ID:152142
 
OK, I have been thinking on this for a while, and now I present the question to you :
A 12:1 game/time ratio.
1 real hour = 12 game hours
1 game hour = 5 minutes
1 real day = 12 game days
1 game day = 2 hours

Due to increased revolution speeds, each game year = 120 game days. Or about 10 real days.

Each season would be 30 game days, or 2.5 real days.

Spring :
Day/night are each 1 hour (or 12 game hours)

Summer :
Day is 1.5 hours (or 18 game hours)
Night is .5 hour (or 6 game hours)

Fall/Autumn :
Day/night are each 1 hour (or 12 game hours)

Winter :
Night is 1.5 hours (or 18 game hours)
Day is .5 hour (or 6 game hours)


As with in the real world, certain things cost more during certain seasons, some stores are closed during the winter, etc. Also certain stores will only be open during the day, and others only at night, etc.


Whatcha think?
The seasonal price-change thing sounds interesting. If each item had 2 prices, one for in-season and one for out-of-season, and the price would slowly transition from one to the other based on the progression of the season, it could be pretty neat.

Of course, its just a frill and it won't make a boring game any more fun, but it'd still be neat.

Something like this might also work nicely in some kind of trading game (typically a space trading game), where you have to buy low and sell high.
Its nice and all but...What for? What kind of game? This would be nice for a good PRG but...RPGs don't seem to be the focus of BYOND.
In response to Poal
It's going to be an RPG, with a semi-strict RP environment, of course. That is all that is worthy of being made on BYOND.

RPGs don't seem to be the focus of BYOND.
What are you talking about? Of course they are. Besides the anime guild, RPG is the largest guild <_<
In response to Jamesburrow
Not to mention the absolute majority of the Anime Guild games are RPGs.
In response to DivineO'peanut
Yeah, unfortunately.
Jamesburrow wrote:
As with in the real world, certain things cost more during certain seasons, some stores are closed during the winter, etc. Also certain stores will only be open during the day, and others only at night, etc.

That's a cool idea -- the seasonal variation thing. With some randomness introduced, such as droughts, market gluts, bumper crops, a sudden influx of cheap workers, etc., it would be very good.
In response to Jtgibson
Oh, yeah, definitely. As well as stuff such as a violent, bloody revolution in the country that is the chief provider of product X, etc.
In response to Foomer
world
loop_checks = 0
var
ticket
raining=0
WEATHER
parent_type=/area/
TIME
icon='DN.dmi'
layer=10
WEATHER2
parent_type=/obj/
WEATHERA
icon='RAIN.dmi'
layer=9
proc
TIMESTREAMD()
sleep(10)
ticket+=1
world<<"[ticket]"
if(ticket==10)
var/WEATHER/TIME/A
for(A in world)
A.icon_state="N"
A.luminosity=0
var/WEATHER2/WEATHERA
for(WEATHERA in world)
var/dice="1d4"
var/h = roll(dice)
world<<"Dice [h]"
if(h==1)
goto mess
if(h==2)
goto mess
if(h==3)
goto mess
if(h==4)
if(raining==0)
for(WEATHERA in world)
WEATHERA.icon_state="RAIN"
world<<"Rain starts falling"
raining=1
goto mess
if(raining==1)
for(WEATHERA in world)
WEATHERA.icon_state="RAINOFF"
world<<"Rain stops falling"
raining=0
goto mess
mess
world<<"It is now night"
ticket=0
spawn TIMESTREAMN()
return
spawn TIMESTREAMD()
TIMESTREAMN()
sleep(10)
ticket+=1
world<<"[ticket]"
if(ticket==10)
var/WEATHER/TIME/A
for(A in world)
A.icon_state="D"
A.luminosity=1
var/WEATHER2/WEATHERA
for(WEATHERA in world)
var/dice="1d4"
var/h = roll(dice)
world<<"Dice [h]"
if(h==1)
goto mess
if(h==2)
goto mess
if(h==3)
goto mess
if(h==4)
if(raining==0)
for(WEATHERA in world)
WEATHERA.icon_state="RAIN"
world<<"Rain starts falling"
raining=1
goto mess
if(raining==1)
for(WEATHERA in world)
WEATHERA.icon_state="RAINOFF"
world<<"Rain stops falling"
raining=0
goto mess
mess
world<<"It is now day"
ticket=0
spawn TIMESTREAMD()
return
spawn TIMESTREAMN()
world/New()
..()
spawn TIMESTREAMN()

heres something that might help u plug in your own values and make the chart do what ever you want it to,
In response to Dragon151
i have this modifyed so it has tornadoes and hurricanes
and stormes it makes clouds cross my game, i have wind speed
and some other things modded into this code, so its easy.
In response to Dragon151
That is a realy, really, really, really poorly written mangled bunch of spaghetti code, and I would not advise anybody to use that for any purposes, except possibly as a "what not to do" example.
In response to Dragon151
DO NOT USE GOTO!!!!!
It has no use at all in this situation. Rather, you should learn how to code properly, and problem solved.

BUT! I do know why you used "mess" as your label. That has got to be the most ridiculous, poorly written peice of crap I have ever seen.



Is it just me, but are the noob coders getting even noobier?
In response to Dragon151
It seems like everything that could be done weird has been done. I can only think of a Rube Goldberg machine when I see all that... What kind of game is that?
Sounds like a more complicated version of Harvest Moon's calendar system. 30 days in a month, 1 month equaled 1 season, 4 months in a year(which happens to be 120 days). It was a pretty good system. It was simple to understand, easy to pickup on, and most events were season based, so all you had to remember was what the weather was like when an event happened, and you would know what time of year it was in(much like real life).

The more complicated version you propose would be interesting, but I wonder if it really makes a difference? I guess we will find out when/if you implement it.
In response to Danial.Beta
Never played Harvest Moon, didn't know that's how it was done. I just was busy with a lot of math trying to get the best system xD


And yeah, as soon as Sabachthani is released (which, will be as soon as I get some decent icons - I refuse to use public domain icons, considering the only ones I have been able to find do not fit with the game at all.)