Author Topic: General Discussion  (Read 3821840 times)

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Offline DarkTl

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Re: General Discussion
« Reply #2760 on: June 15, 2014, 02:53:11 PM »
Do it, I'll test them and change if needed. I'll begin to balance traits meanwhile.

Offline Xela

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Re: General Discussion
« Reply #2761 on: June 15, 2014, 03:34:14 PM »
Do it, I'll test them and change if needed. I'll begin to balance traits meanwhile.

Just pushed, they are not "f$cked" anymore, not sure if they're financially sound. Just don't forget that a girl can spend 1 or 2 AP on the job.

Did similar thing for Club job. When you read the reports, keep in mind that those are mixed and game randomly sends girls to where they're required unless task isn't clocked in girl control.

I also fixed some more code.
===========================
I am not going to do Arena tonight, that will not get us anywhere. Tomorrow will do if time permits.
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Offline DarkTl

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Re: General Discussion
« Reply #2762 on: June 17, 2014, 11:35:33 AM »
I'm going to increase traits level cap up to 100, and make them a bit stronger to compensate it.

Offline Xela

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Re: General Discussion
« Reply #2763 on: June 17, 2014, 12:49:17 PM »
I'm going to increase traits level cap up to 100, and make them a bit stronger to compensate it.

Ok, sounds good. I am making some slow progress on the inbetween chainfights minigame but having it working the way I wanted it to...

Edit: I FINALLY got the logic down in a dummy project! Now I need to transfer it to PyTFall and later add some graphics...
« Last Edit: June 17, 2014, 01:52:12 PM by Xela »
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Offline Xela

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Re: General Discussion
« Reply #2764 on: June 18, 2014, 06:27:23 AM »
If I only knew what it'll take, I'd never try to make this stupid minigame :(

* It is now possible to do chainfights with a team (character placing looks weird due to cages but that should be fixed with a BE review).
** Minigame should be working properly

Chance for a Bonus is 25% + average team luck*0.5 during normal fights

and

Chance for a Bonus is 75% + average team luck*0.5 right before a boss fight.

The length of the fruitful bonus bars is determined by base + luck + current stat value (low health will mean a longer health bar for example).

Pic:


===============================================
I am done with Arena for a while. Going to take a break and maybe look into adding some new building types next.
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Offline DarkTl

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Re: General Discussion
« Reply #2765 on: June 18, 2014, 08:27:06 AM »
We'll need more minigames in the future anyway, consider it as training  :)

So, what should I do with races, should they be traits or a separate json with races names and bonuses?

Offline Xela

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Re: General Discussion
« Reply #2766 on: June 18, 2014, 09:01:39 AM »
So, what should I do with races, should they be traits or a separate json with races names and bonuses?

I voted for fields but traits will work as well. Honestly, I need only the ability to check for a race for exploration capture and slavemarket types. It's just that we already have it as field, I see no reason to twists that.

We'll need more minigames in the future anyway, consider it as training  :)

Yeah, next time it should go without a glitch. Most of the time wasted was because of weird Ren'Py sh!t. The logic itself while admittedly more complicated than expected was not an issue.
===============================================

My plans:
- Move brothels to a realter in the city.
- Create two new areas ("Fleebottom" Ghetto (underneath left-most mountain) and "GoldenHill" area (right most mountain)).
- Move Brothels to a realter.
- Add one or two apartments for MC to buy/rent at the realter.
- Start working on Fighter Guild:
* Simulated exploration
* Drag/Drop building management interface
* I want this guild to be something that is unique and can be upgraded and improved to accommodate more members and team setups.

---
Don't know how much of this is actually doable but trying will keep me busy for a long while :D

Edit: If you have some background in mind for ghetto and golden areas, let me know.
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Offline DarkTl

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Re: General Discussion
« Reply #2767 on: June 18, 2014, 09:18:30 AM »
You mean vn-like background, or something like a map?

Will traits json like this be alright btw:
Quote
[
    {
    "id": "Trait Name",
    "desc": "Description",
    "effect": "Effect",
    "block_traits": ["Tough", "Fragile"],
    "stats": {"mod constitution": 30, "min constitution": 30, "max constitution": 30}
    }]

Offline Xela

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Re: General Discussion
« Reply #2768 on: June 18, 2014, 09:35:21 AM »
Will traits json like this be alright btw:

Don't use "stats": {"mod constitution": 30, "min constitution": 30, "max constitution": 30}. Defeats the point of switching from xml to json.

Traits class is one of the simplest we have in the game:

Code: [Select]
    class Trait(_object):
        def __init__(self):
            self.desc = ''
            self.temp = 0
            self.mod = dict()
            self.max = dict()
            self.min = dict()
            self.blocks = list()
            self.effects = list()

Instead use:

Code: [Select]
[
    {
    "id": "Trait Name",
    "desc": "Description",
    "effect": "Effect",
    "block_traits": ["Tough", "Fragile"],
    "mod": {"constitution": 30}
    "min": {"constitution": 10}
    }]

Python is prolly even faster and more convenient than JSON:

Code: [Select]
init python:
    t = Trait()
    t.id = "Trait Name"
    t.block_traits = ["Tough", "Fragile"]

But both will do just fine. You can leave them in xml format as well if you like, it's not a big deal.

You mean vn-like background, or something like a map?

VN-Like I guess, good map might do too but it'll be a bit out of place with VN-Backgrounds that we have everywhere.
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Offline DarkTl

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Re: General Discussion
« Reply #2769 on: June 18, 2014, 09:55:40 AM »
My db\Images\Backgrounds\city has plenty of elite and medium wealth pics. For ghetto you could look into ruins, village, maybe canyon folders.

Offline Xela

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Re: General Discussion
« Reply #2770 on: June 18, 2014, 10:08:51 AM »
My db\Images\Backgrounds\city has plenty of elite and medium wealth pics. For ghetto you could look into ruins, village, maybe canyon folders.

There is a background for the elite but it looks really bright. On the other hand so does our beach so we cannot be picky. Good option would be the huge castle but it really looks like it's on fire :D

Nothing for the ghetto so fat, but I'll keep looking. I'll take a look at Valet as well, they had a couple of BGs, maybe there is something there.
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Offline Xela

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Re: General Discussion
« Reply #2771 on: June 18, 2014, 10:17:59 AM »
NM

I found some option that will do for now + I am not likely to do that today anyway.
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Offline DarkTl

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Re: General Discussion
« Reply #2772 on: June 18, 2014, 10:26:28 AM »
About our traits leveling system, for example, AL boobs trait gives right now
Quote
        <mod charisma = '20' />
        <max charisma = '20' />
        <min charisma = '20' />
        <mod agility = '-20' />
        <max agility = '-20' />
        <mod strip = '-15' />
        <max strip = '20' />
Thus, at higher levels the girl will have more charisma and less agility than at level 1? That seems a bit illogical from the viewpoint of learning, either penalties should be reduced over time, or be there in full from the start. I personally vote for the second option.
« Last Edit: June 18, 2014, 10:34:44 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #2773 on: June 18, 2014, 10:58:26 AM »
Thus, at higher levels the girl will have more charisma and less agility than at level 1?

I am a bit tired but how do you figure that?

Max/min stats are being applied at application. mod field is applied in bits of 10% so basically in this setup she'd gain: 40 charisma by level 100 and loose 40 agility. It doesn't mean that she cannot train hard and get that agility back. Max/Min fields make sure that she's a bit different from other girls as well as trait checks. I don't like singular base stat increases... it's hard to work with in the beginning of the game.
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Offline DarkTl

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Re: General Discussion
« Reply #2774 on: June 18, 2014, 12:25:59 PM »
Because she learns how to use her breast to increase charisma and how to not lose agility thanks to it at the same time.
But you probably right, I'm not sure how to balance it in the beginning too.

I'm going to create a json for races. It will be something like
Quote
[
    {
    "id": "Elven Blood",
    "desc": "This girl is of the elven race.",
    "mod": {"constitution": -10}
    "min": {"agility": 10}
    }]

In case of mixed race we probably should allow two or more races at the same time, with bonuses and penalties
reduced twice of more. So in gui in case of half elf it should be something like "Elven Blood/Human", with const -5, agil +5 and for example reputation +5 providing that a pure human will have reputation +10.

This cannot be achieved via traits system, obviously.
« Last Edit: June 18, 2014, 12:27:44 PM by DarkTl »