The decision to have the timer pause whilst in a dialogue is a good one, especially for a narrative driven game.
The NPC scheduling interests me. Will there be a way to keep track of NPCs' schedules and the time windows at which certain events will occur? For example:
- in Gregory Horror Show, the guest schedule book can help you predict and plan out paths through the hotel in order to corner or avoid certain guests.
- in Legend of Zelda: Majora's Mask, the bomber's notebook helps with tracking what events and interactions with characters occur, as well as the time-window that the interactions can take place.
In both cases, the schedule gets filled out automatically after you encounter the event for the first time. This made repeat playthroughs less frustrating, and also adds to that sense of discovery.