Torivon / MiniAdventure

A Pebble RPG Engine
MIT License
4 stars 3 forks source link

Investigate using the built in activity tracker to determine progress #74

Closed Torivon closed 8 years ago

Torivon commented 8 years ago

Feature design proposal:

The goal is to be able to have the activity feature have multiple checks to figure out if it should be used.

As usual, the adventure update triggers once per minute. If activity tracking is on, the player only makes progress down the path if they were active in the last minute. This can be tuned, but I'm leaning towards 30 seconds of active time in the last minute.

activeTimeLastMinute = health_service_sum(HealthMetricActiveSeconds, , );

If a path location is marked for activity tracking, but the feature is off for another reason, the game simply increments for time as normal.

Possibilities for path or dungeon locations with activity tracking and monster encounters:

I am leaning towards the bold option. This way, a designer can have some choices:

Torivon commented 8 years ago

When a designer declares a location to allow both activity tracking and normal, time-based progress, allow them to set an increased speed for activity.

Torivon commented 8 years ago

Perhaps have an option to grant experience per time unit of activity. One possible extension of this would be to keep track of how long the player is active beyond the length of the path. They could potentially keep earning experience this way. The game would then not take them to the next area until they stopped being active.

Torivon commented 8 years ago

Fields to add to Story:

Fields to add to location:

All of these fields will be checked during the adventure update tick.