Reporter: zaimus (Zaimus)
As a graphical mapped game, this allows a much easier way to create a unified logical weather system. 1. Using a map of the continent and surrounding sea (if not the whole globe), the climates, jet stream and other factors could be decided. 2. Surface weather and very high altitude weather could be distinguished in a room's setting. That way, we could have very tall mountains, towers etc., that are above the clouds and above the ordinary weather in an area. The weather patterns would make it so that weather MOVES across the game world. Some MUDs have tried to do this, but couldn't get it working well enough. Players with skills/spells to control weather could in theory affect weather in their own room, (or their room plus X adjacent rooms), the zone they are in. Whether or not the weather interrupts the weather pattern, can be decided. Maybe it would be easier to code if the modified weather didn't affect the pattern. I guess RECKLEA could design this system well. :-)
This kind of ties in with what I was saying on 'Game Time' here http://domdaria.com/Forge/Details/32
Depending on how weather is modeled, I think a localized change ought to have some effect whether it be directly or indirectly (e.g. shoves the local weather elsewhere). If you want weather to move/change, then you another mapping system for weather. It can't travel as players do, between virtual rooms that are subparts of the visual map. It needs to travel across the whole/map world. You could do it as circles, which might be nodes/weather systems in the model I mentioned elsewhere, but then you might need some of strength factor to simplify interference between them. An example of that would be to give each node some kind of strength class/number and when nodes interfere (i.e. they collide/overlap) the stronger node would affect the room overlapped rather than the weaker node. You could make a similar, but separate (although it would probably be couple) system to the one I just described that handles temperature. A zone would have a general climate (cold, arctic, temperate, etc) and then there might be pockets of differing temperature. Perhaps storms would evolve that way: pocket of temp. diff. -> potential storm -> storm. You could also model clouds in a similar fashion although it might easier to estimate %cloud cover and randomly select points to create temp. diff. nodes which would suffice to model how the sun heats up the planet). This kind of stuff can get pretty complicated pretty quickly...