View Full Version : 24 hr. restraunts & venues for 24 hr. industry
Romaq
06-19-2007, 08:14 PM
I think most industrial places work 24 hrs. at least 4 nights a week, if not fully around the clock. That implies there are 24 hr. 'Dennys', 'McDonalds' and gas stations. That is, if 'time of day' issues are considered at all in the game engine. That's one of the advantages of the shift I work: We have the stores to ourselves, pretty much. *IF* the store happens to be open. As a side-effect of needing those venues open, we'll need workers to staff them. At least, I expect venues to have their own demand of workers, instead of simply being a place that makes workers 'happy'. And the workers of venues in turn need their own venues.
But back to the topic of 24 hr. industry, those rural areas that do *not* have industry, at least 24 hr. industry, likely 'roll up the sidewalks' and close everything up at sunset. Except the bars, of course.
So I think 'time of day', if considered by the game engine at all, it ought to consider the 24 hr. impact of industry and how that percolates through to venues that serve venue workers that serve 24 hr. industry workers.
--Romaq
Techleo
06-19-2007, 08:55 PM
Depends on how they calculate social energies I suppose. If the potential is calculated based off a average it would probably just up the total average based on how many jobs are open at night.
MarkDuffy
06-19-2007, 09:08 PM
It looks like time-of-day will be important in SCS. If you look at the interface on page 61 of GFW magazine, you will see "Wed. 1 PM" below the minimap.
Techleo
06-19-2007, 09:12 PM
True but they did that in most of the Simcities. It could be a residual design element. Albeit you could be right:) Calculating social energies by the hour of the day would be tricky. Are you speculating there would be structures only on at certain times of the day? Id be more apt to believe they will just show as working at night and the calculations are just averages.
King Faticus
06-19-2007, 09:27 PM
it is starting to sound more complicated than just keeping different energies balanced:o
MarkDuffy
06-19-2007, 09:33 PM
True but they did that in most of the Simcities. It could be a residual design element. Albeit you could be right:) Calculating social energies by the hour of the day would be tricky. Are you speculating there would be structures only on at certain times of the day? Id be more apt to believe they will just show as working at night and the calculations are just averages.
No idea yet. However, COTN had definite time-of-day clock & seasons. For example shops would be closed from about 10:30 PM to 6 AM. It causes a bit of grief to new players who wrongly assume the game was broken, cuz shoppers turn around & go home empty handed. ;) Things happen at specific times & seasons.
Usually, when TM does something, there is a reason.
King Faticus
06-19-2007, 09:34 PM
as apposed to doing something because it sounds cool or for no reason at all :eek:
Techleo
06-20-2007, 10:06 AM
I think as time progresses were going to realize the simulation part of the game may not be the focus but they have a friggin 5,000 rpm motor at there disposal.
Alot of programs are simple on the surface but infinitely complex under the surface. I forsee SCS being exactly that:) By the way you mite notice I'm working out the energy interactions and formulas. I just do that for every game hehe.
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