This came up a bit in the comp discussion, but I figured I'd make a separate thread so that it didn't slip through the cracks.
The idea is a game clock that tracks how much real time is spent per game. This could work in a couple of ways.
1. Simply map it to your system clock. If your character takes a week or month to die or win, that's what gets recorded on your character dump/display. This is the simplest and could be useful for race-for-the-gold competitions.
2. Actual playtime tracks how long the game is open and the clock stops when you close the program. Also appears in the character dump/display . Could also be used for comps and moreover be useful for honing your game skills. A bonus feature might be a "pause" whenever you minimize the game or open the character screen so you don't accidentally leave the timer running; or maybe an automatic timeout if you spend more than 5 minutes on any one move.
3. A sort of chess timer that forces you to make a move within a user-defined set amount of time. In chess it sounds like not very much fun, but it's pretty exhilarating, and I bet it would be for angband as well. Mangband does this, but I think it could be pretty fun in a singleplayer setting.
Don't know if any of these would be practical or easy to adopt, but I think they'd add some interesting dimensions to the game.
The idea is a game clock that tracks how much real time is spent per game. This could work in a couple of ways.
1. Simply map it to your system clock. If your character takes a week or month to die or win, that's what gets recorded on your character dump/display. This is the simplest and could be useful for race-for-the-gold competitions.
2. Actual playtime tracks how long the game is open and the clock stops when you close the program. Also appears in the character dump/display . Could also be used for comps and moreover be useful for honing your game skills. A bonus feature might be a "pause" whenever you minimize the game or open the character screen so you don't accidentally leave the timer running; or maybe an automatic timeout if you spend more than 5 minutes on any one move.
3. A sort of chess timer that forces you to make a move within a user-defined set amount of time. In chess it sounds like not very much fun, but it's pretty exhilarating, and I bet it would be for angband as well. Mangband does this, but I think it could be pretty fun in a singleplayer setting.
Don't know if any of these would be practical or easy to adopt, but I think they'd add some interesting dimensions to the game.
So posting this so soon after asking how to avoid townscumming was a bit obvious, eh?
I brought up Mangband for the general picture, but I had something different and more particular in mind. Say you had for each turn 10 seconds. If you only took 2 seconds your time would roll over and you would have 18 seconds for the next move(like a chess timer), and so on. The idea would be for protracted battles you would make a lot of quick decisions anticipating a big decision you would require a little more time to make. This would be a big project, clearly, with a lot of particulars to work out (edit: for instance, the clock shouldn't run unless an enemy was in sight). This would be a variant, in other words. Anyway, just throwing it out there. It seems like it would be a lot of fun to me.
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