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To note:



While there isn't much more to say about this, I figured I'd let you in on some of the more interesting additions of episode 16 as I get around to them.


I can safely say that, among other things, E16 will be a game changing episode. A lot of new systems are planned to be added around that time, and although I can make no guarantees all of them will make it in on release, I can safely say that there's a lot to look forward to in the next months.



And so, whenever I get finish fully implementing - or at least implementing enough to be confident it'll be there on release - any new features, I figure I might make one of these explaining to you what it does.


I hope this wets your appetite!



Introducing Weather 2.0!



In Episode 16, we've decided to add a re-imagining of the current weather system, with the idea of reducing the lag the system caused, as well as making it more dynamic by making it easier for us to manipulate it, and solving a few of the most common issues with the older system.


There isn't a lot to talk about technically, so I'll feed you the mechanics goodies right away:


1 -> There are now six different weather archetypes that the game will choose from randomly.


Every five days*, the game will choose one out of six weather archetypes that will determine the weather for the next five days. The weathers are composed of 15 blocks of different weather, each lasting 8 hours, per archetype.

to aid in creating the illusion that Reborn is a living, breathing world, the weather is aligned with your system's own time, so if you stop playing during a monsoon season and come back a week later, the weather might be sunny.

And that also means you might've made Julia wait in front of the factory, in the rain, for a week. You monster.


The weather archetypes won't be described in detail, but given their names, they can easily be surmised. Those are as follows:


1- Dry spell

2- High winds

3- Scattered showers

4- Rainy

5- Heavy storm

6- Variety


So let's say you start playing and the game chooses a dry spell. For the next eight hours, you'll have no weather - If you were to stop playing and come back the next day, 24 hours later, the weather would be sunny. If you were to drop the game for a couple of days after that, you'd get a small intensity of rain for a couple of hours before it disappearing.

That way the system will be more consistent in the ways it displays weather.


* As a side note, I've fixed the bug where if you fast-forward your clock to manipulate the weather you'll be stuck in that new weather until you reach the date you've fast-fowarded to. No more being stuck in a season for 25 years!


2 -> Region affects the weather.


It rains a little bit less in Apophyll, and while you may get sandstorms in the desert, you're obviously not going to get them in Reborn City.

The new system takes your location in the world map in consideration when calculating the weather intensity and duration, as well as whatever weather is displayed.



3 -> Everything's in the code


This is not insomuch a mechanic as it is an improvement to the overall structure of the game. The entire weather system has been moved to being controlled by events to being controlled by code, making the events unnecessary. Thanks to this, we're able to reduce lag, which should overall contribute to a smoother gameplay experience.

Ideally, we're looking into ways to further optimize the code, with the intention of making the weather cause as little impact in performance as it can.



4 -> Dynamically changing weather intensity


As the week progresses, rains may become more intense, or softer. The sunlight might weaken as clouds begin to form, and a rain may start slowly and build into a downpour, or do the opposite. THe new system will dynamically adjust the weather intensity to account for realistic changes in weather - So there won't be any transitions from really sunny to stormy, but rather the weather will periodically adjust itself to slowly fade into the new weather.


5 -> Consistent weather throughout the regions.


If it's sunny in apophyll, next time you visit Apophyll, it'll be sunny - As long as the weather hasn't changed yet. However, it might still be windy in reborn. Or raining in Carnelia. The weather is calculated and stored for the region you're currently located in, and will remain consistent with the rest of the world, each region having it's own separate weather.


Have fun!

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To note:
While there isn't much more to say about this, I figured I'd let you in on some of the more interesting additions of episode 16 as I get around to them.
I can safely say that, among other things, E16 will be a game changing episode. A lot of new systems are planned to be added around that time, and although I can make no guarantees all of them will make it in on release, I can safely say that there's a lot to look forward to in the next months.
And so, whenever I get finish fully implementing - or at least implementing enough to be confident it'll be there on release - any new features, I figure I might make one of these explaining to you what it does.
I hope this wets your appetite!
Introducing Weather 2.0!
In Episode 16, we've decided to add a re-imagining of the current weather system, with the idea of reducing the lag the system caused, as well as making it more dynamic by making it easier for us to manipulate it, and solving a few of the most common issues with the older system.
There isn't a lot to talk about technically, so I'll feed you the mechanics goodies right away:
1 -> There are now six different weather archetypes that the game will choose from randomly.
Every five days*, the game will choose one out of six weather archetypes that will determine the weather for the next five days. The weathers are composed of 15 blocks of different weather, each lasting 8 hours, per archetype.
to aid in creating the illusion that Reborn is a living, breathing world, the weather is aligned with your system's own time, so if you stop playing during a monsoon season and come back a week later, the weather might be sunny.
And that also means you might've made Julia wait in front of the factory, in the rain, for a week. You monster.
The weather archetypes won't be described in detail, but given their names, they can easily be surmised. Those are as follows:
1- Dry spell
2- High winds
3- Scattered showers
4- Rainy
5- Heavy storm
6- Variety
So let's say you start playing and the game chooses a dry spell. For the next eight hours, you'll have no weather - If you were to stop playing and come back the next day, 24 hours later, the weather would be sunny. If you were to drop the game for a couple of days after that, you'd get a small intensity of rain for a couple of hours before it disappearing.
That way the system will be more consistent in the ways it displays weather.
* As a side note, I've fixed the bug where if you fast-forward your clock to manipulate the weather you'll be stuck in that new weather until you reach the date you've fast-fowarded to. No more being stuck in a season for 25 years!
2 -> Region affects the weather.
It rains a little bit less in Apophyll, and while you may get sandstorms in the desert, you're obviously not going to get them in Reborn City.
The new system takes your location in the world map in consideration when calculating the weather intensity and duration, as well as whatever weather is displayed.
3 -> Everything's in the code
This is not insomuch a mechanic as it is an improvement to the overall structure of the game. The entire weather system has been moved to being controlled by events to being controlled by code, making the events unnecessary. Thanks to this, we're able to reduce lag, which should overall contribute to a smoother gameplay experience.
Ideally, we're looking into ways to further optimize the code, with the intention of making the weather cause as little impact in performance as it can.
Have fun!

Oh boy this sounds really fun!

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This is really cool and I'm looking forward to seeing this, especially since you won't be stuck in a time freeze with weather! also I wouldn't mind leaving Aya in the rain or snow for a long time Great work as usual Kuro, you're contribution has shown;A LOT :P

also Happy Birthday!

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* As a side note, I've fixed the bug where if you fast-forward your clock to manipulate the weather you'll be stuck in that new weather until you reach the date you've fast-fowarded to. No more being stuck in a season for 25 years!

Oh god, I might actually see the Sun again... wow

Now I'm really interested to see how this will work. No more "Sunny af? So here's the sandstorm for no reason."

Although when you consider the Beryl Bridge position, I can see the sandstorm reaching a bit there...

p.s tags 4 days

p.p.s #FreeKurotsune2015

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Good news indeed i have a question though: with this new system would it be easier to understand/identify what type of weather is "on" at the moment? Because i know some people had problems with that in the past.

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Keep in mind the weather isn't changing at all. You still have your run of the mill sun/rain/storm/wind/snow and those aren't any different. Just the way they're selected to occur is different.

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Wonderful idea! I like it!

Just goes to show, EP16 will require a new playthrough. Especially since Ame mentioned the ellipses, cannot unsee!! I hadn't noticed them before.

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I have a question. I'm trying to manipulate sunny weather in order to get the ice cream vendor to show up. The weather report predicts rain on Wednesday, high winds on Saturday, and a thunderstorm on Sunday. I set the date to some time next week. The weather report predicts the exact same thing. I repeat setting the date to some time a few weeks from today. The weather report predicts the exact same thing. In all cases, the weather occurs exactly as the weather report predicts.

How would I manipulate sunny weather in this case?

Edited by dondon151
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I have a question. I'm trying to manipulate sunny weather in order to get the ice cream vendor to show up. The weather report predicts rain on Wednesday, high winds on Saturday, and a thunderstorm on Sunday. I set the date to some time next week. The weather report predicts the exact same thing. I repeat setting the date to some time a few weeks from today. The weather report predicts the exact same thing. In all cases, the weather occurs exactly as the weather report predicts.

How would I manipulate sunny weather in this case?

Going forward screws up the weather for next week and such and such. You always want to go backwards when manipulating weather.

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I just tested going backwards. June 1 and May 1 and April 1 all yield the same weather forecast. On the other hand, two consecutive days in September can yield different forecasts, and I managed once to luck upon a sunny day in September, reset the game, and the weather was no longer sunny. This is incredibly frustrating.

Edited by dondon151
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I just tested going backwards. June 1 and May 1 and April 1 all yield the same weather forecast. On the other hand, two consecutive days in September can yield different forecasts, and I managed once to luck upon a sunny day in September, reset the game, and the weather was no longer sunny. This is incredibly frustrating.

Well that's kinda your fault for messing with the time

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Thank you for being helpful and attempting to answer my question.

Always a pleasure

Seriously though many people have a similar problem for the same exact reason (that's what you get for tampering with the game) and (as far as i know) there is no definitive solution at the moment so you'll probably have to wait till ep 16 for the weather upgrade or restart the game.

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Weather patterns only update when passing through the Opal Ward. Incidentally, this is what's causing the freezes there.

So you'd have to jump a week forwards (backwards won't work for getting a new pattern) and go there to get the new pattern.

If you want to jump to a different day in your current pattern, that's when you go backwards, because you don't risk picking up a new pattern or extending your timer that way.

Not that any of that matters as of 16. I don't know how easy it will or won't be to manipulate the system after the changes though. Since weather is more fluid, including being in 8 hour segments rather than 24 hours, it won't be as pretty as going to this or that day. You'd probably have to pin down specific numbers of hours to jump forward, and even then it might be overruled depending on what time your pattern was generated.

idk.

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On one side I'm glad to hear that new weather system will reduce the lag. On the other one, I'm sad, cus I will have sunny weather only 1/3 of the time. I like when there's no rain during my playthroughs.

Also, did I hear that the Weather 2.0 is ONE of the new systems expected for E16? That's sounds exciting.

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Weather patterns only update when passing through the Opal Ward. Incidentally, this is what's causing the freezes there.

So you'd have to jump a week forwards (backwards won't work for getting a new pattern) and go there to get the new pattern.

If you want to jump to a different day in your current pattern, that's when you go backwards, because you don't risk picking up a new pattern or extending your timer that way.

Not that any of that matters as of 16. I don't know how easy it will or won't be to manipulate the system after the changes though. Since weather is more fluid, including being in 8 hour segments rather than 24 hours, it won't be as pretty as going to this or that day. You'd probably have to pin down specific numbers of hours to jump forward, and even then it might be overruled depending on what time your pattern was generated.

idk.

The way the new weather system works, manipulating it is as "simple" as identifying what pattern you're on, figuring out on which block of said pattern you are, calculating how many hours you can jump ahead to get to the weather you want.

Oh, but if you overshoot it, the countermeasures I put in place will recalculate the entire weather pattern and you'll have to start over again. Oops.

On one side I'm glad to hear that new weather system will reduce the lag. On the other one, I'm sad, cus I will have sunny weather only 1/3 of the time. I like when there's no rain during my playthroughs.

Also, did I hear that the Weather 2.0 is ONE of the new systems expected for E16? That's sounds exciting.

There may or may not be other functionalities added. Some are small, and I've only mentioned them briefly in showdown. Others are larger and may warrant posts of their own.

Notice I'm using may a lot. If you think the reason for that is because I'm trying to hint that the release date for E16 is may 2016, you're absolutely correct (No, no you aren't. Why would you be? Geez) There are a lot of things planned, and while we intend to add all of them at some point, there's no guarantee that point will be E16.

If they are added by then, though, I may let you know with another one of these.

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