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(2 edits) (+2)

So if I'm understanding this correctly, then this game will be the first of its kind to have semi dynamic weather, nice.

Will the weather and wetness have any gameplay effects in the future, or will it be purely visual?

(+3)

Mhm, I haven't seen many other games out right now that do weather, or if they do, it's not that fleshed out.

For weather/wetness having gameplay effects in the future, I was thinking maybe heavy fog could help obscure the player. I'm not really sure what I could do with the player being wet, but I am open to suggestions.

(+1)

Aside from mechanics, you could simply add cosmetic touches—like a more hunched walking animation when it’s raining, or her flinching at a thunderclap. You could also include idle animations where Sabia shivers because she’s gotten wet.

I've had plans to eventually add more animations for her, mainly different idles and walks when she is less confident in herself. Animation reactions to rain is something I'll put down too, but it probably won't be in the first public alpha version.

(1 edit) (+2)

Maybe focus on what the weather will do to npcs instead? For instance, rain makes some npcs run to get out of the rain or cover their heads, reducing their vision? Maybe more npcs in areas of the map where they're sheltered from the rain and less npc in unsheltered areas? Npcs grouping up and "waiting out" the rain

If snow is an idea, maybe add hidden moving spots around the map where there's a small chance of slipping and falling (you can't cover yourself until you've stood back up)

(+2)

I think NPC reactions to rain is a good idea, I'll put it in with my notes. Maybe I can make them spawn with umbrellas if it's going to rain.

As for snow, Sabia's town is in a region where it doesn't snow, so I'm not really worrying about that.