I had this idea for modifying the time flow on an OM to speed up the day-night cycle. While the party is on the OM, a modified heartbeat script would increment the clock by some small interval based upon the time of day. During the daytime it could effectively double (or triple) the in-game clock rate, thereby making the time pass twice (or three times) as fast. At night time, when the senses are dimmed and overland progress is much slower, it could quadruple (or greater) the in-game clock rate.
What do you think? I think I need to experiment to see what clock rate feels good game play-wise. Possibly the movement of some creatures at night may need to be speeded up to compensate.
Perceived time on an OM
Débuté par
rjshae
, mai 25 2012 05:16
#1
Posté 25 mai 2012 - 05:16
#2
Posté 25 mai 2012 - 06:52
Sounds like a lot of work for little payoff. What you should do instead is to change the daynight settings so it had longer times of daylight. You would get the same effect (at expense of a clock/light discrepancy few would notice) for much less work on your part.
#3
Posté 25 mai 2012 - 07:26
The sunrise/sunset hours on the day/night settings don't work, it's always 6-to-6 no matter what you set.
Moving the clock forward on the heartbeat would have the effect of making the sun seem like it was racing across the sky, like a day was passing in a few minutes. An even quicker night, though, probably wouldn't do much for the player save give them less time to mess around in the dark.
Cribbing from Mount and Blade, though, I think it would be nice to able to adjust the movement rate for parties at night, especially those with low survival skills. It might also be neat to have your clock speed up only when the party is moving.
Moving the clock forward on the heartbeat would have the effect of making the sun seem like it was racing across the sky, like a day was passing in a few minutes. An even quicker night, though, probably wouldn't do much for the player save give them less time to mess around in the dark.
Cribbing from Mount and Blade, though, I think it would be nice to able to adjust the movement rate for parties at night, especially those with low survival skills. It might also be neat to have your clock speed up only when the party is moving.
#4
Posté 25 mai 2012 - 10:31
Lugaid of the Red Stripes wrote...
Cribbing from Mount and Blade, though, I think it would be nice to able to adjust the movement rate for parties at night, especially those with low survival skills. It might also be neat to have your clock speed up only when the party is moving.
Those are interesting ideas. One might even want to skip the whole day/night cycle and somehow indicate whenever a day has passed. The clock should really cycle pretty rapidly at that scale.
Modifié par rjshae, 25 mai 2012 - 10:33 .





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