OpenTTD

Tasklist

FS#5890 - Ingame clock

Attached to Project: OpenTTD
Opened by Simon Smith (Simons_Mith) - Friday, 31 January 2014, 01:33 GMT
Last edited by andythenorth (andythenorth) - Saturday, 12 August 2017, 17:19 GMT
Type Feature Request
Category Interface
Status Closed
Assigned To andythenorth (andythenorth)
Operating System All
Severity Very Low
Priority Normal
Reported Version Version?
Due in Version Undecided
Due Date Undecided
Percent Complete 0%
Votes 0
Private No

Details

Could we have a clock ingame? Showing the real time. Wesnoth has one and it's really handy. Clock functions would also have a particular game function in OTTD I'd be very keen on: The ability to set the autosave frequency to not every X number of game months, but to every X number of real-time hours, which would do a much better job of protecting people from losing large amounts of work on a big map.
This task depends upon

Closed by  andythenorth (andythenorth)
Saturday, 12 August 2017, 17:19 GMT
Reason for closing:  Won't implement
Additional comments about closing:  OpenTTD does not need to jump the shark (again - for diplomacy, I won't say where else it has happened). https://en.wikipedia.org/wiki/Jumping_th e_shark
Comment by alex c (survtur) - Tuesday, 11 February 2014, 19:20 GMT
Are there any othes usages except autosave by timer?
Comment by Simon Smith (Simons_Mith) - Tuesday, 11 February 2014, 20:38 GMT
Well, after autosave and having an on-screen clock for when you're playing in full-screen mode, other possibilities might include a timer for network games and then a built-in alarm.

The timed autosave would be the most useful element, I think, then merely having a clock the next most useful, and then the other uses would be potential future option. As I said, Wesnoth has a clock, and like OTTD, it too is a game that can eat /hours/ without you noticing. In fact OTTD is probably worse, because it's more open-ended.

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