This morning I wrote out the first few iterations of my short rest / extended rest scripts (technically “events”) for my repeatable mystery adventure game in RPG Maker. I forget if I mentioned that I had completed a preliminary version of a day-night script to handle lighting, but I’ll put that out there since the two are connected.

I’m not using healing spells, inns, or potions in traditional RPG fashion. Instead, the recovery system takes inspiration from roguelikes, in that the player character must rest to recover hit points, and as they rest, time passes. Currently, I have an invisible system running in the background that counts “fatigue” as the character rests.

Each short rest adds to the character’s hit points, advances the clock a bit, and increases their fatigue. After accumulating a certain amount of fatigue, the character no longer benefits from a short rest, and must take an extended rest instead. Taking an extended rest advances the clock and removes fatigue.

The character begins play with a bedroll, and can refill a waterskin at any well location (generally available on maps without random encounters), carrying up to five units of water at a time. Water is consumed during a short rest, so there are several things at play — fluctuating hit points, increasing fatigue, and a dwindling supply of water.

Neither the water, nor the bedroll costs the character anything but time, so it’s possible to adventure for a while, take a break, fight some more monsters, rest, recover, and continue again some time later. It’s pretty straightforward now, but I’ll be introducing some complications, like how often you can take an extended rest.

It’ll then be necessary to pass some time before the character can sleep, necessitating a sort of daily schedule. Once I get the non-combat experience tasks coded, it should be entirely possible to wake up, go to work, and then fight monsters until you collapse from exhaustion. Wash, rinse, repeat. There will be special weekly events as well.

Apart from bandits and other sentient, humanoid, hoarding creatures, the only way to acquire money will be through vendor trash – but before I implement it, I’m trying to work out a way to make the typical monster drops useable in some fashion, rather than garbage to be turned in for a bounty.

So far, everything is going pretty smoothly.

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