- Joined
- Jan 2, 2014
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A Time-Slice system (there may be a better word for it) is a turn-based time management system where each part of the day is broken up into individual "slices" of time, and going to specific locations or doing certain actions consumes 1 or more slice of time. At the end of the day you are forced to sleep until the next day.
It is most commonly used in certain types of dating sims, or other sim games like the popular Item Shop Sim: Recettear.
I've been a big fan of this system since it allows the complexity of time management without the concerns of true real-time or action gameplay. I've always preferred turn based battles in RPGs and it just feels horribly out of place for one part of a game to be turn based and others be real time.
So I was thinking of applying it to my own game which while it will have various "sim" elements has much of the common elements of RPGs such as exploration, battle, progressing story, etc., though I was also toying with the idea of using it in a Harvest Moon-esque style game that's more focused on things like building relationships and earning a living through an "honest trade" (not that killing slimes ain't honest work mind you
)
I am thus curious to kind of get other people's ideas on Time-Slice systems, do you love them? hate them? why? Do you see any pitfalls to applying it to a standard RPG? Ideas for clever ways to implement it?
One of the things I think would be most necessary is a non-standard world map, using a point-to-point based system instead of free exploration. Thus keeping only the most significant locations on the map visible, and moving/clicking to another location consumes time slice(s) but while actually ON the map you don't lose any time doing what you need to do, unless otherwise noted (IE: sleeping at an inn in a town you're in)
It is most commonly used in certain types of dating sims, or other sim games like the popular Item Shop Sim: Recettear.
I've been a big fan of this system since it allows the complexity of time management without the concerns of true real-time or action gameplay. I've always preferred turn based battles in RPGs and it just feels horribly out of place for one part of a game to be turn based and others be real time.
So I was thinking of applying it to my own game which while it will have various "sim" elements has much of the common elements of RPGs such as exploration, battle, progressing story, etc., though I was also toying with the idea of using it in a Harvest Moon-esque style game that's more focused on things like building relationships and earning a living through an "honest trade" (not that killing slimes ain't honest work mind you
I am thus curious to kind of get other people's ideas on Time-Slice systems, do you love them? hate them? why? Do you see any pitfalls to applying it to a standard RPG? Ideas for clever ways to implement it?
One of the things I think would be most necessary is a non-standard world map, using a point-to-point based system instead of free exploration. Thus keeping only the most significant locations on the map visible, and moving/clicking to another location consumes time slice(s) but while actually ON the map you don't lose any time doing what you need to do, unless otherwise noted (IE: sleeping at an inn in a town you're in)
