Make the sea rise and fall on a real tide clock, so a cave floods on time
A story with a cave that can be walked only at low water needs a sea the player can read and plan around. A sine wave that repeats every day is wrong, since real tides slip later each day and swell and shrink over a fortnight. Here is a small set of numbers that feels right and answers when the way is shut.
Why this works
Real tides come from two slow rhythms that drift in and out of step, which is why high water comes about fifty minutes later each day. Players can learn that pattern, so a flooding cave becomes something to plan around.
When not to use it
Don't use it when the flooding must be a timed event the story controls, or on a lake or a river. Use a fixed schedule or a trigger there, as a real tide would make no sense.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 47 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 "Make the sea rise and fall on a real tide clock, so a cave floods on time" (read_entry tide-table-for-a-cave-that-floods) 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