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# The Daybar | ||
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The daybar is a HUD element resembling a progress bar. | ||
It shows how much of the day has passed and how much remains. | ||
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Before defining how time works in _Don't Count the Sheep_, let's take a look at how time is measured in other games. | ||
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## Time Measurement in Other Games | ||
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In Stardew Valley, the game operates on a day-night cycle starting at 6:00 AM and ending at 2:00 AM. | ||
Each in-game day lasts approximately 10 minutes, during which players must manage their daily energy expenditure by performing various actions. | ||
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Baldur's Gate 3 does not utilize a traditional time measurement system. | ||
Instead, players are provided with 3 short rests per day, followed by the option to conclude the day with a long rest. | ||
Action points are expended throughout the day, with some resetting after short rests and others after long rests. | ||
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Skyrim also incorporates a day-night cycle, affecting gameplay such as shop availability and merchant restocking. | ||
Players have the option to rest or sleep, allowing them to choose the number of hours to pass. | ||
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In Knight of Honour 2, time management is flexible, allowing players to pause or accelerate time according to their preferences. | ||
This feature enables players to strategize and plan their actions at their own pace. | ||
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## Time Measurement in _Don't Count the Sheep_ | ||
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In _Don't Count the Sheep_, time is primarily segmented into days, with each day commencing when the character wakes up and concluding when the character goes to sleep. | ||
Unlike traditional clock-based systems, there is no constant ticking of seconds; instead, time progresses as the player takes actions. | ||
Essentially, we intertwine the concept of energy with time, granting players greater control over the pace of time advancement. | ||
For example, players can reorganize their inventory in peace at the end of the day, a task that would be stressful in Stardew Valley. | ||
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NPCs within the game adhere to their own schedules, often influenced by the time of day. | ||
Since time progression is contingent upon player actions, NPC behavior dynamically adjusts based on the player's activities throughout the day. | ||
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- [ ] There would be various instruments that could change how much time would be consumed by specific actions. | ||
Instruments could include [traits][traits], consumables, events, quests, etc. | ||
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<!-- List of References --> | ||
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[traits]: traits.md |
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TODO |