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Terrarum/work_files/GameDesign/ENVIRON.md
2018-07-21 19:58:56 +09:00

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Atmosphere

  • Serene (not all serene of course)
  • There's living village, abandoned/crumbling settlement and lone shacks on the mountainside
  • History, much like one in the Dwarf Fortress, decaying of the settlement is simulated by the very method, but 1-2 will be forced. The amount is dependent on the size of the map
  • Reference: Legend of Zelda: Breath of the Wild Trailer (the trailer came much after this game but the video will help you to get a grip)

Colour overlay

Colour overlay is set to 6 500 K as untouched. The value must be

  • Increased when:

    • Overcast (~ 7 000 K)
    • Freezing area (~ 7 500 K)
  • Decreased when:

    • Tropical area (~ 5 500 K)

Sunlight

Sunlight of the midday must have colour temperature of 5 700 K.

When the atmos is dusty, "colours" of sunrise/sunsets are more apparent: when in sunset, global light and the fog-of-war is more orange/red (atmos gets more colour from the sunlight and less from the sky-blue due to the mie scattering)

Colour of the mie scattering DOES follow the colourimeter observation (orange -> red -> wine bordeaux -> (very short term of) grey -> blueish grey)

Weather effects

  • Wind

    • Blows away sands/snows
    • Tilts raindrops/snowfall
  • Precipitation

    • Rain, snow