teaser 4 for the summer event you have no idea how long it took to figure out how to make this system. the game will have a weather mechanic that makes certain auras more or less common. each weather lasts a different time and will have different chances to occur. weathers are selected on average every 300 seconds (subject to change). now this can be made with some simple scripts, so why do you think it took so long to design this system, you ask? well... projects are usually NOT multiplayer, as that uses cloud variables. my project is kind of like this, as it is is planned to have multiplayer elements but not be fully multiplayer. sols rng has a biome mechanic, which work like the weathers in my game. in sols rng, the biome is the same for everyone in the same server, but there is a problem with this... while i could simulate weather spawns easily and more accurately in singleplayer, having the same biome for everyone, across devices, is a WHOLE different story... you can't have each player simulate biomes into the same cloud variable, as then you would have WAY too many biomes and they could overlap each other. plus, it'd mean that people would have to be in the project for weathers to spawn. hence, i had to take a different approach instead... with some chatgpt prompts (NO I DID NOT ASK CHATGPT TO CODE THIS FOR ME, I LITERALLY TOLD IT NOT TO) and a little research, i figured out that a "seed-based pseudo random number generator" was what i needed. once i put in a formula i found on the scratch wiki, set the seed to the time in seconds since my desired time, combined it with a weighted list of the weathers and the chance of 1/300 per second, it chose biomes accordingly, every second. the real complications came when i had to make biomes avoid overlapping and spawning inside each other, but i managed to make a system eventually as you see inside the project. it's not bug-free in stress-testing, but the events that cause bugs are so rare with the standard chances that i say it works well enough. yippee!!!!!!!!!! now that this system works, it has 3 benefits: - it unifies the game so everyone has the same experience, strengthening the multiplayer aspect] - allows for a "weather forecast" mechanic to allow players to see what biomes will spawn soon, further pairing with the benefit stated below - it boosts views and maybe even notifications. how does it do this, you may ask? well basically, some weathers will be exceedingly rare, and some auras will only be available (or unavailable!) in certain weathers. this means that if someone stays for a while and witnesses a rare weather appear, they can tell their friends to get on and roll in the weather. this increases player retention and also draws more people into the game at once!1!1
btw the apple DOES serve a purpose, when the project is run it spins slowly to test fps also this game will have save codes so dw about losing your progress, you are NOT expected to do the whole game in one sitting (although afking the game is very helpful for progress)