03012021
A dim, snowy day. Spent the afternoon and evening working on fire and lighting. I finally implemented something I should have done a long time ago: fires now burn differently depending on environmental circumstances, particularly humidity, and precipitation. For example, fires lit during heavy rain are much more difficult to ignite, take longer to build up, and burn both shorter, and less brightly (meaning less available light). In contrast, fires lit during clear or cloudy weather are much easier to light and give off a lot more light, allowing Avery to perform a greater range of activities (tomorrow I’m gonna finally implement the light restriction system, another one of those things I had planned out long ago but never got around to doing for some reason). However, larger fires also increase the possibility of attracting potentially unwanted contact, which makes them riskier, and encourages the player to extinguish their fires early.
I also started implementing a sub-lighting surface that adds a bit of a gradient to the lighting at night. It’ll be toggle-able, as with all the other features; I’m not sure yet if I’m gonna have it enabled by default, or left as an option. Lastly, I implemented a visible in-world lighting object for sparks when using the lighter and ferro rod.