While watching the devblog #26 I thought about campfires I build myself. One of the most important things is the moisture of the wood. This can be used to build up some nice lifelike features.
- If it rains and the food/firewood gets wet it is not usable until it’s dry again.
- The sapiens are forced to build shelters to keep them dry (Bear Grylls, anybody?)
- In nature the floor is wet after every rain and often also in the morning. Perhaps that needs to be considered in the model of the shelter.
- I’m no farmer myself but they often have to pay attention to the weather while harvesting. The only place I actually know what to look at is the gras/hay. They need rain for gras to grow. After that they need sunshine while cutting the grass. Then they let it dry on the field and harvest it, when it is dry.
- If you have a leak in your roof there might also grow mold on the walls. This is not healthy.
I know these are all pointless features that only make the game more immersive for people that actually have to do with similar stuff in real live. But in the end if you want to have a truly immersive game you need to pay attention to details like this. By the way this YouTube-Video describes the immersiveness of open world games in quite a nice way: /qZLQsNVCvlA . The guy in the video calls this a chemistry engine.
What do you all think about adding stuff like moistness, burning and so on. And is the game too developed to add something like a chemistry engine?