Andrew Fuchs wrote: > On 10/13/05, Rick Tanner < leaf at real-time.com > wrote: > ... > >> On a somehwat similar thought, what about map entrances that vary based on >> time of day or other event? >> >> For instance, during the day a castle contains royal guards, no wondering >> monsters, etc. But at night, interior map is replaced with ghosts and >> other nasties. Or, a dungeon in a tower next the sea floods every >> afternoon because of high tide. > > > Theres a RFE on the tracker, for a time-based connected object. Which > could be used for this. > > http://sourceforge.net/tracker/index.php?func=detail&aid=1318639&group_id=13833&atid=363833 > The problem is that the same issue that applies with different exit pointer based on quest completion has. EG, player 1 enters time based map. Player 2 decides to join him 10 minutes later - unfortunately, in that time period, the event time has changed, so player 2 is now on a different map. I will say I'd prefer the idea of time based rather than player based events. But trying to keep in synchronized seems odd. Now I guess in theory the same thing can happen for random maps - a player could be deep in a random map set in which the first few maps have reset, so that a new player gets a different set of maps. I think for time based stuff, more likekly, different information given out by time (eg, NPC abc says something at night, not at day). And maps being open/closed by time make sense (the shop is closed, etc).