Clarify MVP time pacing
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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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