The current system for handling advancement through day and night cycle is non-functional, and doesn't output any kind of user-friendly reading.
- Code to handle time of the day advancement should be built.
- Code should also keep track of number of days passed.
- Some sort of graphical filter or something like that should be put on the outdoor rooms so that the player can tell it's day or night.
- Check time Icon should give a graphical output. Textual placeholder could suffice in the beginning, but not like the on in the current implementation.
- Hero should get tired when time reach a certain point of the day. This might be more benfitial to put in a separate ticket.
This ticket is related to the time issue mentioned in ticket #31. Let's move the time issue to ticket #32 since it is part of this issue.
How long should an in-game day be? 10 minutes?
Well, if we made it 24 minutes, every minute would be an hour and the 'Rest 1 hour' feature would only provide a 60 second jump in game time. At this point, there aren't many day-specific quests like in some QfG games. However, once the code is fixed, it shouldn't be difficult to extend or restrict a game day.
Day & Night has been replaced with a new Engine completely, and so we should keep our eye out for bugs, missing functionality etc.
Sleep has been added, attempting sleep is currently giving game over if the hero tries to sleep anywhere, except Greenleaf's pool, which I used as a safe spot similar to Erana's Peace.
Still missing sprite animation for the hero lying down to sleep, and getting back up.
Created ticket 46 for the lying down to rest animation. Also, requested a yawning animation. We should offer something other than an alert for when the player is tired.
Per and I agree that the system implemented is acceptable to resolve this ticket. The sleep issue will be included in a separate ticket.