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A number of times over the past couple years or so in various places I've written about Cogmind's turn/time system, and I've finally gathered all the info into one dedicated article covering the evolution and characteristics of the system I use.

I've embedded it in image form below, but you can also check out the text version here. The password for access is "chronowheel"


Comments

Johnson Lin

Yet another great write up! And it looks like the time system after Beta 8.1 is a lot more consistent and elegant internally. Great work : )

Kyzrati

Thanks, nice to have that behind us now and it does seem to be working out better, probably should've done that earlier, though I didn't even realize there was an issue until a handful of people with hundreds of hours started trying to optimize for every little advantage they could get xD

Via

Finally, I understand what you did actually at 8.1. The new system looks, yeah, very neat and self-contained, just aside from overhead of queue sorting, and it seems to be slightly harder to implement 'rough' time-manipulation-ish things like 'you have 1000 individual time'? Anyway, it's surprising that the behavior from the player's view is almost the same as before in spite of such a different internal design. A really interesting and meaningful article.

Kyzrati

Yeah, good thing it didn't have some catastrophic game-changing side effects! (that we know about yet :P) But also good that everyone benefits from the sorting speed boost, rather than having implemented this purely as a way to eliminate some cheesy tactics.