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