Difference between revisions of "Tidal System"

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(Created page with "In Beasts of Bermuda, the ocean rises and falls on an hourly clock to simulate tides. It does so [https://en.wikipedia.org/wiki/Sine_wave Sinusoidally], typically w...")
 
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In Beasts of Bermuda, the [[Ocean|ocean]] rises and falls on an hourly clock to simulate tides.  It does so [https://en.wikipedia.org/wiki/Sine_wave Sinusoidally], typically with the difference between high and low tide being seven meters.  The [Maps|maps] and [[Dungeons|caves]] are often designed with this mechanic in mind, allowing [[Terrestrial Creatures|terrestrial]] animals passage only during certain times of the tidal cycle.  During high tide, many land bridges on the maps will be submerged such that players who wish to cross from one part of a map to another will be at risk to attack by [[Aquatic Creatures|sea creatures]].   
 
In Beasts of Bermuda, the [[Ocean|ocean]] rises and falls on an hourly clock to simulate tides.  It does so [https://en.wikipedia.org/wiki/Sine_wave Sinusoidally], typically with the difference between high and low tide being seven meters.  The [Maps|maps] and [[Dungeons|caves]] are often designed with this mechanic in mind, allowing [[Terrestrial Creatures|terrestrial]] animals passage only during certain times of the tidal cycle.  During high tide, many land bridges on the maps will be submerged such that players who wish to cross from one part of a map to another will be at risk to attack by [[Aquatic Creatures|sea creatures]].   
  
[[File:HighTide.jpg|right|thumb|400px|border|High Tide on a Map under Construction]]
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[[File:HighTide.JPG|right|thumb|400px|border|High Tide on a Map under Construction]]
  
 
[[File:LowTide.jpg|right|thumb|400px|border|Low Tide on a Map under Construction]]
 
[[File:LowTide.jpg|right|thumb|400px|border|Low Tide on a Map under Construction]]
  
 
During the creation of this game mechanic, a blog post was written on the topic [http://paleo-playground.com/blog/post/Map%20Tides/ here].
 
During the creation of this game mechanic, a blog post was written on the topic [http://paleo-playground.com/blog/post/Map%20Tides/ here].

Revision as of 17:55, 29 June 2017

In Beasts of Bermuda, the ocean rises and falls on an hourly clock to simulate tides. It does so Sinusoidally, typically with the difference between high and low tide being seven meters. The [Maps|maps] and caves are often designed with this mechanic in mind, allowing terrestrial animals passage only during certain times of the tidal cycle. During high tide, many land bridges on the maps will be submerged such that players who wish to cross from one part of a map to another will be at risk to attack by sea creatures.

High Tide on a Map under Construction
Low Tide on a Map under Construction

During the creation of this game mechanic, a blog post was written on the topic here.