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 How about days and nights passing?

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Tonyt Street Punk
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PostSubject: How about days and nights passing?   Thu Jun 24, 2010 6:03 pm

I was thinking, the entere game is an endless night... no sunrises... how about an cronometer running everytime in the side of the screen, this cronometer indicates time before the sunrises... and if that time ends, you just die by the sunlight... I guess it's not complicate to create a sun effect... and then you need to go back to your haven, enter your aptment before the cronometer ends ... it would make the game more realistic... and character with fortitude would resist more to sun damage...
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Zer0morph
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PostSubject: Re: How about days and nights passing?   Fri Jun 25, 2010 8:40 am

We actually talked about this for CE last year. I spoke with Burgermeister about setting up a python script to make this happen and ended up ditching the idea because we weren't sure how to implement it properly. I thought it was a good idea but given our modding resources, I don't think it's possible to do it in a professional manner.

I wish we could though Smile
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Childe of Malkav
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PostSubject: Re: How about days and nights passing?   Fri Jun 25, 2010 2:07 pm

Well, there are a lot of technical problems. You could use a timer and counter, similar to the bloodtimer. But the timer would have to fire at different rates in the hubs and on idoors maps due to the different map scales. Then you'd have to slow it down to real time whenever the character enters dialogue or trading mode (or stop it entirely). And you'd have to assign time for taxi / sewer use dependent on the distance, road condition, and traffic.
Then you have to implement a clock in the HUD, and I really have no idea if that can be done. I don't think it would be worth the effort.

And there is another thing, concerning the gameplay. Imagine your character has done all the side quests downtown, and now you only have the Grout mansion or the museum to go to. And there is only about two hours of game time left until sunup. Do you go or sit idle for the rest of the night? It could really interrupt a fluid gameplay and make the game less interesting to play.
So my conclusion is that the bloodtimer as used in CE, and will also be in TFN, is the better way, because you can play on uninterrupted.
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PostSubject: Re: How about days and nights passing?   Fri Jun 25, 2010 2:18 pm

Like what Childe said, I think the idea has merit but the practicality just isn't there. If it were an open sandbox game like Oblivion or Fallout 3 then I think it would be more than necessary to implement something like this, but on the source I just don't see it working to where it's fun an enjoyable.
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PostSubject: Re: How about days and nights passing?   Tue Jun 29, 2010 4:51 am

There's another issue with a day-night timer as well. Dialogue and character interaction. From the top of my head I can think of Venus piling up money for you in her club - if we have days and nights, that would mean changing entirely the mechanics of how Venus collects money for you, and how much you take from her every time you visit. And the player could just enter his Haven, leave the game running and go to sleep, and when he wakes up the next morning Venus will have piled up 5,000 dollars or so... lol.

Day and night cycle is something I really missed while playing VTMB. BUT - the way the game is constructed to be played, day/night cycle becomes superfluous and a waste of time.

PS: That's just my humble opinion.
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Tonyt Street Punk
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PostSubject: The timer...   Thu Jul 01, 2010 4:03 pm

well, to just reset the timer for the next night the player could just need to enter his/her haven... and then go back and the timer could be reseted... it could be done an real time timer...
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Lazarus
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PostSubject: Re: How about days and nights passing?   Mon Aug 02, 2010 4:52 am

that is awesome idea Very Happy
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