I don't think it needs to go so far as to simulate windchill as you are right, nigh impossible to simulate under the current design. But there are a few lessons that can be learned from DayZ, Don't Starve and other games such as:Kazuya Mishima wrote:Don't starve isn't a 3d game though. To avoid cold you have to basically insulate yourself and/or generate heat. Since MC doesn't have finite liquid model trying to simulate finite liquid in every block of atmosphere as well as heat transfer seems somewhat unlikely.finite8 wrote:Seasons:
I Don't mind that idea too much, as long as it actually alters the mechanics too. Just some pointless cosmetic feature i think will only serve to annoy people when their pretty castle becomes half covered in snow. I think the only way this could work to make the game more interesting is to force the player to avoid the cold (i.e: Don't Starve)
How could you effectively simulate heat loss otherwise. A person on top of a mountain in a winter should freeze but what if you're in a cave beneath the surface? Should a person at the bottom of a ravine lose the same amount of heat as somebody on top of a mountain? If obstructing the sky is enough to provide insulation in winter all you really need to do to warm yourself is levitate some wood planks over your head with no need to construct walls.
Is there anyway Wind deflection and windchill, which is a real threat in the wild, can be simulated ?
- Standing on snow: Gets you very cold.
- Being wet: caused by swimming or walking in rain. Multiplies the chill rate and reduces temperature for as long as you are wet.
- Being indoors: will not effect temperature however, some warmth applies if the nearby materials are insulating (wood and wool are 2 materials that come to mind).
- Fire: dries you out and warms you up. Effectiveness of this increases if indoors and the surrounding materials are insulating.