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Game. Time and Date

Mr. Fat Guy edited this page Apr 1, 2024 · 20 revisions

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The in-game time passes much quicker than real time, but difference ratio is different depending on which task prospector is actually performing or in which location it is.

Time

General

To make in-game time in our reboot as close to original game as possible we must implement:

Since the time is represented in form of a dial clock it uses 1-12 AM + 1-12 PM hours instead of 24 hours cycle. But, for the ease of implementation, we are using 24 hours format in this documentation.

Time Speed

Implemented in: #34.

300 seconds of in-game time (5 minutes or one change on the clock) passes every:

Activity Ratio
Any town activity 17 seconds (17.50x)
At the river fishing 7 seconds (42.85x)
At the river watering 17 seconds (17.50x)
At the river panning for gold 17 seconds (17.50x)
Digging gold in caves and mines 17 seconds (17.50x)
In map mode taking part in events 10 seconds (30.00x)
In map mode and moving around map 3 seconds (100.00x)
In map mode staying idle (doing nothing) 10 seconds (30.00x)

Special rules are for sleeping in the saloon through the night.

Time does not passes when game loses focus and is put to the background by the system.

Periods of the Day

In-game time flow observes the following periods of the day that are denoted by different colors:

  • Dawn: Starts at 05:00 and lasts two hours, until 06:55
  • Day: Starts at 07:00 and last until 16:55
  • Dusk: Starts at 17:00 and lasts two hours, until 18:55
  • Night: Starts at 19:00 and lasts until 04:55 the next day

When new game starts, it starts on day one (Monday), at 09:00, so two hours into day.

Office Hours

All town's venues (except for Saloon and Stable) closes one hour before night (so at 18:00), and remains closed until end of dawn (so until 06:55):

Notification area RED Dusk

It is not possible to enter the building or make use of any of its functionality, if it is closed.

Sleeping

Sleeping is possible since beginning of dusk, so since 17:00, until beginning of dawn, so until 5:00.

Sleeping advances clock until 09:00 next day and also influences player's characteristics (health, hunger and thirst).

Note, that there's a bug (or a very weird intentional functionality) in the original game. If you click Sleep button after midnight, you are advanced not to the next day's morning, but two days later. For example:

  • using sleep functionality on Monday at 23:00 advances you to Tuesday, 09:00 (correct)
  • starting sleep on Tuesday at 01:00 advances you to... Wednesday, 09:00 (wrong), causing you to sleep for 20 hours!

Not only this is wrong, but also un-natural. Even though you were sleeping through entire extra day and through two nights, your characteristics changes as you would sleep through single night only.

We don't want this functionality to be implemented in our reboot. You must be advanced to the morning, 09:00 even if you went to sleep three hours earlier.

Date

There is no real calendar in the game, expect for advancing around seven days of the week, since Monday until Saturday.

Story, User Guide and some game descriptions says that game represents time around 1860. But this is neither represented in anyway inside the game nor it influence anything through the gameplay.

Day of the week is not influencing anything within the game as well. It is just a graphical representation of days advancing.

Time and date are represented in-game on the main panel, in its right side, in form of clock and a named day of week label.

Day-Night Cycle

Here are some example images to show how various interface items are changing during three periods of the day.

We are, however, using only "day" images of each element. And the differences for "dusk or dawn" and "night" are achieved by filters, not by having images in separate variants. So consider those as just examples.

Color Delta

Here are example transitions of eleven colors cycling through day-night cycle. Color names or to which color in example image given color corresponds is not important. Only transition of the same colors through three different day periods are important.

Day Dusk Night
black #000000 (0, 0, 0) #000000 (0, 0, 0) #000000 (0, 0, 0)
snow white #efefef (239, 239, 239) #cfcfef (207, 207, 239) #6d6def (109, 109, 239)
water blue #6daecf (109, 174, 207) #4d8ecf (77, 142, 207) #2c2c8e (44, 44, 142)
medium red #ae0000 (174, 0, 0) #8e0000 (142, 0, 0) #6d0000 (109, 0, 0)
pale red #ef0000 (239, 0, 0) #cf0000 (207, 0, 0) #8e0000 (142, 0, 0)
beige #ae8e4d (174, 142, 77) #ae8e4d (142, 109, 77) #4d4d6d (77, 77, 109)
brown #6d4d00 (109, 77, 0) #6d4d00 (109, 77, 0) #4d2c2c (77, 44, 44)
light brown #cfae6d (207, 174, 109) #ae8e6d (174, 142, 109) #6d6d6d (109, 109, 109)

These colors can be used to calculate color-filter that will be used to mimic day-night cycle in our game.

Notification Area

Implemented in: #93.

Day Dusk Night
Info #cfae6d (207, 174, 109)

#ae8e6d (174, 142, 109)

#6d6d6d (109, 109, 109)

Error #ef0000 (239, 0, 0)

#cf0000 (207, 0, 0)

#8e0000 (142, 0, 0)

Info notification uses light brown color. Error notification uses pale red color. See Color Delta part for details.

Control Panel

Main

Period Image
Day
Dusk or Dawn
Night

Buttons

Day Dusk Night
Empty
Filled

Status Panel

Implemented in: #86.

Day Dusk Night
Logo
Empty

Thermometer

Implemented in: #85.

Day Dusk Night
Bulb

Clock

Day Dusk or Dawn Night
Empty
Hands

Calendar

Day Dusk or Dawn Night
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
[empty]

Map

Here is an example of game map during various parts of the day.

Period Image
Day
Dusk or Dawn
Night

Cursor

Day Dusk or Dawn Night
Hand

Here is also an example of an inconclusive pixel ratio. Dimensions of each image in in-game pixels are the same -- 16x16 pixels. Times x11 it should give us 176x176 absolute (4K resolution) pixels.

While the true dimensions are: 173x172 for day, dusk and down and 172x172 for night.

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