Just implemented snow and feeling rather excited :D! Check out the atmospheric video run-through below :)
It’s a little rough around the edges, but i’m happy with it! There was also an interesting town spawn, and I thought this would be a good opportunity to discuss town categorisation:
This town spawns near a tunnel, which is kind of neat :)! We were thinking that towns could have specialisations based on their locale. A town like this which spawns near a cave entrance should become an NPC mining town :)
Seasons:
Finally I wanted to quickly discuss seasons. One of the meta-mechanics that we want to have in Vitality is seasons. This is something that doesn’t really alter gameplay in dramatic ways, though it does go a long way to help improve the setting and give more of a sense of time progression.
Not only this but it also plays into the dynamic nature of the world! We’re not sure on the exact time scale, the general thought was that each season would only equate to a couple of in-game days, though the exact timings will somewhat depend on player expectation, and how long we want each age to last. This is something that will hopefully be established later on in play testing!
Hope you enjoyed this devlog post!
If you have any questions, as always feel free to ask!
0 comments