Difference between revisions of "In-game time"

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This is synchronized among players, even though the exact in-game time can be a few seconds off. This is because while server keeps track of the time properly, only an approximate time (the actual time divided by six, to fit it into an unsigned short data type) is sent to the client when they log in. Clients then keeps track of the time themselves, by using the time they received from the server as a reference.
 
This is synchronized among players, even though the exact in-game time can be a few seconds off. This is because while server keeps track of the time properly, only an approximate time (the actual time divided by six, to fit it into an unsigned short data type) is sent to the client when they log in. Clients then keeps track of the time themselves, by using the time they received from the server as a reference.
  
The time can be observed by a few [[GFX Assets]] built into certain maps. Currently, only the clock tower in saliko_forest06 displays the current time. Furthermore, the clock tower sounds chimes at predefined times, which can also be used to observe the time. The background changes with the time as well. Finally, you can type /time to display the exact time on the client, even though this functionality will likely be taken once the game nears release. This is to encourage using the in-game cues; and in addition to that, there might be items (such as a pocket watch) that allow players to view the time at their convenience.
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The time can be observed in a few maps. The clock tower of the church in Saliko Forest displays the current time. Laurel's family has a clock hung up in their living room as well. Furthermore, the clock tower sounds chimes at predefined times, which can also be used to observe the time. The background changes with the time as well. Finally, you can type /time to display the exact time on the client, even though this functionality will likely be taken once the game nears release. This is to encourage using the in-game cues; and in addition to that, there might be items (such as a pocket watch) that allow players to view the time at their convenience.
  
  

Latest revision as of 17:13, 2 September 2018

A day in the outside world spans six in-game days. Therefore, four hours in real life equal one day in-game, and ten minutes in real life equal one hour in-game.

This is synchronized among players, even though the exact in-game time can be a few seconds off. This is because while server keeps track of the time properly, only an approximate time (the actual time divided by six, to fit it into an unsigned short data type) is sent to the client when they log in. Clients then keeps track of the time themselves, by using the time they received from the server as a reference.

The time can be observed in a few maps. The clock tower of the church in Saliko Forest displays the current time. Laurel's family has a clock hung up in their living room as well. Furthermore, the clock tower sounds chimes at predefined times, which can also be used to observe the time. The background changes with the time as well. Finally, you can type /time to display the exact time on the client, even though this functionality will likely be taken once the game nears release. This is to encourage using the in-game cues; and in addition to that, there might be items (such as a pocket watch) that allow players to view the time at their convenience.


Currently, in-game time affects the following:

  • The "Atmosphere 1" background changes depending on the time of the day.
  • Several sound objects can be set up to only play at a certain time of the day.
  • The brightness of backgrounds is lowered during night if the corresponding map option was set in the level editor.
  • Monsters may have sleeping hours during which they are passive.