almost all good RPGs have such realisms (But the bladder meter thing isn't good for a serious game, The Sims was origionaly intended to not be a subject of laughter.
There, Cute Puff Ball, I know how do do bold and italic in UBB correctly!! So shut up
I just hope it's more comlex than cythera. It's time counter was great, but the food...
You got hungry, you ate any peice of food, you stopped being hungry. You became hungry later again.
In Dungeon Master2, a cool, but old, but still great in terms of graphics, gameplay, and ram-eating ability, was diffrent
You had two meters. Food and water. Over time, they became smaller, and if you ate food, your food meter went up, if you drank water, your water meter went up.
If any meter becomes below a certain point, you tire out and cannot carry as much weight or swing weapons as hard or quickly, and if any meter drops to zero, you take slow, steady damage until you turn into a collectable pile of bones to be exchanged for a new hero at a magic alter.
(Too bad there's no replicate spell)
Another cool feature (though some may dissagree)
Spells, are made up of several sets of symbols. Each set has six, and there are four sets. The first one would be power , the more power you put into a spell, the more magic it would take but the stronger the spell would be. You could make food and water by doing this, as well as certain other things. Example: you made a low power spell, then made it fire-elemental, then made it a spell that flies through the air. POOF! A fireball is flung across the sky! or, make it earth elemental, with a good presence, and you get a snack.
Also, when most non-humanoid mosters are killed, they fall into a pile of items, part of which being food. This is like cythera, but you don't have to go searching through the unicorn's purse to pilfer it's roast
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