Open Andy0903 opened 6 years ago
Existing TimeTypes: https://sunrise-sunset.org/api
What is actually relevant? Everything. Problem: --- Solution: ---
Good sites, esp for report later; https://en.wikipedia.org/wiki/Twilight https://upload.wikimedia.org/wikipedia/commons/thumb/d/d1/Twilight_description_full_day.svg/1598px-Twilight_description_full_day.svg.png https://upload.wikimedia.org/wikipedia/commons/thumb/b/b4/Twilight-dawn_subcategories.svg/1280px-Twilight-dawn_subcategories.svg.png https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/Twilight_subcategories.svg/1435px-Twilight_subcategories.svg.png https://www.timeanddate.com/astronomy/different-types-twilight.html
Windspeed semi-rng cooldown based wind. Pushes P + NPC a direction. Warning + Direction indicator before push. Look right way, block 50% push. Wind resist gear for passive block.
Temperature Categorize all rooms with different temperature intervals.
https://cdn.discordapp.com/attachments/332280490830594049/419544165093998592/TemperatureWIP.png
Description Thunderstorm(MAIN) - rain/drizzle intensity + flashing light at times effects. Lightning resist on enemies + lightning weapon drops. % of resi and % of drop affected by intensity.
Drizzle(MAIN) - drizzle intensity + random periods of rain. Water resi on enemies + water weapon drops. % of resi and % of drop affected by intensity.
Rain(MAIN) - rain intensity effect . Water resist on enemies + resist, weapon drops. % of resi and % of drop affected by intensity.
Freezing rain - Add small AOE circles that hurt, frost% resi and weapons.
Snow(MAIN) - Snow intensity effect. Frost resi on enemies + resist, weapon drops. % of resi and % of drop affected by intensity.
Atmosphere(MAIN) Mist - lost woods effect particle Smoke - (SEE MIST) but blackish Haze - (SEE SMOKE) but lower intensity Sand, dust whirls - Sandstorm effect filter Fog - (SEE MIST). Sand - (SEE Sand, dust whirls) but lower intense Dust - (SEE Sand) Volcanic Ash - Black rain Squalls - (WIND FIXES THIS) Tornado - (WIND FIXES THIS)
Clear(MAIN) - skylights http://www.heart-machine.com/wp-content/uploads/2013/11/HLD_Screenshot_01_robot_1080.png
Clouds(MAIN) - Darker skylights, intensity difference.
Extreme(MAIN) Tornado - (WIND FIXES THIS) Tropical storm - (high intensity thunderstorm) Hurricane - (WIND FIXES THIS) Cold - (TEMPERATURE FIXES THIS) Hot - (TEMPERATURE FIXES THIS) Windy - (WIND FIXES THIS) Hail - (High intensity freezing rain)
Additional(MAIN) Calm - (WIND FIXES THIS) Light breeze - (WIND FIXES THIS) Gentle breeze - (WIND FIXES THIS) Moderate breeze - (WIND FIXES THIS) Fresh breeze - (WIND FIXES THIS) Strong breeze - (WIND FIXES THIS) High wind, near gale - (WIND FIXES THIS) Gale - (WIND FIXES THIS) Severe gale - (WIND FIXES THIS) Storm - (rain + wind fixes) Violent storm - (high intensity rain + wind fixes) Hurricane - (WIND FIXES THIS)
Time Filter on everything with variable intensity of darkness depending on time of day. Monsterish enemies on darker, humanoids on light.
Todo room prefab method; Tilemap -> Kugghjul -> (Refresh) + compress Gör prefab efter det. Detta gör stå att origin är i mitten av rummet (förhoppningsvis)
https://cdn.discordapp.com/attachments/332280490830594049/419154004560576512/unknown.png
Replace heavy searches with [SerializeField], use findTag instead of type/name etc everywhere for speed. #39 Serialize through inspector is fastest, but relies heavily on remembering to assign etc.. after that Tag seems to be fastest(?)
https://answers.unity.com/questions/1170097/which-is-more-efficient-gameobjectfind-or-public-g.html
Time -> the longer it goes the higher % of a boss room. (Max 10min per dungeon by probability kinda)
Existing WeatherTypes: http://openweathermap.org/weather-conditions
What is actually relevant? Description + Temperature + wind speed + 3h rain / snow Problem: How to access 3h rain/snow? Can only get it as forecast "Snow" in JSON, "prec... in XML" Solution: Skip it for now? A bit boring to do, but can write in paper how it could further improve. --- Costs 40USD / month as lowest to get access to historical data.