Skip to content

Latest commit

 

History

History
527 lines (417 loc) · 21.9 KB

File metadata and controls

527 lines (417 loc) · 21.9 KB
title Environment and Hazards System
summary Climate zones, weather, terrain, temperature, environmental hazards, status conditions, survival mechanics
audience
developer
agent
designer
topics
environment
climate
weather
terrain
hazards
survival
temperature
time-of-day
prerequisites
gdd-overview.md
gdd-core.md
related
exploration-discovery-system.md
gdd-gathering.md
mob-creature-system.md
last_validated 2026-01-18

Environment & Hazards System

1. Overview

The environment is an active element that affects gameplay through climate, terrain, weather, and natural hazards. Characters must adapt to environmental conditions or suffer consequences. The same rules apply to NPCs and players.

Aspect Effect
Climate Base conditions for a region
Weather Dynamic changes within climate
Terrain Movement, visibility, resources
Hazards Dangers requiring avoidance or mitigation
Time of Day Visibility, creature activity, temperature

2. Climate Zones

Climate is fixed per region (not seasonal).

Climate Temperature Precipitation Stamina Modifier
Temperate Mild Moderate None (baseline)
Desert Hot days, cold nights Rare +25% drain
Tundra Cold to extreme cold Snow common +30% drain
Tropical Hot, humid Frequent rain +15% drain
Swamp Warm, humid Wet constantly +20% drain
Mountain Cold, variable Variable +20% drain
Coastal Mild, windy Moderate +5% drain
Volcanic Hot, toxic Ash fall +35% drain

Climate Effects

Climate Additional Effects
Desert Dehydration risk, sandstorms
Tundra Frostbite risk, blizzards
Tropical Disease risk, flash floods
Swamp Disease risk, difficult terrain
Mountain Altitude sickness, avalanches
Coastal Storm surge, high winds
Volcanic Toxic air, lava flows

3. Weather System

Weather Types

Weather Visibility Movement Combat Other Effects
Clear Full Normal Normal None
Cloudy Full Normal Normal None
Light Rain Slightly reduced Normal Ranged -10% Tracks fade faster
Heavy Rain Reduced -10% Ranged -25% Tracks wash away
Fog Severely reduced Normal Ranged -40% Ambush chance +
Snow Reduced -15% Ranged -15% Tracks visible longer
Blizzard Minimal -40% All -30% Frostbite risk
Sandstorm Minimal -30% All -25% Damage over time
Thunderstorm Reduced -10% Metal weapons risk Lightning strikes
Heatwave Full Normal Stamina +25% Dehydration risk

Weather Transitions

Current weather
    ↓
Climate determines likely next states
    ↓
Random roll (weighted by climate)
    ↓
Gradual transition (15-30 min game time)
    ↓
New weather state

Weather Duration

Type Minimum Maximum
Clear 2 hours 12 hours
Cloudy 1 hour 8 hours
Rain (light) 30 min 4 hours
Rain (heavy) 15 min 2 hours
Fog 1 hour 6 hours
Storm 15 min 2 hours
Extreme (blizzard, etc.) 30 min 4 hours

4. Terrain Types

Movement Effects

Terrain Movement Speed Stamina Cost Notes
Road +20% -10% Fastest travel
Path/Trail Normal Normal Standard
Grassland Normal Normal Easy terrain
Forest -10% +10% Reduced visibility
Dense Forest -25% +20% Very limited visibility
Hills -15% +15% Elevation changes
Mountains -30% +30% Requires climbing
Swamp -40% +25% Difficult, disease risk
Desert Sand -20% +20% Shifts underfoot
Snow (light) -10% +10% Cold exposure
Snow (deep) -35% +30% Exhausting
Rocky -15% +10% Uneven footing
Water (shallow) -30% +15% Wading
Water (deep) Swimming +50% Requires skill or drowning

Terrain Features

Feature Effect
Cliff Blocks movement, fall risk
River Crossing required, bridges valuable
Cave entrance Shelter, dungeon access
Ruins Exploration opportunity, hazards
Resource node Gathering opportunity
Landmark Navigation aid

5. Temperature System

Temperature Ranges

Category Range Effect
Extreme Cold Below -20°C Rapid frostbite, stamina drain x2
Cold -20°C to 0°C Frostbite risk, stamina +20%
Cool 0°C to 15°C Minor stamina +5%
Comfortable 15°C to 25°C No effect
Warm 25°C to 35°C Minor stamina +5%
Hot 35°C to 45°C Dehydration risk, stamina +20%
Extreme Heat Above 45°C Rapid dehydration, stamina drain x2

Temperature Variation

Factor Effect
Time of day Cooler at night, warmer midday
Altitude Colder at higher elevations
Shelter Moderates extremes
Weather Rain cools, clear sky extremes

Temperature Mitigation

Method Effect
Appropriate clothing Reduces penalty by 50-80%
Shelter Removes weather component
Campfire Warming in cold
Skills Climate adaptation passives
Potions Temporary resistance
Magic Protection spells

6. Environmental Hazards

Natural Hazards

Hazard Trigger Effect Mitigation
Falling Cliff, unstable ground Damage based on height Climbing skill, rope
Drowning Deep water, no swim skill Health damage, death Swimming skill, flotation
Avalanche Mountains, loud noise Burial, damage Awareness, shelter
Rockslide Mountains, earthquakes Damage, path blocked Awareness, agility
Quicksand Swamps, desert Immobilization, drowning Awareness, rope
Flash Flood Rain in canyons Swept away, damage Weather awareness
Wildfire Dry conditions, carelessness Damage, path blocked Firebreaks, escape
Toxic Gas Swamps, volcanic, caves Poison damage Detection, mask
Lightning Thunderstorms Instant damage Shelter, no metal

Environmental Damage

Source Damage Type Rate
Falling Physical Height-based, instant
Drowning Special Health % per tick
Fire Fire Moderate per tick
Extreme cold Cold Slow per tick
Extreme heat Heat Slow per tick
Toxic gas Poison Moderate per tick
Lava Fire Extreme, instant

7. Status Conditions

Exposure Conditions

Condition Cause Effect Recovery
Wet Rain, water Cold vulnerability +50% Dry off, fire, time
Chilled Cold exposure Stamina regen -25% Warmth, fire, shelter
Frostbite Extreme cold Health damage, stat penalty Healing, warmth
Overheated Heat exposure Stamina drain +25% Shade, water, rest
Dehydrated Heat, no water All stats -10%, health drain Drink water
Exhausted Stamina depletion Movement -30%, combat -20% Rest
Altitude Sick High elevation Stamina -20%, nausea Descend, acclimate
Poisoned Toxic exposure Health drain Antidote, time
Diseased Swamp, contamination Various penalties Treatment, time

Condition Stacking

Combination Result
Wet + Cold Frostbite accelerated
Wet + Wind Chilled even in mild temps
Dehydrated + Hot Collapse risk
Exhausted + Any Penalties doubled

8. Survival Mechanics

Water Needs

State Hours Without Effect
Hydrated 0-6 None
Thirsty 6-12 Minor stamina penalty
Dehydrated 12-24 Stats reduced, health drain begins
Severe 24+ Accelerating damage

Water sources: rivers, wells, rain collection, water skins, purchased.

Shelter Needs

Exposure Effect
Sheltered Full rest bonus, weather protection
Partial (overhang, tent) Reduced weather effects
Exposed Full weather effects, rest penalties

Resource Availability

Climate Water Food Fuel
Temperate Common Common Common
Desert Rare Scarce Scarce
Tundra Ice (needs fire) Scarce Scarce
Tropical Common Common Common
Swamp Contaminated Moderate Wet (poor)
Mountain Streams Scarce Moderate

9. Time of Day Effects

Light Levels

Time Light Level Visibility
Dawn (5-7am) Dim Reduced
Morning (7am-12pm) Full Full
Afternoon (12-5pm) Full Full
Dusk (5-7pm) Dim Reduced
Night (7pm-5am) Dark Minimal

Darkness Effects

Condition Effect
Dim light Ranged -15%, detection -20%
Dark Ranged -40%, detection -50%, movement -20%
Pitch black Combat -60%, detection -80%, movement -40%

Light Sources

Source Radius Duration
Torch Medium 1 hour
Lantern Medium 4 hours (oil)
Campfire Large Fuel-dependent
Magic light Variable Spell-dependent
Night vision (skill) Self only Passive

Nocturnal Activity

Factor Night Behavior
Predators More active
Thieves/assassins More active
Undead Often only at night
Guards Reduced patrols
Shops Closed
NPCs Mostly sleeping

10. Creature Behavior by Environment

Habitat Distribution

Environment Common Creatures
Forest Wolves, bears, deer, boars
Plains Horses, cattle, small predators
Mountains Goats, eagles, mountain lions
Swamp Snakes, insects, crocodiles
Desert Scorpions, snakes, camels
Tundra Wolves, bears, mammoths
Coastal Seabirds, crabs, sea creatures
Caves Bats, spiders, underground creatures

Monster Distribution

Environment Monster Types
Forest Goblins, treants, fey
Mountains Giants, harpies, dragons
Swamp Undead, swamp creatures, hags
Desert Elementals, giant insects
Tundra Ice creatures, wendigos
Volcanic Fire elementals, demons
Ruins Undead, constructs

Creature Activity Patterns

Pattern Active Time Examples
Diurnal Day Most prey animals
Nocturnal Night Predators, undead
Crepuscular Dawn/dusk Many predators
Always Any Constructs, some monsters

11. Skills & Classes for Environment

Relevant Classes

Class Environmental Focus
Explorer Navigation, survival
Ranger Wilderness mastery
Survivalist Harsh conditions
Hunter Tracking, wildlife
Sailor Maritime, weather

Environmental Skills

Skill Effect
Climate Adaptation Reduce stamina penalty in specific climate
Weather Sense Predict weather changes
Pathfinding Reduce terrain penalties
Foraging Find food/water in wilderness
Shelter Building Create temporary shelter
Fire Starting Reliable fire in any conditions
Swimming Move in water, avoid drowning
Climbing Scale cliffs safely
Night Eyes Reduced darkness penalties
Poison Resistance Reduce toxic damage

Skill Tiers (Example: Climate Adaptation)

Tier Effect
Lesser -10% stamina penalty in chosen climate
Greater -25% stamina penalty, +1 related climate
Enhanced -40% stamina penalty, all climates -15%

12. Equipment for Environment

Clothing by Climate

Climate Appropriate Gear Effect
Cold Furs, insulated clothing Cold resistance
Hot Light, breathable clothing Heat resistance
Wet Waterproof cloak, boots Wet condition prevention
Desert Robes, head covering Heat + sun protection
Mountain Climbing gear, warm layers Cold + climbing bonus

Survival Equipment

Item Use Weight
Water skin Carry water Light
Tent Shelter Medium
Bedroll Rest quality Light
Rope Climbing, rescue Light
Torch Light source Light
Lantern Better light Medium
Flint & steel Fire starting Negligible
Compass Navigation Negligible
Map Navigation Light
Climbing pitons Secure climbing Light
Snowshoes Snow movement Medium

Consumables

Item Effect Duration
Rations Prevent hunger Per meal
Water Prevent dehydration Per drink
Antidote Cure poison Instant
Warming potion Cold resistance Hours
Cooling potion Heat resistance Hours
Night vision potion See in dark Hours
Water breathing potion Breathe underwater Minutes

13. Environmental Storytelling

Signs of Activity

Sign Indicates
Tracks Creature passage, recency
Scat Animal type, territory
Broken branches Large creature, combat
Campfire remains Travelers, age of fire
Bones Predator territory, danger
Claw marks Territorial predator
Ruins Ancient civilization, loot
Abandoned camp Refugees, danger nearby

Environmental Clues

Clue Information
Plant growth Water nearby, soil quality
Animal behavior Predator presence, weather
Smoke Settlement, campfire, fire
Sound Water, creatures, activity
Smell Fire, decay, settlement
Weather patterns Storm approaching

14. Regional Danger Levels

Danger Rating

Level Threats Typical Location
Safe None/minimal Inside settlements
Low Minor wildlife Near settlements
Moderate Predators, bandits Wilderness
High Monsters, harsh climate Remote areas
Extreme Deadly creatures, lethal environment Dungeons, volcanic
Legendary Boss creatures, death zones Special areas

Danger Indicators

Indicator Meaning
No wildlife Something scared them away
Abundant wildlife Relatively safe
Old bones Past deaths, ongoing threat
Warning signs NPCs know danger
Lack of travelers Avoided area
Patrol presence Monitored, safer

15. Integration Points

System Integration
Stamina Climate/terrain affects drain
Combat Weather modifies effectiveness
Travel Terrain affects speed
Gathering Resources vary by region
NPC Daily Life NPCs respond to weather
Settlements Location affects growth
Classes Environmental skills unlock
Crafting Materials from environments
Health Environmental damage sources
Rest Shelter quality matters

16. Data Tables

Climate Stamina Modifiers

Climate Base Modifier With Gear With Skill
Temperate +0% +0% +0%
Desert +25% +10% +5%
Tundra +30% +12% +6%
Tropical +15% +6% +3%
Swamp +20% +10% +5%
Mountain +20% +8% +4%
Volcanic +35% +20% +15%

Fall Damage

Height Damage
2-3 meters 10% max health
4-6 meters 25% max health
7-10 meters 50% max health
11-15 meters 75% max health
16+ meters Lethal

Weather Probability by Climate

Climate Clear Cloudy Rain Storm Extreme
Temperate 40% 30% 20% 8% 2%
Desert 70% 15% 5% 8% 2%
Tundra 30% 25% 10% 15% 20%
Tropical 30% 25% 35% 8% 2%
Swamp 20% 40% 30% 8% 2%
Mountain 35% 30% 15% 15% 5%
Coastal 35% 30% 20% 12% 3%