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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