Don't you think its lame if you miss an important event like that? How are you supposed to get that heart piece back, you won't be able to collect them all, AND, there's no learning in trial and error because after it happens, you can't redo it. It's more realistic I suppose, but I would really hate to play a game like that. Maybe adding onto the weekly cycle, after 4 weeks, the cycle repeat again, so instead you have a monthly cycle? It'll allow for trial and error.
LOL.
Sorry, I tried to explain my fix for this earlier, but I removed it because it was difficult to understand.
You will NOT be able to miss anything.Lets take an example of the weekly schedules of shops. Most of them are always open and closed the same time throughout the week.
Just an example of something that is consistent every week:Weapons shop: Open Mon-Fri 6am-8pm. Closed Sat and Sun.
An example of a "one time" occurrence:(the following is just an example and is not intended to be part of the actual game)
Tuesday night at 10pm, there is a man that tries to rob the safe at the rupee bank. You have a chance EVERY Tuesday night to catch this guy. If you miss a Tuesday, you get your chance next Tuesday. In fact, you will continue to get a chance until you stop him and get your reward.
(This is where it may get confusing)
This doesn't mean that the man robs the bank every Tuesday night. It means that, according to the player, it only happens when he/she (the player) catches the robber.
This is an example of a one time occurrence that you will not be able to miss.
Why is this important?It helps make it "feel" like these are different weeks. When in reality, I have only programmed one week. Why does it make it feel like they are different weeks? Because you can be in your 3rd week before you do this and it will not happen in the 4th week (since you completed the task). With all of these "one time" tasks to complete, it will make different weeks hold different discoveries etc, making each week unique.
Whether anyone understands what I am trying to say or not, just know that I do have it figured out. I guess it is just a little hard to explain.
Anyway, just expect my game to have a wicked sick time system!
(BELOW HAS NOTHING TO DO WITH MY TIME SYSTEM. IT IS A RESPONSE TO LINKWOLF48'S TIME SYSTEM)
Im trying to make my game run on a 7 day period which is 4 weeks total. I have so many paths and quest set to each and every day. Also once the clock hits the final hour of the 28th day, it will reset back to the first day, this will take its effect on npcs IF the player hasnt met them within an even.
For example: There is a man dying in the woods, if Link does do the sidequests in time to gain information about a dungeon which is hidden, the man dies and turns into a Stalfo, and you cant do anything about.
lol I know its odd to do this but im trying to do alot.
Also I made achiecements to go along with the 4 weeks lol
So... you can miss out on something if you mess up?
I'm having trouble understanding, but it sounds like, in your time system, if you do not meet someone they will be reset each "go around" until you do. But, when you do meet someone and you start a quest for or having to do with them, then if you don't complete it, it will not reset and you will have missed out on it.
Also, 28 days is a LOOONG time to have to wait.
Anyway, talking about your time system might confuse people who are reading about my time system.
If you make your own topic that explains, I'd love to talk more about it if you want.