In-game clock

Thoughts on the further development of Haven & Hearth? Feel free to opine!

In-game clock

Postby Potjeh » Thu Jan 28, 2010 1:47 pm

Display exact in-game time on mouseover of the sky circle (the thingy where the sun and moon are shown), please.
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Re: In-game clock

Postby burgingham » Thu Jan 28, 2010 2:58 pm

Why?
I am asking because I never felt the need to know the exact ingame time. This might of course change as soon as we have time based wyrd events or something.
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Re: In-game clock

Postby Potjeh » Thu Jan 28, 2010 3:02 pm

For time-dependant stuff like silk, steel and fish. But mostly because I want to know how long till this damn darkness goes away.
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Re: In-game clock

Postby burgingham » Thu Jan 28, 2010 3:06 pm

Potjeh wrote:For time-dependant stuff like silk, steel and fish. But mostly because I want to know how long till this damn darkness goes away.


For the first three I see no difference in using your computer clock. For the darkness thing, you can estimate it quite exactly by the position of the moon. Remember we are living in the dark ages here (yeah, yeah realism argument, but I don't see the necessity of a clock. On the other hand if they implement one I don't care either.).
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Re: In-game clock

Postby kaka » Thu Jan 28, 2010 3:07 pm

http://www.seatribe.se/~kaka/

Not exactly what you want, but still.
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Re: In-game clock

Postby sabinati » Thu Jan 28, 2010 3:13 pm

i'd be fine with this i suppose but not too exact. like instead of saying "8:23 am" it should use the old scandinavian daymarks like miðr morgun, dagmál, middag
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Re: In-game clock

Postby Potjeh » Thu Jan 28, 2010 3:16 pm

Thanks, Kaka.

But yeah, it's mostly for fish, because it seems that seconds matter there. I can guesstimate using sun and moon with a half hour precision at best, and that's just not precise enough.
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Re: In-game clock

Postby scourage » Fri Jan 29, 2010 1:13 am

Or how about a skill like astronomy when combined with learning basic machinery allows you to make a sundial and have the ability to tell the exact time?
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Re: In-game clock

Postby Jackard » Fri Jan 29, 2010 1:27 am

you know itd be nice if skills had multiple uses

actually that goes for most statistics in this game like beliefs and attributes too. make it more cohesive.
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Re: In-game clock

Postby Peripheral » Fri Jan 29, 2010 1:30 am

Haha, I was just about to suggest a sundial. Scourage's suggestion is pretty bomb. Having a way to tell time which adhere's to the time the game is set in would be great. Not only that, but sundials look neat :)
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