Proper Weather Implementation

Valourant shared this feedback 21 days ago
Not Enough Votes

When weather is introduced I want the devs to avoid making common mistakes found in other games.

  • Weather needs to be dynamic and not static — meaning the weather changes in the moment as it's happening.
  • Weather needs to vary in intensity — meaning I should not always get the same type of weather. Sometimes I should have light rain/snow and other times, medium, and other times a big storm. And the intensity can even change since the above applies (weather is dynamic).
  • Weather needs to vary in duration — I should not always be getting the same duration weather. Weather as it varies in intensity and this changes in the moment due to being dynamic, should also vary in duration.
  • Weather needs to vary in frequency. I should not have a 3 day storm like in Valheim, and always at a moment when I am trying to build and see what I am doing. Storms should appear in a way where they can be somewhat predictable (Weather station) or visual cues, but also in a frequency that is not too annoying.
  • We need the ability to predict the weather slightly, perhaps by building a dish and weather station.
  • We need world settings to change weather values.
  • Lastly we need the devs to focus on different types and ranges of weather: Snow, heavy snow, hail, light snow, rain, heavy rain, light rain, torrential rain, hurricanes potentially (so massive planetary storm), rainbows, isolated showers, sand storms, mini tornadoes, lightening/energy storms, and possibly acidic rain or radiation storms, and everything in between. Adding a second cloud layer can also help with the visuals.

I believe weather can be interesting and add to survival without having to be annoying if proper time is spent on implementing the feature.

Best Answer
photo

Weather and its effects should cover a larger area, at least several kilometers, not just "ten meters around the player," as is the case in many games.

Storms and similar weather phenomena should behave "randomly" in the sense that they do not "pursue the player" – they arise "somewhere," move across the landscape in a random direction (or along a certain path), and disappear somewhere else.

Storms and similar weather phenomena should also have an impact on the environment and on (as yet non-existent) animals.

Storms and similar weather phenomena should recur at reasonable intervals, not "three times an hour"... Not even during "storm season."

Sure, the weather on other planets may be wilder than on good old Earth, but the weather should correspond to other conditions on the planet. And possible plants and animals should correspond to the natural conditions on the planet.


Translated with DeepL.com (free version)

Replies (4)

photo
7

I want weather (rain/snow) to appear on the windows and blocks, snow and rain accumulation.

photo
2

Yeah same, it would be amazing to see weather on windows at some point.

photo
photo
4

Weather should absolutely have an impact on gameplay other than "oh, the magic fog increases, let's spend half an hour waiting in the basement for the visibility to come back so the game becomes playable again".


A storm implies winds, wind implies some sort of aerodynamics implementation that alters the flight model in atmosphere and allows for immersive handling disturbance.


Volumetric stormy clouds could also interfere with electromagnetic fields, with a chance of disabling the powergrid of careless ships flying through them for example.


What's even more important to consider is a way to solve problems caused by weather, via interesting gameplay design, as to offer opportunities for the player to not just undergo the situation, but instead actively find solutions to counter it or even benefit from it.


Bad visibility ? Add a thermal camera bloc to your vessel, maybe you can loot or fabric a compact one for the engineer as well.

Heavy winds ? Choose wisely the shape and weight of your vehicle, and build a hangar for the fragile ones.

Heavy rains ? You could benefit from it by collecting it in your water tanks.

Thunderstorms ? Could be fun to actually take the risk and collect that sweet energy for some sort of late game sci fi super weapon

Acid rains ? Maybe it could exist on late game planets, making the use of heavy armor and the loot of a special suit nearly mandatory for deep exploration.


And of course it would be nice, as said by the op, to actually be able to build a weather station for weather data collect and forecast in a planet's region. That's another engineering challenge to add depth to the planet gameplay.


I think my ideas aren't that far fetched for a game that already offers planetary scaled volumetric clouds and (soon) water. I also think there is so much more that could be done, if the weather is treated as a substantial gamedeign element instead of a basic eye candy like many games do.

But what do you guys think ?

photo
3

Yes very good ideas! It was hard to get all my ideas about weather down, surprised that I missed weather affecting environment because I definitely had that in mind! And it goes without saying the weather should affect the player. And I also missed fog as a weather event.


Thermal camera, brilliant idea.

photo
photo
4

Weather and its effects should cover a larger area, at least several kilometers, not just "ten meters around the player," as is the case in many games.

Storms and similar weather phenomena should behave "randomly" in the sense that they do not "pursue the player" – they arise "somewhere," move across the landscape in a random direction (or along a certain path), and disappear somewhere else.

Storms and similar weather phenomena should also have an impact on the environment and on (as yet non-existent) animals.

Storms and similar weather phenomena should recur at reasonable intervals, not "three times an hour"... Not even during "storm season."

Sure, the weather on other planets may be wilder than on good old Earth, but the weather should correspond to other conditions on the planet. And possible plants and animals should correspond to the natural conditions on the planet.


Translated with DeepL.com (free version)

photo
4

I would like wind to have a direction. Landing pads in atmosphere could have a wind sock. There should be a device for measuring wind speed. Sailing should be a possibility.

photo
1

This would be neat to have for sure, we'll see if the devs are able to code wind in as it would be a new mechanic really and could potentially be processor heavy? I don't know, what do you think?

photo
3

Wind for fixed/station grids should be easy.

Wind for ships should be a vector force applied to the overall grid vector.

Wind for sub grids - do not know?

Wind for water = bigger wave direction may be.

Wind against characters and NPCs?

Wind on Sand - if strong enough - cue dust particles.

Wind on Trees - if strong enough - cue leaves and the odd twig


Wind under certain speeds could be ignored for some things.

Wind should not be a problem if a test for its change does not occur to rapidly and it is only applied to necessary things.

Extreme wind could be fun - but that would probably be process heavy if done right.

photo
1

Yeah I would like to see even pollen or seeds being stirred up in flower fields. Wind tunnels between mountains is another possibility.

photo
Leave a Comment
 
Attach a file