Great game so far, and definitely very interesting setting. Looking forward to the next version.
In the past week I've added a time-system to the game. The player will be able to control the time in a limited way with a special device. Each day is split into 144 x 10 minute parts. The NPCs are currently getting their activities and graphics assigned for each of these 10 minute parts. The ingame time does advance at a fixed interval of 5 seconds but the device does control by how much. Currently the player can either stop the time completely or he can pass up to 12 ticks aka 120 minutes in 5 seconds.
I'm not sure if this is a good idea or not. If you want time-system in the game, why the really awkward 144x10-minute system instead of a more common 24x1-hour? To me, this sounds like it's going to be overly complicated without receiving a comparable return.
I'm not too fond of the auto time advancement either. Giving the option to stop it is obviously something I'd take, but at the same time, I question the benefit of such system to begin with. The main problem with the auto-time advancement is that we don't actually see the NPCs moving (unlike in let's say The Sims). So what happens is that NPC1 is on the screen now in Area1, and 5 seconds later, NPC1 moves elsewhere. The problem is "moves elsewhere" means they simply disappeared from the screen in Area1. If you're currently on the screen that has 3 different areas to go to, you wouldn't actually know where this NPC moved to because you don't physically see them walking to Area2, Area3, or Area4.
The idea behind all this is to give each character a somewhat realistic daily routine for each weekday. It just takes quite some time to create all the graphics and script-logic.
I understand the desire to create a realistic daily routine for the NPCs. However, I feel that you should also consider how the players are going to play the game. The players will need to find these NPCs to talk and trigger events. I feel that 10-minute interval is ridiculous because what would happen is that the NPCs would be moving around and the players would be moving locations all over the place trying to find these NPCs without really knowing if there's anything to find/miss.
Clarity is a real big issue with this system because events could potentially be triggered with a combination of NPC+Time+Location, meaning that finding NPC1 in Location1 at 4.50PM and having no event to trigger wouldn't tell the player if it's any different with finding NPC1 in Location1 at 5.00PM, 5.10PM, 5.20PM, 5.30PM, etc.
If using 24x1-hr system, at least it's on a much smaller scale that it's easier for players to figure out who goes where at what time and what happened. It's also much easier to associate with our IRL time mechanism (we generally associate "lunch time" with 12PM or 1PM, and not necessarily 11.50AM, 12PM, 12.10PM, 12.20PM, etc). It'd also be more convenient for players to try things differently at certain time.
Using the 144x10-minute system would simply leave too many possibilities that players could end up spending too much time doing nothing. Or worse, they could easily miss things without realizing. I assume that there will also be a lot of NPCs involved in the game. Multiply that with 144x10-minute activities, that's A LOT of things for players to remember.
Sorry if I sound too negative about this time system, I just don't want the game to focus too much on trying to be realistic at the cost of game enjoyment. I feel that games need to enjoyable to play first and foremost. 144x10-minute time system sounds like it's going to be a nightmare to play.