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  1. #1

    Re:Grass

    Cunk wrote:
    Well they do already have dynamic seasonal effects in the form of different tree models and textures.
    But i didnt mean just textures. Isn't it more than turning a snow animation on and off, which is what we have now?

  2. #2

    Re:Grass

    Ciik wrote:
    Cunk wrote:
    Well they do already have dynamic seasonal effects in the form of different tree models and textures.
    But i didnt mean just textures. Isn't it more than turning a snow animation on and off, which is what we have now?
    Yeah, I suppose you're right.

    But beyond the coding considerations involved in implementing something like seasonal resources there is the issue of game balance. Personally I like the idea of different resources being available at different times which could add a bit of urgency to resource gathering. However the devs would have to consider carefully how this would affect the gaming experience. Some players may resent it if the game is too harsh or demands that they spend some of their time stocking up for winter rather than running around killing people or working on their massive terraforming project.

    But maybe I'm taking the example too far. Perhaps only certain, non-critical resources could be handled this way. At least at the start. Wurm does something like this with certain natural resources. Harvestable resources like olives, fruit, maple sap, and certain plants have short seasons that come around only once every few real life weeks. In practice it doesn't affect the game much because none of these things are all that desirable. Except maybe olives since they are used to make the oil needed for compasses.

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