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?
ID:152142
![]() Dec 26 2007, 8:50 pm
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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.
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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 <_< |
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. |
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.
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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, |
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. |
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.
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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? |
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?
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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. |
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.) |
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.