Day/Night megazeux games
#1
Posted 05 February 2006 - 07:17 PM
#3
Posted 05 February 2006 - 09:29 PM
Goshi, on Feb 5 2006, 09:05 PM, said:
Yeah, sorry. I wanted to say that time actually advances during the game, even if it's not a day/night system
#4
Posted 05 February 2006 - 10:17 PM
#5
Posted 05 February 2006 - 10:19 PM
#6
Posted 05 February 2006 - 10:56 PM
Randomland, a game that I was making when I was Artith (never finished, all that remains is with revvy, pester him if you want a copy of what actually got done, as my copy is LONG gone), was going to be a games based on real time lapses and routines, like at a certain MZX brand time, each character in the game world would be doing something different. I used a really cheap method to do this but it worked in theory, however making a full scale game like that was just way to much to program especially making the real time events spaced out reasonably and obviously placed so that the player didn't get stuck or something.
Anyway, I was thinking about working a day cycle engine in Chronostodian way back, however it'll probably not be included in any released copy (if ever there be one D:). Anyway to the player there is time yes, but as far as the character programming is concerned there are only 4 times of day: morning, afternoon, evening, night.
And the characters would be set to do a repetatively looped action untill the next time of day and then do something else and of course it was going to have a real time calculated pallette shift based on using the time of day and some trig (yes, sloppy and not realistic, but it works).
Anyway... I'm sure everyone's tired of me talking about chronostodian rather than getting stuff done, so I'll shut up now
#7
Posted 06 February 2006 - 01:55 AM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#8
Posted 06 February 2006 - 02:21 AM
... no not really.
#9
Posted 06 February 2006 - 02:40 AM
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#10
Posted 06 February 2006 - 12:49 PM
#11
Posted 06 February 2006 - 07:03 PM
of course, that game never got finished and all that remains is a nifty ansi art demo for it.
what was it called again? something generic like DEMON GATE or something. even though it's only a graphical demo with some text, it's one of my favourite mzx files.
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#12
Posted 06 February 2006 - 09:41 PM
Zenith Nadir, on Feb 6 2006, 02:03 PM, said:
of course, that game never got finished and all that remains is a nifty ansi art demo for it.
what was it called again? something generic like DEMON GATE or something. even though it's only a graphical demo with some text, it's one of my favourite mzx files.
I bet I love it for exactly the same reason you do.
ANSI art makes my heart race.
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* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#13
Posted 06 February 2006 - 09:51 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#15
Posted 06 February 2006 - 10:11 PM
always have
always will
This post has been edited by Hoof: 06 February 2006 - 10:12 PM
#16
Posted 07 February 2006 - 03:03 AM
#17
Posted 07 February 2006 - 04:33 PM
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<lolilover> I notice alot of Japanese fiction involving kemono-mimi characters always has the main character saving an innocent animal and then the animal returns as a girl to reward him for his kindness.
<lolilover> Well there's a cat that is always wandering around in my backyard. Should I feed it in the hopes that one day a catgirl will show up at my door?
#18
Posted 07 February 2006 - 05:41 PM
i prefer event-driven day-night systems, unless they manage the time really well (like morrowind did.) i personally hated pok?mon's day-night system. it bugged me that i had to boot up my gameboy at night so that i could do certain night-only events.
but yeah, if they're managed well or event-driven, they rock. sorry, but i can't think of any good games (besides btb) that use them.
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#19
Posted 07 February 2006 - 07:27 PM
as for games with actual TIMED time engines, I think there ever was only one or two at best, simply because making a game based completely on time is hard to expect the player to keep to, Especially events that they aren't like WARNED of before hand. Chance meetings with an adversary for instance would take just as much luck in the game for the player as is portrayed by the character in other games with predefined encounters of the like.
Needless to say, a good game with a time of Day of week engine would have to work on repeating patterns of timed events.
Example, George Robertson is a character that has a predefined list of actions he goes through every day, he does A from 0-3 hours, B from 4-8 hours, C from 8-15 hours, D from 15-17, then he E's from 15 to 24, He loves to E, he E's alot. until of course he has to A, he hates A.
Anyway, the point is that this cycle repeats, and that certain events can be triggered by interacting with George at certain times of the game day, which then starts an event that is either predefined in game time, and the player is notified of where and when, OR it is an event that is looped and the player can interact with it whenever he can get to it.
So yeah, just a bunch of loops.
#20
Posted 07 February 2006 - 08:52 PM
Koji, on Feb 7 2006, 07:27 PM, said:
as for games with actual TIMED time engines, I think there ever was only one or two at best, simply because making a game based completely on time is hard to expect the player to keep to, Especially events that they aren't like WARNED of before hand. Chance meetings with an adversary for instance would take just as much luck in the game for the player as is portrayed by the character in other games with predefined encounters of the like.
Needless to say, a good game with a time of Day of week engine would have to work on repeating patterns of timed events.
Example, George Robertson is a character that has a predefined list of actions he goes through every day, he does A from 0-3 hours, B from 4-8 hours, C from 8-15 hours, D from 15-17, then he E's from 15 to 24, He loves to E, he E's alot. until of course he has to A, he hates A.
Anyway, the point is that this cycle repeats, and that certain events can be triggered by interacting with George at certain times of the game day, which then starts an event that is either predefined in game time, and the player is notified of where and when, OR it is an event that is looped and the player can interact with it whenever he can get to it.
So yeah, just a bunch of loops.
Well, there are other games where the time of day changes between boards, so that's the same as btb's time "engine" more or less.
Could you be more precise please? Which games?
as for games with actual TIMED time engines, I think there ever was only one or two at best
Again, i'd like to know which games you're talking about
#21
Posted 07 February 2006 - 09:21 PM
[QUOTE]Koji :Well, there are other games where the time of day changes between boards, so that's the same as btb's time "engine" more or less.
Could you be more precise please? Which games?
Koji: as for games with actual TIMED time engines, I think there ever was only one or two at best
Again, i'd like to know which games you're talking about [QUOTE]
samtam90: Koji is talking about games where a board is drawn to look like time
has changed.
As for games with actual TIMED time engines, Majoras Mask comes to
mind... but no MZX games.
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
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#22
Posted 08 February 2006 - 12:21 AM

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