I am currently writing a CRPG for my Master's thesis and I have stumbled into a design problem.
The game I am writing is a real time game, but with pauses - like Baldur's Gate.
The problem comes when long distance travelling and sleeping occurs. If I speed up time here to problems exist:
1. The AI of other characters will fall to zero in this period of game time.
2. The game is not easy to implement as a LAN-networked game because time goes out of sync.
Alternatively I could keep time at the same pace as usually, but then I think that the game would become to boring and - if only one map would be used - very timeconsuming to design.
Games like Ultima games solves travelling problem (but not the sleeping problem) by simply making maps and wilderness smaller, but that is unsatisfying.
Does anybody have any ideas?
B.S. Jacob Marner
Graduate Student of Computer Science, The University of Copenhagen, Denmark.