against a threshold - default is 50%), so you could just change the color of the leaves and change the threshold of the alpha clip to slowly "disintegrate" the leaves until they disappear completely.
For snow, you would just fade in a snow texture based on how much a surface faces upwards. Such a shader is relatively easy to do ([url]http://unitygems.com/noobs-guide-shaders-2/[/url])
All of this is completely doable as far as I can tell.
[QUOTE=KillaMaaki;43085845]
All of this is completely doable as far as I can tell.[/QUOTE]
I'm curious, if all of this sounds that it could be implemented in a day, why there is almost no games with such dynamic seasons? Also, why om 3D models asset stores you'll usually see summer/autumn/winter themed trees, why bother if it's that simple?
Correct me if I'm wrong, but I thought that alpha/transparency is rather costly way (GPU wise) to get rid of leaves?
Would love to hear from seasoned game developer on the matter and I really wish if this team could accomplish something similar.
[QUOTE=ej2009;43086065]I'm curious, if all of this sounds that it could be implemented in a day, why there is almost no games with such dynamic seasons? Also, why om 3D models asset stores you'll usually see summer/autumn/winter themed trees, why bother if it's that simple?
Correct me if I'm wrong, but I thought that alpha/transparency is rather costly way (GPU wise) to get rid of leaves?
Would love to hear from seasoned game developer on the matter and I really wish if this team could accomplish something similar.[/QUOTE]
It does take time to implement, and in many cases you have to make sure your assets are set up properly. Maybe a lot of games cut it out because of time constraints, or because it impacted gameplay too much, or testers didn't like it, or any number of reasons. Who knows.
As far as alpha/transparency... the leaves are already transparent. Changing the transparency has zero impact on performance.
[QUOTE=KillaMaaki;43085845]Alright, let's see, here's how I would probably implement seasons if I were programming.
Each season would probably have defined moisture and temperature min/max values. Given a percent of the year, you can easily determine the approximate current and next season, and calculate min/max values between the two. All basic arithmetic.
Then you might calculate a value from 0-1 for both moisture and temperature, which is then mapped to the current min/max value. Best algorithm I can think of is Perlin Noise - random-looking, but coherent enough to represent value changing over time.
Finally, given a moisture and temperature, you can determine the properties of the current weather (how much cloud coverage, how much precipitation, whether it's raining or snowing, etc). Not necessarily realistically, but you can get it "good enough" (I would probably just map moisture directly to cloud coverage and precipitation, and use temperature to determine whether it's raining or snowing - if it's freezing, it's snowing, otherwise it's raining)
For both trees losing leaves, and for snow accumulating on terrain, both would easily be accomplished via shaders. For the leaves, they already use an alpha-clip shader (transparency of the source image is compared against a threshold - default is 50%), so you could just change the color of the leaves and change the threshold of the alpha clip to slowly "disintegrate" the leaves until they disappear completely.
For snow, you would just fade in a snow texture based on how much a surface faces upwards. Such a shader is relatively easy to do ([url]http://unitygems.com/noobs-guide-shaders-2/[/url])
All of this is completely doable as far as I can tell.[/QUOTE]
Really appreciate this, gives a lot of validity to the idea. To clarify, you are saying it won't impact performance too much, correct? Because I am sure that would be a deciding factor for the final product.
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