§3.9. Passers-By, Weather and Astronomical Events
Out of doors, nature is seldom still. Clouds scull by at random, as in Weathering, and provide some variety in what would otherwise be lifelessly static room descriptions. In much the same way, passers-by and other diversions make a city street a constant bustle: see Uptown Girls for this human breeze. A more nagging sense of atmosphere can be experienced in Full Moon.
Orange Cones offers traffic that is present on every road in the game unless a room is marked off with orange cones -- and this is allowed to change during play.
Night and Day and Totality each schedule celestial events to provide a changing display in the sky above, and this time running like clockwork rather than at random.
See Scene Changes for meteors and a moon-rise
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![]() | Onward to Chapter 4: Time and Plot: §4.1. The Passage Of Time |
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Suppose we want to have a sequence of nights and days in our game, with one scene to govern each daylight condition.
Notice that our two conditions for the beginning of Night are not in conflict: it will be night-time when the game begins, and then night will also recur every time the Dusk scene ends.
If we run this example and then have a look at the scenes index, we'll see that the cycle is listed through thus:
with the second "Night" in italics, to indicate that it is a repetition of the same scene that has already been listed above. |
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Suppose we want to have a sequence of nights and days in our game, with one scene to govern each daylight condition.
Notice that our two conditions for the beginning of Night are not in conflict: it will be night-time when the game begins, and then night will also recur every time the Dusk scene ends.
If we run this example and then have a look at the scenes index, we'll see that the cycle is listed through thus:
with the second "Night" in italics, to indicate that it is a repetition of the same scene that has already been listed above. |
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