What is the difficulty to implement Day & Night Cycle?
Swen does not want to simply implement an artistic day/night cycle. he wants it to be "meaningful", ie almost everything is different at night
think of it as the same game at night, where "at night" means 2/3 or more of the game is different (npcs, graphics, quests, dialogs etc.)
and of course day time and night time need to be "connected". so, if one quest has 3 different ways to be solved at day and 3 ways at night, that means that there are up to 9 different ways that have to be connected in a way that the quest works out, but the npc are at different locations, the graphics are different, dialogs are different etc. but everything needs to make sense between day and night
and thats just the complexity i can come up with in 2 minutes while writing this.
basically it is making almost two different games (day/night) that are logically connected. everything done at day/night has some effect on "the other game" (ie time) and vice versa