Hey guys! With life sorta settling down for a bit, I wanted to get some small updates to mechanics out of the way before I get on to recording the comprehensive (hopefully) guide for dungeons. Depending on how "involved" these somewhat related features are, additional guides of sorts may also be in order, but I'll decide on that later.
Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.
But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.
Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.
Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.
That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.
Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.
But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.
Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.
Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.
That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.