2013-10-12 13:30:02
2015-03-24 18:43:43
In game time

Reporter: zaimus (Zim)
Location: toldara.21
a time / calendar system. lunar based. (is there just one mooon? is it earth like or a little different), with some sort of zodiac/mythological/cultural significance to the humans common language. It should be easy enough for players to be able to memorize subconsciously with little thinking. Therefore, intuitive. In this text file: Update: Weather System: Comprehensive Planetary System Weather in most MUDs is arbitrary, and not connected to time or seasonal events. Domdaria could have a comprehensive planetary system, defining the "game physics" of the planetary body of Domdaria. This system creates the foundation of 'fictional mathematics' of the game world as a physical space-time simulation. Domdaria can combine the in-game time of day, day of year, time of season, weather patterns and climates, and presents information in a fun and simple way. We could have very fantastic weather effecting effects which could potentially influence world-wide weather, a realistic globe map where the sun is always shining somewhere, meaningful ages and in-game dates that are simple to learn from their intuitiveness. The first component: In-Game Time PHASE ONE: Time of Day Objective: Intuitive, Medieval General Time System spanning across the game's virtual globe, and the cultures living throughout. Solution: Daily Event Coordination in simplistic terms. Syntax: TIME command Output: It is . Note: Will be expanded when calendar is invented. Definition: Hour Code is the string comprised by how close it is to a Daily Event or how far from a Daily Event "Now" is, which also has a Time Zone Daily Event: Daybreak, Midday, Nightfall, Midnight Time Zone: Early Day, Late Day, Early Night, Late Night Graph: Daybreak Midday Nightfall Midnight Daybreak | Early Day | Late Day | Early Night | Late Night | | | | | | / / | \ \ / | | | \ / | | | \ "one hour past midday"|"one hour until nightfall" / | \ / | \ "two hours past midday"|"two hours until nightfall" | "the middle of the late day" EXAMPLE: input> time output> It is two hours past midnight. input * other side of globe> time output * other side of globe> It is two hours past midday. Timing: Can sync day and night into the same timing as Domdaria currently has. PHASE TWO: Global Time Zones Set the Global Time Zone of a Zone in the Editor (in the Zone Tab) Nightfall on Toldara is the "Greenwich" of Domdaria. :P [Note 1: I do not know if you want Domdaria main continent to be huge, over many time zones or not.] [Note 2: I thought it may be interesting if instead of focusing on a culture of "days", if the modern culture of Domdaria focused on counting the "nights". So we would never have something like a Sunday, Monday, etc., our week will be divided by 'nights' maybe Godnight, Monight, Trinight, Welnight, for example... So as in English we say, "Sunday Night" we could instead say "Godnight Day". The background is that since the cataclysm, people feared the night, and would count by nights. So when Night falls on Toldara, the date increases by 1., and the opposite side of the world is 12 hours behind, daybreak of the date -1.] [Note3: We can simplify further by dividing the 24 hour system into a pseudo 24 hour system by dividing Time Zone into 3, rather than 5. 24 hour system: Early Day is divided into 5 pulses; one, two hours after daybreak, middle of early day, one, two hours until midday. pseudo 24 hour system: Early Day is divided into 3 pulses; a bit after daybreak, middle of the early day, a bit before midday. EXAMPLE input> time output> It is a bit before midday.] [Note 4: Daily Events are not their own "hours", they are special strings which occur within the hours. Theory: "It is the middle of the early day." This is the string which occurs between - the end of "a couple hours past daybreak" and - the beginning of "a couple hours until midday" If early day is 4 segments long, then "middle of the early day" should start at 7/8 mark of "a couple hours past daybreak" and should end at 2/8 mark of "a couple hours until midday" My math might be off. Hopefully you understand my meaning.] Daybreak Time Zone -12, [Night 0 Day] Early Day Time Zone -11, Early Day Time Zone -10, Mid Early Day Time Zone -9, Early Day Time Zone -8, Early Day Time Zone -7, Midday Time Zone -6, Late Day Time Zone -5, Late Day Time Zone -4, Mid Late Day -3, Late Day Time Zone -2, Late Day Time Zone -1, Nightfall Time Zone 0, (Toldara Time) [Night 1 Night] Early Night Time Zone +1, Early Night Time Zone +2, Mid Early Night Time Zone +3, Early Night Time Zone +4, Early Night Time Zone +5, Midnight Time Zone +6, [Night 1 Midnight] Late Night Time Zone +7, Late Night Time Zone +8, Mid Late Night Time Zone +9, Late Night Time Zone +10, Late Night Time Zone +11, Daybreak Time Zone --, [Night 1 Day] [NOTe: The time zones could be cut in half, by using the pseudo 24 hour system.]
Ciaran added comment - 2015-03-31 03:57:47
I think more than one moon (maybe two?) would be interesting, as much as we are used to just one. However I think physics, etc should be as simple as necessary to achieve the objective (which should be clearly defined before too much work is started/done).
Some interesting stuff here: http://tohm.wikia.com/wiki/Weather -- I think that weather handled by state transitions is sensible. The guy's blog seems to have gone away, but I wrote some code for my own mud codebase that was based on some of the ideas he was suggesting.
Basically, you have weather states (raining, cloudy, ?) or some combination thereof and there is some probability of transitioning to worse weather. You determine some timing for when to make a transition and then you compare a random number and your predetermined percentages to see whether you transition up (nicer weather) or down (worse weather).
It seems like a sensible weather supposing a start condition. It might be possible within a given region for a developing storm to "grow" and make the surrounding regions stormy or vice-versa, where a weakening storm causes areas close by to have better weather. You might even have some rules for complete dissipation of bad weather and also new formation thereof. Perhaps some particular sort of disturbance must start before the weather transition system comes into play and the transition allows for total dissipation. The formation event could be based on some kind of wind/moisture etc pattern/distribution for the world (or planet) so that when conditions are right a  rain/snow/t-storm cell can form and then the weather will transition as the rules dictate. 
Kinda rambling here, might have to implement some of this in my own code...
zaimus added comment - 2015-11-11 03:53:31
The branching "lines" in the diagram are distorted.