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Time and Weather
Manuel Quiñones edited this page Feb 27, 2026
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Time passes and weather changes in the main areas of the game. Like in the starting point and recurring area, Fray's End. This is a cosmetic effect and it doesn't affect gameplay at all.
When involved in a quest, the player goes through a sequence of levels. In those, time and weather are supposed to stay still (although StoryQuests can do whatever they want!). This is for two reasons:
- Quest levels usually have puzzle mechanics that need certain visual conditions. For example: a stealth level should happen in the dark.
- Quest levels are usually a narrative unit, part of a story. The narrative may demand the aesthetics. For example: a labyrinth level happens in a foggy night.
Also, the cost of desiging each level to work in all different light and weather conditions is too high. It would be too much of a requirement. This is why we haven't made the time-of-day/weather a global effect.
On the visual side, these are just overlays. Check the existing ones in the project for reference.