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Author Topic: Game time progress  (Read 19202 times)

atztek1

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Game time progress
« on: January 09, 2011, 07:42:39 pm »

Hi All

I write now on a method to progress the game time in quarterhour intervals (now named as Ticks) but can be progress by multiple Ticks.
Every location change will trigger the next tick and maybe every event too.
My problem is now should i use a Next Day button too or only next Tick and next Hour and next 6 hour buttons.

Or could you explain a better method to progress the game time.

Cu Atztek1
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clef

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Re: Game time progress
« Reply #1 on: January 09, 2011, 08:49:28 pm »

how long last the game? hhs2 had 2 year. hhs1 something like 10-15 year. it is really important to decide in how many section you have to divide the day. Anyway i think that one tick every quarter of hour is too much even if the game last two year.
even how the day is divided is important:
how many hours per day? since you said that there is a next 6 hours button... i think that there are 6*4=24 tick per day.

in my opinion 3 or maybe 4 action per day is the best thing. it is not required to follow a precise time process during the day. And while it fits good in a game like SlaveMaker3, i'm not really sure on how it will work on this game. Just using a fixed number of action per day like it was in SM2 is easier. Even because when you will publish the game you can have a feedback from the player and change the number of action per day to balance the game just changing one number in the script. While if you use a system based on the clock time, you can have some "realism" problem. And finally as it was done from SM2 to SM3 you can add a clock time in another release, when you will know for sure how many action per day are needed.

Anyway i'm not against the clock time division... i just think that is easier and more secure to start with fixed number of action per day.

EDIT: again.. more i think about it... more i think that this game need really less actions per day. SM is a game changing the slave stat principally with day/night actions, so many are needed. While HHS is a game that tend to change the school principally with "rules" that have effect over time, and the day action-event are more to activate these rules (with PTA), corrupting the teacher, and visiting the class to see nice pic.
« Last Edit: January 09, 2011, 09:15:14 pm by clef »
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NuMysterio

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Re: Game time progress
« Reply #2 on: January 09, 2011, 11:22:11 pm »

I'd have to agree, quarter hour ticks likely would be too much.

Hourly, I could see as most schools I've been too have hour periods, and that would make sense for a school.
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justin6477

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Re: Game time progress
« Reply #3 on: January 10, 2011, 05:19:03 am »

 Well, I wouldn't be against setting the standard unit of time as half an hour, if anything it allows for more flexibility.

 Question though is how to advance them and work out gameplay. Atztek's idea of the time altering as you move around the school is one way to do it, another would be to start in your office and have every action or event take up X many number of ticks. Seeing as this is a school with a schedule, some things would only be present at particular hours. For example, if you wanted to set up cameras, you could do that during the lunch hour when the room is empty. The Kisaku and Shusaku games seemed to work in that way. Toss in some random and scheduled events (fights, meetings, etc.) and that could easily fill up daily schedule. As for the concern about half hour ticks making the days too long, the majority of activities should take up 2 or more ticks.

 However, there's another potential aspect that clef brings up by referencing SM. How does the after school aspect come into play? Would you have some options during the club hours (school clubs ofc would be operating after regular hours) and possibly beyond? Or would things be limited to the weekends like the current system?

 All of these potential changes really alter the fundamental dynamics of the game, but they can all be weighted in a way that keeps them manageable.
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clef

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Re: Game time progress
« Reply #4 on: January 14, 2011, 07:54:40 pm »

Atztek but you are working on the new HHS? can't you give us any news about what you are doing?
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atztek1

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Re: Game time progress
« Reply #5 on: January 16, 2011, 05:01:43 pm »

Atztek but you are working on the new HHS? can't you give us any news about what you are doing?


Hi all

So i have coded in the last month a little bit it is far from finish and all but a tiny amount of events are missing. My attemp to code an event constructor has failed so long.
Here is the link to the demo http://www.mediafire.com/?4c4y06q1rto958a .

I hope all is working but if not please tell me.

Right now i think i use to many characteristics (like behavior, moral,lust, and many more) so i want to know which one you think is nessecery and which not.

And post every sugesstion you have. I will open a treat for this project.

Cu atztek1
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IceLancer

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Re: Game time progress
« Reply #6 on: January 18, 2011, 10:16:14 pm »

has it been decided on how long you will actually have in the game?

If you are going to go with hourly ticks will someone be able to have the option to simply "skip" to the next day and see how the events that happened during the day.

If you simply go with the next day button then will the player still have to go through each event in which they need to pick an option to decide the outcome or will it simply be randomized.

I just downloaded it and am looking around to see how things work out so ill post more later on the things you wanted to know about.

the ronda bells image when hiring is simply a red x.

when i started the school i was unable to go back to the town view, how am i suppose to do that?
« Last Edit: January 18, 2011, 10:31:52 pm by IceLancer »
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http://www.ulmf.org/bbs/showthread.php?p=169450#post169450 this is the first place i saw HHS and when i talk about another HHSv2 this is what im talking about (link in first post)

justin6477

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Re: Game time progress
« Reply #7 on: January 19, 2011, 05:25:43 am »

One comment I'd have with the ticks, hours and days business is that despite the 24H clock, gameplay shouldn't actually span all 24 hours.

For instance if I press next day, it appears to do a full 24 hours worth of progress rather than resetting to say 6am the next day.

I'm just curious where you're going with this, because the advancement of time (quarter-hours, half-hours, hours, several hours, days, etc.) is workable in a number of ways, but each increment needs to be relevant to playing the game. The current set up is basically a demo of the interface, so it doesn't reveal much.
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atztek1

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Re: Game time progress
« Reply #8 on: January 19, 2011, 03:40:42 pm »

Hi Icelancer

The red x is pointing to a issure with the picture that should be shown. It could be a bad download or a bad unpacking of the zip file.
The issure with the not go back to town i should have fixed in my version 0.101 http://www.mediafire.com/?79nrksbrszh3h55. If you have allready this version then explain the bug a bit more.

Right now I have no end time but will decide it eventualy. The events will be tied to locations you visit or person you meet I think. The location methode is implemented but on the person meet events i have to work. So when you skip time you will not travel to a new location or meet a person so these events will not trigger but I toy with the idea for a event that occure on a specific time and by clicking on the nextday button the time will tick throu a 24 hour day( this i will probably change to the suggested methode from justin6477) so the specific time will be reached and trigger this event. So you have to go throu the event or events when you hit the next day button.

Cu atztek1
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IceLancer

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Re: Game time progress
« Reply #9 on: January 21, 2011, 03:56:48 am »

will the age of your principle come into play in the game, such as some event for an age range or specific age?

when starting the game, the small button two, what will that be if anything? the same for button 14.

with the link you posted i was unable to read the bottom half of the text after i hit start and the text on the right side was cut off.

the screen always changing sizes and locations since i place it in the middle of my screen when i start it, if possible this should be changed but if not thats fine.

at the detective office the head is slightly to the right of the body, funny to look at though.

to better explain the problem i was having, while viewing the school i would hit back and i would end up at the swimming pool, hitting back again would take me back to the school view. with the link you gave me that is now fixed.

I might mess around with with it more since i hit quit by mistake when an event tried to trigger.

The Ronda Bells image showed up with a red X in this version also :'( i think she hates me

is there going to be anything in the version you are working on now such as your students turning into cat girls like there was in the first one?
« Last Edit: January 21, 2011, 08:56:34 pm by IceLancer »
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http://www.ulmf.org/bbs/showthread.php?p=169450#post169450 this is the first place i saw HHS and when i talk about another HHSv2 this is what im talking about (link in first post)

atztek1

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Re: Game time progress
« Reply #10 on: January 21, 2011, 04:18:20 pm »

Hi icelancer

Thanks for your bug report. I have fixed the bug with the head displacment(I hope) and now most off the windows should stay in the upper left corner of your screen. I hope this is helping you but if your screen resolution is not high enough than you have a problem because i dont want to make the game window smaller. Maybe later I can be convinced that it would be needed to change to a smaller windows size.

My apology For the misinformation about Ronda Bells Image. The error was on my side. I had to change the Name of the files so the game could recognise the file. Its fixed now. I will make a new version tomorrow I think.

Cu atztek1
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