scrom / Experiments

a NodeJS text adventure - deliberately coded badly to re-experience the pain of legacy code
http://mvta.herokuapp.com/
2 stars 0 forks source link

Be a bit more realistic with the passage of "time" #379

Closed scrom closed 8 years ago

scrom commented 8 years ago

Implementing "real" time is hard but we can definitely have day/night and changing environment through day/night.

This will require "repeatable missions" or similar to be implemented (see exsting issue)

Basic setup: initially the servery should have porridge and cooked breakfast available. After about 100 moves the breakfast items should be cleared away. After another 300 moves the servery should have lunch laid out and after another 70 or so that should also be cleared up. after a total of 800 moves the day should end (night falls) and player should be teleported home to sleep. NPCs should also trickle away and then trickle back the following morning.

Could also factor in coming in early/late and forgetting keyfob etc.

scrom commented 8 years ago

this is a follow on from an old idea - issue #112

pasted here to keep info together but I'll close #112 in favour of this slighly more developed idea.

Rather than ticks, start the day at 8am for example and have a tick taking eg 5 minutes. Hunger etc would be more properly time-based (and start with breakfast) deadlines could be set and creatures would only be available in the working hours you'd expect.

Ticks = minutes would be sim-time mode An alternate and fun idea would be real time - e.g. the spy only exists outside actual working hours and the place is mostly deserted at weekends

scrom commented 8 years ago

more thought

Being tired, hungry and thirsty within just a day probably doesn't impact health so quickly but would impair cognitive function and movement. This requires a change to what happens when player is hungry/thirsty to be more like when tired. if we impair movement like this, health damage should start after player reaches 2* maxMoves+leaway instead of 1*

movement impairment should get progressively worse for all the above before health is impacted.

scrom commented 8 years ago

As part of this, a player should be able to ask any creature what time it is. Meeting rooms would also benefit from a clock on the wall.

scrom commented 8 years ago

I might want to adjust ticks for various things a bit more. Walking between locations probably takes half as much time as a single tick - so maybe keeping navigation to 1 tick and doubling everything else might make sense

scrom commented 8 years ago

the random wait times might want to be more realistic too

scrom commented 8 years ago

random wait times slightly updated. tick durations for various actions are now more closely related to time. a "standard" tick is now 2 rather than 1 but navigation and a few other quick actions still only take 1 tick

scrom commented 8 years ago

with a base tick of 2, the numbers described in the original issue above should all be doubled - e.g. an hour is now 200 ticks, not 100

scrom commented 8 years ago

this is basically done with the constraint that this game runs in a single day at the moment