Another demo of the dynamic cloud cover system, this time complete with the original soundtrack composition (which sounds even goofier at this 2x playback speed). Much left to tweak but I like it so far.
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD
Scripted a multi-variable weather system that randomizes wind speed, cloudiness, rain, fogginess, etc, while attempting to realistically account for interactions between them (e.g. wind speed affects fogginess, cloudiness affects rain, etc), the current weather pattern, and the player's biome e.g. swamp, beach, etc. Now I "just" have to tie visuals and sounds to the variables so stuff actually happens...
Finished that egg-sitting mini-game I mentioned here a couple weeks back. Now to fix the weather system so it doesn't rain indoors while you're playing it. >.> A simple fix in itself; leave it to me to take it as an excuse to completely revamp the time/weather/lighting system from scratch.
Working on an "egg-hatching" minigame that plays kind of like whack-a-mole except you're sitting on eggs to warm them up as they get cold. Proud of myself since ~80% of it is handled by JS scripting. Just need to polish it up a bit more. Hoping this becomes the first part of my game I'm ready to make public, perhaps even as a playable demo.