This section is MOSTLY complete.
A Scene is a unit of storytelling time.
Usually, a Scene continues the progression of time onward from the previous Scene, often with some amount of story time being skipped. But, it is also possible to have a Flashback scene, which is out of sequence with the Present Time.
The game engine keeps track of the current Calendar Date within the story of the game, as well as the Game Day (sequential day number) within the plot of the present Title.
When time moves from an early segment of the day to a later segment, or from a later segment back to an earlier segment on the next day, Time Maintenance is run. This keeps the Game Context intact, but may cause some changes in the details that are stored within it. For example, when going from EVENING to NIGHT, the interior lights of most buildings will be turned off.
If NEXT or a specific weekday or date (other than the present day or date) is mentioned (i.e., NEXT AFTERNOON, or MONDAY MORNING), time will roll forward, and Time Maintenance will cycle through all the steps required in order to get there.
If a Scene doesn't specify a time, it will inherit the same time from the previous scene.
If a Scene simply says DAY, it will advance forward to MORNING, if it isn't already MORNING or AFTERNOON, but if it is already MORNING or AFTERNOON, no time will pass.
If a Scene simply says NIGHT, it will advance forward to EVENING, if it isn't already EVENING or LATE NIGHT (or MIDNIGHT,) but if it is already EVENING or LATE NIGHT (or MIDNIGHT), no time will pass.
If a FLASHBACK scene occurs, the Game Context is saved, until the return to PRESENT TIME at the end of the flashback, and a new temporary Game Context is established for the Flashback scene. Note that it is possible to intercut between Present Time scenes and Flashback Scenes, and the various Contexts will also alternate.