CleverRaven/Cataclysm-DDA

make weather and environment impact more visible

captnblood asked for this feature 19 days ago — 3 comments

captnblood commented 19 days ago

few ideas to make weather and environment impact more visible in the game.

one idea could be adding simple tint to the game area according to the current weather. for example it could go like this:
- thunderstorm = less visibility, dark blue tint added to game area
- cloudy days = gray tint added to game area
- acid rain = green tint added
- shiny day = normal
- snow days= white tint
- snowstorm = less visibility, white tint
... etc

the general idea is to make weather more visible in the game, to feel a bit more the gloom and doom of apocalypse. apply lighting is one idea, but there are also other way of making weather and environment more 'present' in the game, like:

  • adding a little water flood in cities and everywhere,
    when it rains heavily. and house left open eventually flooded a bit.
  • showing airborne hazards, winds when they carry something (smoke, toxic gaz, dust storm, fog ) and quality of air in general
  • clouds, could sometime cast their passing shadows on the ground
    (for example: re-using rain code maybe, allowing 'rain' to fall in the 4 directions, and use half-transparent shaded tile picture instead of the rain droplet png.. this could be one quick way to simulate cloud's passing shadows on the ground)
  • make better flashlight (small cone of light depending on facing/going direction) instead of lighting the whole area.
  • going outside on windy, stormy days could have effect of winds pushing the player a bit. also impairing ability to perform various tasks because of strong winds and rain. winds could also from time to time send some garbage flying around, like soda cans, piece of papers, and other light stuffs (in turn the generated noise from tumbling can of soda could also produce various effects on player and monsters).

another one:
- make all tiles able to get additional overlays

like player can wear differents clothes and it shows, buildings should also be able to have added 'effects' overlays. for example allowing the following effects to be overlayed on a normal clean tile: dirtyness, dusty, bloody, goo, acid, cracked. it could help create better 'devasted cities' picture. furnitures, building, roads, etc.. could become dusty, messy, and look like it.

  • roads could also get overgrowth vegetation effects where grass or other kinds of green bushes and stuff grew over roads and buildings.

this is just a bunch of quick ideas, but the lightning / tint part could be one way to add some of that easily. in general playing with light helps create more immersive game world.

| anothersimulacrum commented 17 days ago

Messages when the weather changes would be quite easy to do and help towards this, I think.

captnblood commented 16 days ago

@anothersimulacrum, i agree, messages about weather change would be a nice addition too, but, message panel is another area in need of care.. message panel is still being flooded by spamming entries most of the time, so important messages are often missed. i had hoped the PR about the message log spamming would end this problem, but it just created the 'cool down option' instead which is good to have but is just a (half) workaround. it's difficult to explain but other roguelike don't seem to have this problem. i was playing adom a bit yesterday, and the message area was always nice and informative, on point. when playing c:dda, however, relevant messages are often so quickly loosing their color and then being pushed back by newer entries that they are no longer on screen when they still mater and should be visible.

Join the discussion!

Sign-in with GitHub to comment