Author Topic: General Discussion  (Read 3788664 times)

0 Members and 8 Guests are viewing this topic.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2940 on: July 24, 2014, 11:54:47 AM »
After that, we should think about how the city is organized. Do we have a single person in charge (mayor, king), or a group of person that are in charge (aristocracy).

More NPCs/Writing... I don't really care but we talked about the "Masters" several times so some form of aristocracy I think.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2941 on: July 25, 2014, 09:22:29 AM »
If someone would like to actually write a good detailed city concept, not just discuss it in general, feel free to do it. Since we don't have it, we could use any.

Offline MrKlaus

  • Full Member
  • ***
  • Posts: 144
Re: General Discussion
« Reply #2942 on: July 25, 2014, 01:42:06 PM »
If someone would like to actually write a good detailed city concept, not just discuss it in general, feel free to do it. Since we don't have it, we could use any.

 As the "detailed city concept" you mean something like a whole structure for a city state to actually work? Like economics, population presented in numbers, ethnics, social status, food providing, military system, mayor/minor trading goods, etc?
 

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2943 on: July 25, 2014, 01:56:01 PM »
As the "detailed city concept" you mean something like a whole structure for a city state to actually work? Like economics, population presented in numbers, ethnics, social status, food providing, military system, mayor/minor trading goods, etc?

I don't think we need that atm. I wrote about "general areas" a couple of times like flea-bottom (ghetto ran by criminals), general area and high-class area (golden hill). We could use backgrounds, NPCs with some minor quests, City Guard (Commander and maybe one or two lieutenants), Bank, maybe more shops. High-class area should be available only when reaching specific amount of rep/doing some quests. I have a whole host of ideas for fleabuttom but it's too long to go into right now. I think it's too early for numbers, I was planning to do the city after the SE module.
Like what we're doing?

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2944 on: July 25, 2014, 07:28:31 PM »
I've pushed a small bit of code.

- Items will be loaded from JSON now (got rid of old files) *Note Loading from XML is still valid (BC), in case of dual items, JSON will have priority.
- Rescaled some screen code (updated ancient message, confirmation and input screens)
- Some work on SE (Deleted almost 200 lines of code cause it sucked :( )
- Some other code improvements
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2945 on: July 26, 2014, 07:44:16 AM »
I mean we could use descriptions and prehistory for those general areas, just like we have for the whole city. Also, we already need descriptions for elemental alignments, because elements are in the game with a placeholder instead of descriptions. I have Descriptions.txt in my db, but they are just rip-offs from other games, original texts would be better.
« Last Edit: July 26, 2014, 07:50:07 AM by DarkTl »

Offline MrKlaus

  • Full Member
  • ***
  • Posts: 144
Re: General Discussion
« Reply #2946 on: July 26, 2014, 08:11:10 AM »
I mean we could use descriptions and prehistory for those general areas, just like we have for the whole city. Also, we already need descriptions for elemental alignments, because elements are in the game with a placeholder instead of descriptions. I have Descriptions.txt in my db, but they are just rip-offs from other games, original texts would be better.

Will get to writing this right away.
========
Added some NPCs and items in the dropbox.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2947 on: July 26, 2014, 08:21:16 AM »
Will get to writing this right away.

You do know how they work? There is an explanation on this forum somewhere...

* And note that descriptions should be short! We will prolly have NPCs or special help screens explaining stuff in great detail at some point, however descriptions themselves should fit in small tooltip areas.

Found the code:

Code: [Select]
            # Magic alignment:
            # Target:
            if ('fire' in attributes):
                if ('water' in target.Attributes):
                    multiplier = choice([0.4, 0.5, 0.6])
                elif "air" in target.Attributes:
                    multiplier = choice([1.5, 1.6, 1.7])
                elif ('fire' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    pass
                else:
                    multiplier = choice([1.2, 1.3, 1.4])
                   
                if "fire" in attacker.Attributes:
                    multiplier += 0.5
                elif "air" in attacker.Attributes:
                    multiplier -= 0.5
            if ('water' in attributes):
                if ('earth' in target.Attributes):
                    multiplier = choice([0.4, 0.5, 0.6])
                elif "fire" in target.Attributes:
                    multiplier = choice([1.5, 1.6, 1.7])
                elif ('water' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    pass
                else:
                    multiplier = choice([1.2, 1.3, 1.4])
                   
                if "water" in attacker.Attributes:
                    multiplier += 0.5
                elif "earth" in attacker.Attributes:
                    multiplier -= 0.5
            if ('earth' in attributes):
                if ('air' in target.Attributes):
                    multiplier = choice([0.4, 0.5, 0.6])
                elif "water" in target.Attributes:
                    multiplier = choice([1.5, 1.6, 1.7])
                elif ('earth' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    pass
                else:
                    multiplier = choice([1.2, 1.3, 1.4])
                   
                if "earth" in attacker.Attributes:
                    multiplier += 0.5
                elif "air" in attacker.Attributes:
                    multiplier -= 0.5
            if ('air' in attributes):
                if ('fire' in target.Attributes):
                    multiplier = choice([0.4, 0.5, 0.6])
                elif "earth" in target.Attributes:
                    multiplier = choice([1.5, 1.6, 1.7])
                elif ('air' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    pass
                else:
                    multiplier = choice([1.2, 1.3, 1.4])
                   
                if "air" in attacker.Attributes:
                    multiplier += 0.5
                elif "fire" in attacker.Attributes:
                    multiplier -= 0.5
                   
                   
            if ('light' in attributes):
                if ('darkness' in target.Attributes):
                    multiplier = choice([1.8, 1.9, 2.0])
                elif ('light' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    multiplier = choice([0.6, 0.7, 0.8])
                else:
                    multiplier = choice([1.2, 1.3, 1.4])
                   
                if "light" in attacker.Attributes:
                    multiplier += 0.5
                elif "darkness" in attacker.Attributes:
                    multiplier -= 0.5
            if ('darkness' in attributes):
                if ('light' in target.Attributes):
                    multiplier = choice([1.8, 1.9, 2.0])
                elif ('darkness' in target.Attributes):
                    multiplier = 0
                elif "neutral" in target.Attributes:
                    multiplier = choice([0.6, 0.7, 0.8])
                else:
                    multiplier = choice([1.2, 1.3, 1.4])

                if "darkness" in attacker.Attributes:
                    multiplier += 0.5
                elif "light" in attacker.Attributes:
                    multiplier -= 0.5
« Last Edit: July 26, 2014, 08:31:00 AM by Xela »
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2948 on: July 26, 2014, 08:34:01 AM »
According to the current concept, alignment has nothing to do with characters personality, it's just the element they are good with according to the source, or random element for rgirls. For those who don't have such an element we have neutral alignment.
In the future there could be more advanced stuff, like levels (fire 1, fire 2) or mixed alignment. But those things will be useful only with advanced BE, so we don't have them now.

Offline MrKlaus

  • Full Member
  • ***
  • Posts: 144
Re: General Discussion
« Reply #2949 on: July 26, 2014, 08:37:07 AM »
* And note that descriptions should be short! We will prolly have NPCs or special help screens explaining stuff in great detail at some point, however descriptions themselves should fit in small tooltip areas.
Sir, yes sir!


Thx for the code.

 At first I intended to base on .txt from db in describing them. I thought us much that there are some reliance between them (water beats fire etc.).
 

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2950 on: July 26, 2014, 08:42:16 AM »
There is a reliance. It starts from here.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2951 on: July 26, 2014, 08:42:25 AM »
LoL

I've been looking at this code wondering what will happen if a fire based attacker hits opponent with an air spell :D Will it actually heal the enemy?

Proly not the case.

* It's likely possible to wreck havoc with naruto-type spells that use multiple elements as well :)
« Last Edit: July 26, 2014, 08:47:37 AM by Xela »
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2952 on: July 26, 2014, 08:51:29 AM »
Usually, fire based npc/mob should not have air based spells. Even if they do, they should be weak as hell.
The only case when healing happens is when fire 3 (or more, if we'll have more levels) alignment character damaged by any fire spell.

That's the concept, not code  :)

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #2953 on: July 26, 2014, 11:37:25 AM »
Well, I dug around in renpy guts a little bit, it looks like we cannot disable rollback completely without breaking saving system but I found a way to kill auto-saves during menus for a much smoother gameplay (Yey!).

Going to put some time into SE now.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #2954 on: July 26, 2014, 01:00:33 PM »
@Cherry, do you have any progress with girlsmeets?