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Day/Night megazeux games

#1 User is offline   samtam90 

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Posted 05 February 2006 - 07:17 PM

I've played Bernard The Bard and i must say i've LOVED this game, esepcially its day/night system. So, are there other MZX games with a day/night system which really affects the game world (or simple, other mzx games with a fully day/night system)?
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#2 User is offline   Goshi 

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Posted 05 February 2006 - 09:05 PM

I don't recall Bernard the Bard with a day/night system >_>;
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#3 User is offline   samtam90 

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Posted 05 February 2006 - 09:29 PM

Goshi, on Feb 5 2006, 09:05 PM, said:

I don't recall Bernard the Bard with a day/night system >_>;

Yeah, sorry. I wanted to say that time actually advances during the game, even if it's not a day/night system :D
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#4 User is offline   Skylark 

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Posted 05 February 2006 - 10:17 PM

In reality, though, time only went forward when you did certain quests, so that's not real-time mode anyway. I know Lancer was working on a pretty neat game that utilized a day/night system, with palette shifts and everything to simulate nights; but I doubt he finished it. Still, it was looking very good.
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#5 User is offline   Nedemai 

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Posted 05 February 2006 - 10:19 PM

The game "Crop Hunter" which I created has a day/night system in it.... and a bit of a drug theme too it, just for a warning. I don't think the game really is all that good, but the engine could be useful to you if thats what you want it for.
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#6 User is offline   Koji 

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Posted 05 February 2006 - 10:56 PM

I don't know of many games in mzx that incorporate a realtime (psuedo real time) day/night engine. You do see alot of engines for it though...

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 :D
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#7 User is offline   Terryn 

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Posted 06 February 2006 - 01:55 AM

Legend of Rhovanion.
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#8 User is offline   CJA 

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Posted 06 February 2006 - 02:21 AM

lolz Flantasia 3. It IS night to day, am I rite or am I rite. All of the above.

... no not really.
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#9 User is offline   VinceP 

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Posted 06 February 2006 - 02:40 AM

I noticed that in Legend of Rhovanion, night passes rather quickly... Maybe it's just me. It still works well though.
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#10 User is offline   Koji 

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Posted 06 February 2006 - 12:49 PM

Well if you actually measure it, night takes up less than half the 24 hour day...
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#11 User is offline   Zenith Nadir 

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Posted 06 February 2006 - 07:03 PM

that one game with the berzerker demon in it was meant to have a night and day system

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 User is offline   Revvy 

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Posted 06 February 2006 - 09:41 PM

Zenith Nadir, on Feb 6 2006, 02:03 PM, said:

that one game with the berzerker demon in it was meant to have a night and day system

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.

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#13 User is offline   Dr Lancer-X 

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Posted 06 February 2006 - 09:51 PM

I remember the game in question--I thought it started with a 'D' too, but it doesn't seem to be in the archive. And it DID have very awesome ansi art.
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#14 User is offline   Revvy 

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Posted 06 February 2006 - 10:08 PM

It is called Bloodgate.
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#15 User is offline   Hoof 

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Posted 06 February 2006 - 10:11 PM

i love

always have


always will

This post has been edited by Hoof: 06 February 2006 - 10:12 PM

.hoof.
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#16 User is offline   ShloobeR 

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Posted 07 February 2006 - 03:03 AM

I love it not only for the gfx (hot) but also for DIEINDUS :O
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#17 User is offline   commodorejohn 

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Posted 07 February 2006 - 04:33 PM

I once wrote this totally sweet day/night days-of-the-week system but then I never did anything with it.
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#18 User is offline   Pyro1588 

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Posted 07 February 2006 - 05:41 PM

that trailer is sweet! i want!
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 User is offline   Koji 

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Posted 07 February 2006 - 07:27 PM

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.

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.
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#20 User is offline   samtam90 

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Posted 07 February 2006 - 08:52 PM

Koji, on Feb 7 2006, 07:27 PM, said:

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.

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
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#21 User is offline   Old-Sckool 

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Posted 07 February 2006 - 09:21 PM

Pyro1588: I found a site that built a code that allowed me to change the game time/date as long as I wasn't carrying money on me.

[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.
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#22 User is offline   Koji 

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Posted 08 February 2006 - 12:21 AM

Majoras mask was interesting, because you spent the majority of the game trapped in that time loop where you replayed the same span of time over and over. Really interesting concept. :D
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