I know the weather system is a \"low priority\" feature, but it is cool. Here\'s my rather detailed, developer oriented ideas on weather features:
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We all know it rains too much. Rain could vary its intensity each time it rains. An easy way to impliment this is to vary the size of the drops, so that \"light\" rain simply means tiny droplets, and \"heavy\" rain means big fat droplets. The system for doing the rain would simply alter the size of the drops.
Also when you look up and down, the engine should alter the size of the rain \"drop\" texture so that you don\'t see long \"streaks\" as you look up or down.
Lightning should arc across the sky in severe weather. Currently the lightning causes a flash but there\'s no \"bolt\".
Water should spash as it hits the ground. Simulate this by adding random grey/white particles on the ground while it\'s raining.
You could simulate pooling water by making zones in the world file around the edges of objects - buildings, paths, and grass. Then slowly grow a water texture on the zone when it\'s raining, and fade it away after it stops raining.
Rain should change intensity as it stops and starts, so that it fades in and fades out, rather than just happening all of a sudden.
You should get cricket / bird chirping sounds after it finishes raining (or they should get louder for a while).
You could flare the sky sometimes to indicate shards or planes within the crystal.
Trees/banners should sway sometimes to indicate a breeze. Louded swoosh sounds and faster swaying indicate a harder breeze.
You could have a mist or fog in *some* dungeons. This would help people navigate because they could remember the \"misty\" room or whatever.. Dev\'s could implement a see-through \"cloud\" sprite layer about knee-height in a room, indicating a ground-hugging mist, or a fog-zone.