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VN POLL - Do you utilize day/night cycle in sandbox games?

Do you utilize day/night cycle in sandbox games?


  • Total voters
    13
Sep 12, 2024
97
164
Straight forward:
You launch a game you found in Latest Updates, it's RenPy or maybe Unity VN.
After intro you're presented the sandbox with dynamic day/night time system implemented.
Whether it's the classic Morning - Noon - Evening - Night - Sleep - Repeat, energy based one or someone was crazy enough to code a system working with hours, doesn't matter.

Do you, as a player, find this system beneficial for narration/gameplay?

1734454118299.png
 

woody554

Well-Known Member
Jan 20, 2018
1,566
1,953
sandboxes or freeroamers are rpgs, you're supposed to live inside their world. it's all about immersion, and as people do very different things at different times of day, doing that daily cycle right is important for immersion.

that said, if there's not gonna be specific actions only available at night, it's a lot of work for no reason. you're probably better off even just making a symbolic effort like showing a single render with moon at the end of the day, and a single render of rising sun in the morning. it'll be enough to give the impression of day cycle even if in reality your game has exactly one time of a day, the noon.

for most games I see they barely have anything that needs a night-time. it really tends to only be necessary if you have some night creeping mechanism, and so many of even those don't seem to actually connect to the rest of the game. meaning no matter what you do at night the women don't remember it in the morning. I never understood why that's so common, why even put it in the game if there's no causal connection. if you put it in, make it count!
 
Sep 12, 2024
97
164
it's all about immersion
Absolutely, but can you name a game that actually commits to being immersive one?

The Null Hypothesis. Out of probably like a 500+ games I launched - only this one managed to combine immersion narration and sandbox.

I am so mad at this topic, that I think I will make a game just to showcase how stupid it is.
if you put it in, make it count!
Classic - open world, map with 10 locations, each with 5 unique sub-locations, each SELECTABLE only to get and empty image, if they're generous - "Go back" button. They are the sole reason walkthroughs still exist.
 

Living In A Lewd World

Active Member
Jan 15, 2021
664
628
A limited day- and week cycle can be very interesting and rewarding, as Woody554 says, you do specific things to specific times. I find this very well done in a game like the headmaster where you can only sneak around the dorms of your lovely students carefully overlook the ripe fruits of your excellent education at night.

On the other hand, there are games like Big Brother, where the time-system even knows minutes and events happen only on certain days and certain times which just generates despair and boredom instead of fun.

So, it really depends on how it's done for me.
 

MarshmallowCasserole

Active Member
Jun 7, 2018
710
1,753
Do you, as a player, find this system beneficial for narration/gameplay?
In general? Yes, of course! Any mechanic, if poorly implemented, can be extremely annoying. In general though, you should look at successful examples; and they are plenty, especially if you look outside of porn games.

someone was crazy enough to code a system working with hours
The implication that coding a time system in a game is hard is... weird. It's a way, way simpler system than card combat for example.
 

woody554

Well-Known Member
Jan 20, 2018
1,566
1,953
The Null Hypothesis. Out of probably like a 500+ games I launched - only this one managed to combine immersion narration and sandbox.
I like null hypothesis, but for me it feels super railroady. the interactions with girls are identical, and you must check all the event boxes before the game moves to next phase. you're allowed do them out-of-order, but you MUST do every single one of the required events for ALL the girls.

IMO all content in a sandbox should be optional. if you don't want to have anything to do with a specific girl, it should be possible to ignore them. even all of them for a pure virgin run. (not saying that's a meaningful goal, but a side-effect of freedom to choose). it should also be possible to progress through several ways, so that the game doesn't force you to check every box before world state advances.

ie. you can put an event in an empty garden only on thursday at 19:00, but there should be another event giving the same point daily in the kitchen or at weekdays in the basement doing laundry. there can be RARE events player can find as easter eggs, but they shouldn't be bottlenecks that force player to brute-force search every location at every time to find them or he gets stuck forever.

***

I don't know if I can name any good immersion games in this sex games scene, but what I was thinking about was your average incest house daily cycle. lots of the slice of life events are tied to activities that have a very specific time of day when they should happen. breakfast or shover in the morning, work/school time outside home, watching tv on sofa at night, molesting/secret meetings/stealing stuff from someone's room at night. if you don't implement those it's not a home.

some people complain that those things are boring, but IMO big part of the incest house genre IS creating that mundane boring homelife of routines. THEN contrasting that with extreme forbidden sex.

I've seen many tries at creating an 'exciting' side story like a mob plot and secret spy activities, but it always undermines the incest and makes it feel normal in comparison. I firmly believe that in this specific genre making homelife somewhat boring is crucial for the incest to feel immersive. the mom needs to be a home-maker not a spy/prostitute simply for immersion.

***

immersion in an rpg is a lot about freedom (or its illusion) and details. but the important point is of course to what extent the freedom is necessary. going to permanently empty places isn't freedom, it's waste of time. a cellphone in a fantasy game ruins everything.

my opinion is that any location you add should have a function in itself, without any active character events. exactly so that going there at a wrong time isn't complete waste of time. the gym should have basic functionality as a place to train physical stats, hygiene, a drug/steroid dealer, jobs for money etc, not just as the place where one questline with the aunt starts and afterwards it'll be forever empty.

if the location has no other use than starting one or two events, it shouldn't be a location but an instance dungeon that only exists when that event is available. then there will be no problem with players hunting for a rare trigger that doesn't exist.
 
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Death Panda

Member
May 8, 2023
220
446
Classic - open world, map with 10 locations, each with 5 unique sub-locations, each SELECTABLE only to get and empty image, if they're generous - "Go back" button. They are the sole reason walkthroughs still exist.
That is an issue with sandbox games in general, it has nothing to do with the passage of time or day/night cycles or whatever you're bitching about.
 
Sep 12, 2024
97
164
and they are plenty, especially if you look outside of porn games.
xD
Naturally I am talking about porn games.
The implication that coding a time system in a game is hard is... weird. It's a way, way simpler system than card combat for example.
Contrary to your statement, 9/10 sandboxes uploaded in here barely work at best.

That is an issue with sandbox games in general
Few more years in high school and you should finally obtain the ability to extrapolate. Really useful, you can discuss things without needing direct word for word commands.
pure virgin run
Oh amen! Few devs are skilled and creative enough to manage that.
for ALL the girls
True, but to defend - those events are not of strictly romantic nature. I completed Chapter 1 on completly monogamous run.

mob plot and secret spy activities
At this point I just roll my eyes and warm up my pinkie for that CTRL session whenever I smell incoming espionage subplot. It's like some people never heard the term "slice of life".
 
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MarshmallowCasserole

Active Member
Jun 7, 2018
710
1,753
Naturally I am talking about porn games.
Porn games borrow a lot from non-porn ones. A lot of successful porn games have direct mainstream counterparts with 90%+ of mechanics borrowed. Sometimes 99%. So there's absolutely no need to limit yourself to porn games when discussing mechanics not directly related to porn. Time of day is one of them.

Contrary to your statement, 9/10 sandboxes uploaded in here barely work at best.
Just because Sturgeon's law is a thing, doesn't invalidate the fact that in-game clock is one of the easier mechanics in a sandbox. You don't need to be "crazy" to implement it.
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,365
14,580
I delete it in most cases because even IF the finished product would be good, and even IF the initial release showed some promise (rather than being a glorified time waster that is actually just a linear story with extra steps), the nature of sandbox/freeroam game design means the initial release state is usually a proof on concept with an empty map. 99% of devs will quit before the map gets filled out to a point where it's worth playing.
 
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Sep 12, 2024
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I delete it in most cases because even IF the finished product would be good, and even IF the initial release showed some promise (rather than being a glorified time waster that is actually just a linear story with extra steps), the nature of sandbox/freeroam game design means the initial release state is usually a proof on concept with an empty map. 99% of devs will quit before the map gets filled out to a point where it's worth playing.
Please upgrade the URM banner :_;
It is sooo out of place visually
 

NeonSelf

Member
Dec 3, 2019
288
462
Day\Night is important.

When NPCs have their schedule - it makes possible to have alot of scenes with same NPC in different locations.
- join them in the shower at the morning
- visit them at work in the office, or at school.
- meet them on the beach at weekends
- sneak into their bedroom at night.

But I dont like when everything works precisely by hours\minutes. Having 4 periods is enough: Morning\Day\Evening\Night
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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Respected User
Jun 10, 2017
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Do you, as a player, find this system beneficial for narration/gameplay?
What a strange question.

It's not something that the player find beneficial or not, it's something that the developer make beneficial or not. If the day/night cycle is here just to have a day/night cycle, then the answer will obviously be "no". But if it have a purpose, then the answer will be "yes".
 
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Sep 12, 2024
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Oh hey my favorite pseudo-dev. Long time no see.
It's not something that the player find beneficial or not
Well, speak for yourself.
For me day/night freeroam is always the sign of lack of vision and creativity.
Link me a better looking one then lol. I just want to advertise for them cus URM is fuckin dope.
I might cook something later if I have time.
Can't quite figure out the color palette.
1734529211451.png
 
Last edited:

desmosome

Conversation Conqueror
Sep 5, 2018
6,365
14,580
Oh hey my favorite pseudo-dev. Long time no see.

Well, speak for yourself.
For me day/night freeroam is always the sign of lack of vision and creativity.

I might cook something later if I have time.
Can't quite figure out the color palette.
View attachment 4347345
You madlad actually took the time to cook something up. I appreciate the effort, I really do, but... is yours much different than what I have now? XD