This adds a time tracking component for in game time and real world time
spent on game play game time is saved with game.
In game time is based on a time_factor that scales the time, so with a time_factor
of 10 will make 24 hours in game elapse with 2.4 real world hours, this is configurable
though engine/gameplay.txt time_factor variable.
I also added a display of time spent on game in saved game slot menu, see following
url for screen shoot:
This adds a time tracking component for in game time and real world time spent on game play game time is saved with game.
In game time is based on a time_factor that scales the time, so with a time_factor of 10 will make 24 hours in game elapse with 2.4 real world hours, this is configurable though engine/gameplay.txt time_factor variable.
I also added a display of time spent on game in saved game slot menu, see following url for screen shoot:
http://picpaste.com/Screenshot_from_2012-09-05_19_33_24-VJ6EU86Y.png
A canonincal string representation of a Time object is:
days:hours:minutes:seconds:ms
And i have a lot of ideas like adding time controlling of dialogs etc.
The following example would make a dialog available after 1 day and 12 hours of in game time and will not be available after 30 minutes after that.
This example would enable a dialog every day after 23:00 and before 06:00 the day after.
Both examples above introduces functionality to have quest given at specific timeline of game play.
/Henrik