Dev Diary 13: Dynamic Weather !
What a busy month January has been, it's literally flown past us. Here at Yellow Noodle Games, we have been super busy the last month, the new plaza area is nearly complete, along with the housing area, the next area we plan to focus on is the lakeside area, which will come post-launch as a free update to the game, were adding the final touches to gameplay which we aim to feature in the coming months. We still have a mammoth task ahead of us, we still need to record source material for the beer pumps, which we have been unable to do due to lockdown, hopefully, when restrictions end we can go out collect the source material (A dev blog will be done too so you can see further insights)
So without further ado let's begin on the topic of the blog, which is Dynamic Weather. Recently our programming team have been hard at work, reworking the current day/night cycle, which was built way back in 2018 back KP software (The original developers) it wasn't compatible with the new fully dynamic weather system that has been built, to complement the new improved day/night cycle. The weather cycle features the 4 seasons of the year, each season preset has it own weather types and variables, which control the different types of weather. Our weather system takes full advantage of the new Volumetric cloud system that ships with Unreal Engine 4.26.
The 3 main types of weather we have in our game is Rain, Thunderstorm, and sunny, each variable has 2 subsets making up to 6 different weather types in game, we want to further implement real world weather, however this may not make it into the launch build. We also had to rework some of the materials to support this new weather system. The results we have seen so far are pretty amazing. Below are some screenshots of the different weather types in game, and you will probably agree with us in saying that this looks fantastic.
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Dynamic Weather Blueprint |
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Material editor with the new weather settings added |
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