Verry interesting!
But i make this for my mod:
I thought to add a « sleep » action to skip through time. The player would need to use it since he would need to recover energy and keep stats to decrease due to tiredness. By clicking a bed it would open a menu in which the player would chose how long he wants to sleep.
I think it's better, a bed/ with an action window (scene_prop script) "use" > menu "How many hours of sleep do you need" 1: morning/2:afternoon...
And the time past when we are in the world map...
Somes RPG work like this
Dragon age: origin (travel by the world map) scene 1 > world map to > scene 2.
And drakensang : scene 1 :night/ scene 2:morning...it's not a problem and what a goods games!
Actualy i just need in first time a Brf/textures base (in progress) based on the witcher 2 resources
And some help for futur scripts like:
- Write code allowing to loot a downed enemy, and pick up stuff he carries in his inventory. Further than that, it would allow the player to pick up objects and clutter on the ground, such as food, weapons, books...
-in the inventory, a menu aviable by right clic on every items:
-eat food
-Repair
...
It's verry easy for the quests/dialogues/scenes...i add 33 quests in my latest mod (dialogues/npc/quest/item quest/result scripts) it's verry funy and i want make a mod with only rpg ellements and a main quest .
And for the new shadders, i will make a real flora with normal_map shadder for the trees and plants (diffuse + normal map and Brf settings).
Beacause i do not have 200 or 300 npc by scene like on a battle, just 5/15 max, and i can make some huge scenes and shadders.
And finaly, i think the warband engine and resource has the best for make a game module !
Bethesda construction set : Tiring
Arma missions tools: Hmm no.
I dont know the cry engine...
And the warband's battle system as the better i think, the tools are perfects! Like OpenBrf.
Unfortunately I do not speak well enough English
I hope you anderstand.