I just thought I'd share what I'd found for what it's worth. I have a couple of questions, too.
Here's what I've found.
TIME OF DAY
Morning begins at 6:00
Noon begins at 11:00 (I triple checked this)
Evening begins at 16:00
Night begins at 20:00
My little experiment.
I had my game start settings set to morning
and my field time settings at default.
Apparently the game begins at 8:00 if you do that.
I didn't move my player. I just stood in one place. One time I did check the game clock by going to the menu screen. This may have delayed the time of day for a few seconds, I'm not sure.
Actual time of play is on the left, time of day is on the right.
0:00 - TIME OF DAY 8:00
(3 min. 32 sec. passed)
3:32 - Noon 11:00
(5 min. 39 sec. passed)
9:11 - Evening 16:00
(4 min. 29 sec.passed)
13:39 - Night 20:00
(11 min. 6 sec. passed)
24:45 - Morning 6:00
(5 min. 33 sec. passed)
30:18 - Noon 11:00
For every minute and seven seconds or so, one hour passes in the game. That being the case, you can give timed quests to your player.
Therefore, I thought...
In a dungeon you can have a player press the button at an event which changes the time of day to 6:30. Then bring up a message that states that you have five minutes (4 1/2 "time of day" hours) to find a treasure or whatever.
Then have an invisible event somewhere on the same floor set to auto, with a condition being that it won't start until "noon" When noon (11:00) comes five minutes later, have this event do whatever you'd like.
When I just walked or ran around and didn't interact much with other events or doors on the dungeon floor, it worked out just about right - 5 minutes and 18 seconds until the effect. When I tried again, this time setting off some traps and opening doors, it was a little more than that.
QUESTIONS
1- I guess interacting with other events causes a lag in the internal time of day but not the time of gameplay. Any suggestions?
2- Is there a way for the player to see more than just morning, noon, evening and night when it comes to the time of day - like the exact time on the clock? I know one indicator is the position of the sun and moon in the sky map above the words "morning" and "evening," which are constantly moving, but I was hoping that there was a way the player could see the actual passing of the minutes of the "time of day." I haven't found one, but maybe someone else knows how.
Thank you for any input.
Pagerron
Here's what I've found.
TIME OF DAY
Morning begins at 6:00
Noon begins at 11:00 (I triple checked this)
Evening begins at 16:00
Night begins at 20:00
My little experiment.
I had my game start settings set to morning
and my field time settings at default.
Apparently the game begins at 8:00 if you do that.
I didn't move my player. I just stood in one place. One time I did check the game clock by going to the menu screen. This may have delayed the time of day for a few seconds, I'm not sure.
Actual time of play is on the left, time of day is on the right.
0:00 - TIME OF DAY 8:00
(3 min. 32 sec. passed)
3:32 - Noon 11:00
(5 min. 39 sec. passed)
9:11 - Evening 16:00
(4 min. 29 sec.passed)
13:39 - Night 20:00
(11 min. 6 sec. passed)
24:45 - Morning 6:00
(5 min. 33 sec. passed)
30:18 - Noon 11:00
For every minute and seven seconds or so, one hour passes in the game. That being the case, you can give timed quests to your player.
Therefore, I thought...
In a dungeon you can have a player press the button at an event which changes the time of day to 6:30. Then bring up a message that states that you have five minutes (4 1/2 "time of day" hours) to find a treasure or whatever.
Then have an invisible event somewhere on the same floor set to auto, with a condition being that it won't start until "noon" When noon (11:00) comes five minutes later, have this event do whatever you'd like.
When I just walked or ran around and didn't interact much with other events or doors on the dungeon floor, it worked out just about right - 5 minutes and 18 seconds until the effect. When I tried again, this time setting off some traps and opening doors, it was a little more than that.
QUESTIONS
1- I guess interacting with other events causes a lag in the internal time of day but not the time of gameplay. Any suggestions?
2- Is there a way for the player to see more than just morning, noon, evening and night when it comes to the time of day - like the exact time on the clock? I know one indicator is the position of the sun and moon in the sky map above the words "morning" and "evening," which are constantly moving, but I was hoping that there was a way the player could see the actual passing of the minutes of the "time of day." I haven't found one, but maybe someone else knows how.
Thank you for any input.
Pagerron





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