Spielerando

How long should crops take to grow if players only come back now and then?

Crops that are ready while nobody is around rot, and crops that are never ready on arrival feel pointless. This entry shows how to pick a growing time from the real gaps between visits so that most trips find something to harvest.

Why this works

Players come back on their own rhythm, not yours. Matching the growing time to the real gaps between visits makes most trips find a crop that is ready but not yet spoiled.

When not to use it

Skip it when you have no visit data yet, or when players come back for many different reasons and rhythms. Offer several crops with short and long times so each kind of player has one that fits, rather than one average.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 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 "How long should crops take to grow if players only come back now and then?" (read_entry survival-crop-timer-versus-return-visits) 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