Clarify MVP time pacing

This commit is contained in:
2026-05-15 01:08:03 -07:00
parent 3ef03469b6
commit 9dd8769e2d
3 changed files with 24 additions and 18 deletions
+3 -3
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@@ -34,7 +34,7 @@ Core commitments:
Baseline rule:
- [x] Use real local time pacing for the represented Earth region as the default server-authoritative world clock. Test-only time acceleration remains allowed.
- [x] Use `4 real hours = 1 in-game day` as the MVP gameplay calendar target, while day/night presentation mimics the represented Earth region's local solar/weather context.
Design intent:
@@ -406,7 +406,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Create world time system.
- [x] Add day/night cycle.
- [x] Add configurable time scale.
- [x] Set default server time scale to real-time pacing for the represented Earth region.
- [x] Set default server time scale to `4 real hours = 1 in-game day`.
- [ ] Add real local time-zone and sunrise/sunset lookup for Ground Zero by latitude/longitude.
- [ ] Add Agrarian calendar conversion helpers for days, seasons, crop cycles, livestock maturity, spoilage, and long-running tasks.
- [ ] Add temperature curve by time of day.
@@ -1397,7 +1397,7 @@ The first playable MVP is not complete until:
- [ ] Players can create fire.
- [ ] Players can build a primitive shelter.
- [ ] Weather and time affect survival.
- [ ] Day/night follows the real local time and light cycle of the represented map tile.
- [ ] Day/night presentation follows the real local solar/light context of the represented map tile while the MVP gameplay day remains `4 real hours = 1 in-game day`.
- [ ] Hunger and thirst matter.
- [ ] Injury or damage can create meaningful risk.
- [~] At least one wildlife system exists.
+19 -13
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@@ -5,30 +5,36 @@ success, failure, and closed-test readiness.
## Day And Night
MVP rule: day/night should mimic the real Earth region represented by the
loaded map tile.
MVP rule: day/night presentation should mimic the real Earth region represented
by the loaded map tile, while the gameplay calendar uses the MVP pacing target
of `4 real hours = 1 in-game day`.
For Ground Zero, the server-authoritative world clock should follow the local
time of the real Ground Zero region. Weather and sunlight should both come from
the same real-world tile context so the player feels like they are standing in
that place, not in an abstract accelerated map.
For Ground Zero, weather and sunlight should come from the same real-world tile
context so the player feels like they are standing in that place. The sky should
respect the region's local time zone, sunrise/sunset shape, season, and weather
direction as the system matures, but the MVP gameplay day is still compressed
to four real hours so players can experience a full survival cycle in a
reasonable test session.
Implementation target:
- The server owns time and replicates it to clients.
- Ground Zero uses the real local time zone for its real-world coordinates.
- The MVP gameplay calendar target is `4 real hours = 1 in-game day`.
- Ground Zero day/night presentation uses the real local time zone and regional
solar/weather context for its real-world coordinates.
- Sunrise, sunset, day length, night length, and seasonal light should be based
on the tile location as the system matures.
- The MVP fallback can use a 24-hour local clock with conservative fixed night
bounds until real sunrise/sunset lookup is implemented.
- Time acceleration is allowed for test commands and automation, but not as the
default player-facing world clock.
- The MVP fallback can use the accelerated 24-hour gameplay clock with
conservative fixed night bounds until real sunrise/sunset lookup is
implemented.
- Additional time acceleration is allowed for test commands and automation, but
should not replace the default four-hour MVP day for normal playtests.
Design consequence:
- The sky clock stays grounded.
- The sky stays regionally grounded even while the gameplay day is compressed.
- Skills, tools, teamwork, shelter, storage, domestication, and infrastructure
improve what players can accomplish inside real time.
improve what players can accomplish inside the compressed gameplay calendar.
- Natural biological systems should not be casually compressed just to make
progress feel faster.
+2 -2
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@@ -21,8 +21,8 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Replicated, Category = "Agrarian|World")
float WorldHours = 8.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|World", meta = (ClampMin = "0.001"))
float GameHoursPerRealMinute = 1.0f / 60.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|World", meta = (ClampMin = "0.1"))
float GameHoursPerRealMinute = 0.1f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_Weather, Category = "Agrarian|World")
EAgrarianWeatherType Weather = EAgrarianWeatherType::Clear;