### Author Topic: Number of turns per day.  (Read 12580 times)

#### Anvilfolk

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##### Re: Number of turns per day.
« Reply #15 on: July 11, 2013, 02:07:10 PM »
You can actually make 1s = 1turn or even 10 turns = 1s, and just have most actions take turns. That's definitely the way I'm going to organise my game.

For instance, walking across a square is 100 turns for the player. Perhaps a faster monster actually takes 90 turns. Perhaps walking across rough terrain has a multiplier or 1.25, which means the player takes 125 turns, and monsters take 113 (rounded up). Then you just need to have monsters "activate", move, and activate again after the amount of turns their action took are up. Probably using a priority queue of sorts.

It always seemed to me to be a fairly flexible system.
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#### Endorya

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##### Re: Number of turns per day.
« Reply #16 on: July 11, 2013, 02:52:55 PM »
Hmmm.  Agreed, that system is quite flexible but also prone to complicate things up. Because every action will take many turns having a full day lasting 86400 turns for a 24 hours day of course.

Let's assume I order my party to build a shelter in the woods and that this requires finding a suitable spot, cutting trees down, creating timber and finally putting everything together, this could probably require a full day of work or lets say 53000 turns.

Now let's assume the player casts a spell having the following description: "Increases the party's critical chance during combat by 10%. Duration: 7200 turns  (2 hours)   Even small actions like eating an apple could take 300 turns which I think can be a bit overwhelming for the player to interpretate. I could always say 5 minutes but 5min doesn't tell  how many turns it is. Worst case scenario: 5min (300 turns).

Of course I'm injecting your system directly into my game's game play mechanics. It doesn't mean it won't function in yours. I think I will keep a full day to something like 1000-3000 turns. This will mean some actions happening in slow-motion but a better overall interpretation of time. At least this is what I think.
« Last Edit: July 11, 2013, 02:59:52 PM by Endorya »
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#### Quendus

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##### Re: Number of turns per day.
« Reply #17 on: July 11, 2013, 03:05:49 PM »
I think it's difficult to make sensible decisions about details like the number of turns in a day before you have some gameplay where it's relevant. Considerations about what situations the player will have wait for day/night (surviving night monsters, waiting for shops to open, waiting for vampires to come out, whatever) are a good starting point, but not enough to base the final decision on.

#### Endorya

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##### Re: Number of turns per day.
« Reply #18 on: July 11, 2013, 03:27:43 PM »
I think it's difficult to make sensible decisions about details like the number of turns in a day before you have some gameplay where it's relevant. Considerations about what situations the player will have wait for day/night (surviving night monsters, waiting for shops to open, waiting for vampires to come out, whatever) are a good starting point, but not enough to base the final decision on.
Agreed. I'm not seeking a sensible decision but a good starting point.
« Last Edit: July 11, 2013, 03:32:52 PM by Endorya »
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#### Anvilfolk

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##### Re: Number of turns per day.
« Reply #19 on: July 11, 2013, 05:28:25 PM »
It absolutely depends on the scale of what you're doing too. It seemed like you might be walking on a much more macro scale than most roguelikes, which means walking from one place to the other might be up to an hour. Most roguelikes on a more microscale would take maybe 10s to go from one tile to another.

Either way, get a decent turn/time ratio, and then you can convert from one to the other. You can simply update the time representation in hh:mm:ss whenever enough turns have passed to reach the next second And of course, you can make this as macro or micro as you want. Perhaps you'd only have "Hour hh of dd/mm/yyyy"

Of course, then it's important to have a system where you don't have to iterate turns one by one, but can simply skip to the next "activation" of any entity on the map.
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#### Vanguard

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##### Re: Number of turns per day.
« Reply #20 on: July 11, 2013, 06:57:08 PM »
Ah! I think I know what you mean now. Krice is a user here at these forums right? I was just looking around at some of the threads when I noticed some some minor dispute with the two you.

Mostly I just wanted to make a dumb pun.

#### Endorya

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##### Re: Number of turns per day.
« Reply #21 on: July 11, 2013, 07:01:07 PM »
It absolutely depends on the scale of what you're doing too. It seemed like you might be walking on a much more macro scale than most roguelikes, which means walking from one place to the other might be up to an hour. Most roguelikes on a more microscale would take maybe 10s to go from one tile to another.

Either way, get a decent turn/time ratio, and then you can convert from one to the other. You can simply update the time representation in hh:mm:ss whenever enough turns have passed to reach the next second And of course, you can make this as macro or micro as you want. Perhaps you'd only have "Hour hh of dd/mm/yyyy"

Of course, then it's important to have a system where you don't have to iterate turns one by one, but can simply skip to the next "activation" of any entity on the map.

Yep, I guess that's pretty much it! Going from one space to another while in map view, which as you can predict it, will take long periods of time. The only place in which time will elapse in micro scale will be when exploring sites, like caves and dungeons.
« Last Edit: July 11, 2013, 07:04:56 PM by Endorya »
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