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Time Management

Posted: 15 April 2020, 04:05
by QuasarDuke
I noticed an odd thing about the reflexion time while doing development. Let's say a player walks away from their computer for half an hour and the other players are incredibly lenient and just let his turn stay stalled. Then, the player comes back and takes an action. At this point, if I were to give them more time with giveExtraTime(), their reflexion time would still be heavily in the negative. They would maybe gain a couple minutes, but this means that when their turn rolls around again they're still in the negative for amount of time to make a move.

Is there any way to 'reset' their reflexion time? When they start playing again, shouldn't subsequent moves have a positive amount of time to make a decision?

Maybe I just don't understand enough how the clock is supposed to work. Any insights?

Re: Time Management

Posted: 15 April 2020, 15:35
by apollo1001
Essentially the players have a bank of time, and then get additional time per move. So each time you call the 'giveExtraTime()' function you add a little bit to their clock (in respect of a turn being taken). The exact amount of time gets adjusted by the server based on the overall stats of the game (so, for example, a quick game might only give 10 seconds but a longer game may give a minute).

In the scenario you have described the player has used up their 'bank' of time (and more) and the little extra added for the turn is not enough to bring them back into the black. If they take enough subsequent turns they might get there...

Re: Time Management

Posted: 15 April 2020, 21:35
by tchobello
I really hope that one day, we'll be able to give a certain amount of time per turn (2 minutes for instance) et end player's turn as soon as the time is over.

Many veterans of Dungeon Twister refuse to play turn-based and run away from BGA if they get kicked once.