Spielerando

Warn about a quest deadline even when the clock jumps ahead

A three-day deadline should warn at the halfway mark and again when little time is left. But sleeping or travelling can leap over both warnings at once, and then you either get two messages in a row or none. Here is the rule for what to say.

Why this works

Players do not experience time as a smooth line; resting, travelling and loading skip across it. So a warning must belong to a level of urgency that was passed, not to a moment that was watched, and passing several at once should speak only once.

When not to use it

Leave it out when the deadline is real time, such as a daily event, or when the clock never jumps because the game runs at one steady pace. A simple countdown on screen does the job there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 23 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Warn about a quest deadline even when the clock jumps ahead" (read_entry quest-deadline-alerts-when-time-jumps) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP