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36 lines
1.3 KiB
Markdown
36 lines
1.3 KiB
Markdown
## Atmosphere ##
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* Serene (not all serene of course)
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* There's living village, abandoned/crumbling settlement and lone shacks on the mountainside
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* 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
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* 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)
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## Colour overlay ##
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Colour overlay is set to 6 500 K as untouched. The value must be
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* Increased when:
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- Overcast (~ 7 000 K)
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- Freezing area (~ 7 500 K)
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* Decreased when:
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- Tropical area (~ 5 500 K)
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## Sunlight ##
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Sunlight of the midday must have colour temperature of 5 700 K.
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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)
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Colour of the mie scattering DOES follow the colourimeter observation (orange -> red -> wine bordeaux -> (very short term of) grey -> blueish grey)
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## Weather effects ##
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* Wind
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- Blows away sands/snows
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- Tilts raindrops/snowfall
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* Precipitation
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- Rain, snow |