Difference between revisions of "Tidal System"

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[[File:HighTideLandBridge.jpg|thumb|A land bridge at high tide on Rival Shores.]]
 
[[File:HighTideLandBridge.jpg|thumb|A land bridge at high tide on Rival Shores.]]
 
[[File:LowTideLandBridge.jpg|thumb|The same bridge at low tide.]]
 
[[File:LowTideLandBridge.jpg|thumb|The same bridge at low tide.]]
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 [[Mechanics|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]].   
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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 [[Caves|caves]] are often designed with this [[Mechanics|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]].   
  
 
A blog post was written on the topic [https://beastsofbermuda.com/blog/post/map-tides/ here] during the early creation of the game.
 
A blog post was written on the topic [https://beastsofbermuda.com/blog/post/map-tides/ here] during the early creation of the game.

Latest revision as of 21:05, 11 September 2020

A land bridge at high tide on Rival Shores.
The same bridge at low tide.

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 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.

A blog post was written on the topic here during the early creation of the game.