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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