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Re: [Adonthell-devel] Schedules


From: Kai Sterker
Subject: Re: [Adonthell-devel] Schedules
Date: Wed, 1 May 2002 20:42:13 +0200

On 01 May 2002 19:39:21 +0200 Alexandre Courbot wrote:

> Mmm, not sure about whether slowing the game time during dialogues and
> such would be pertinent. The characters behind would still continue to
> move, do you want to slow them too? Also, think about multiplayer...
> time can't run at a different pace for other players. I guess you want
> to slow down the game for realism (that is, so you can't spend a whole
> day talking to a person). Well, maybe it won't be very realistic, but
> it's the best we can do in that respect. And it's already nice! :)

Damn. Hadn't thought about it that way. Oh well, then we best forget
about that :). As you say, if the day is sufficiently long, it wouldn't
matter much anyway.

> Actully it depends on how long a day would be. I'm in favour for
> making them quite long (a few hours).

Yeah, me too. If we say one gametime day takes aprox. 3 RL hours, that
would be about 76,9 * 60 * 60 * 3 = 830520 game cycles. Which means that
a gametime minute is 830520 / (24 * 60) = 576 game cycles.

Maybe the gametime::init function should take how many RL minutes make
one gametime day as it's argument and calculate the game cycles per
minute from that. That would be a very convenient way for us to set this
value. Much more than passing game cycles directly ;).


Anyway, at least for single player mode we should allow the player to
skip time (i.e. sleep), I think. Well, that's something to discuss
later. It's not needed now.

> > Oh and another thing. Since all that stuff is closely related to the
> > new mapengine, I would add it to the 0.4 branch, instead of making a
> > new branch. There's no use in adding it to 0.3, but it will need a
> > mapengine to test the schedules.
> 
> It's a matter of (a few) weeks before 0.4 characters are scriptable.
> You won't have path-finding and such immediatly, but I guess it would
> be sufficient for testing purpose.

Well, it'll surely take a while before I can think about testing stuff.
But if I add it to the 0.4 branch I can integrate it with the new code
right from the beginning. It doesn't matter if it'll takes a while
before I can run some real tests. The important thing is that the code
is there, and once we have pathfinding and stuff, we can make proper use
of it from the beginning :).

Kai



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