devolution

Author Topic: Traits, Stats and Skill Discussion  (Read 92539 times)

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Offline aevojoey

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Re: I am currently adding new traits
« Reply #30 on: September 11, 2014, 01:26:59 PM »
Is that so! Even completely game-changing reworks?
Like adding two more shifts or changing the turn-based system to a daily one with the weekly one being still an option...
I have already considered making it daily instead of weekly.
The main problems this would cause would be with pregnancy, the farm and the clinic.
It could allow more variation to the game, the bank and city hall closed on weekends, Holidays, actual birthdays for the girls and the player.

More shifts would cause problems with all jobs.
Calculations for everything would have to be reworked to change shift time.
With 2 shifts, they can be 8 hours each with 8 hours closed.
(I consider the current shifts as noon-8pm and 8pm-4am.)
If the number of shifts increases, how would they be done?
? 3  8 hour shifts with one needing to be resting?
? 4  4 hour shifts with 8 hours closed?
? 6  4 hour shifts with the girls needing 2 shifts off together?

In the Matron rework, I was going to see if I could make the game run hourly in the brothels, this would allow all jobs to work together better.
Allowing the player to control this would require more coding and would probably detract from the game for most players.


Continuing on the time chop down theme:
The game could be made real time instead of turn based
Tick based with 1 tick = 1 hour.
Going down this road would cause it to become a totally different game.

This isn't a talk for this thread, but I'm just saying I had some ideas that are so radical I dreaded to share them.
Since when do threads ever stay 100% on topic?  :P
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Offline 0nymous

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Re: I am currently adding new traits
« Reply #31 on: September 11, 2014, 06:36:54 PM »
Since when do threads ever stay 100% on topic?  :P
Well, if you put it that way...
The total shifts would be(in the 24-hour time format):

Morning (6.00-12.00)
Afternoon(12.00-18.00)
Evening(18.00-24.00)
Night (24.00-06.00)

Four shifts is perfect. No closed hours, no empty holes in the full day/night cycle.  Each shift has precisely six hours.  It's even, it's logical, it's nice. Morning and Night may seem to begin a bit too late for some, but for the sake of mathematical equilibrium I think it's fair to assign these cycles to these hours.

Two shifts reserved for rest should be enough for a girl to automatically keep her from being tired at all times. I was thinking if one shift is enough... but six hours of sleep per day isn't enough for most people. And while twelve hours may seem too much on the other hand, "resting" is a flexible term that doesn't necessarily mean sleep exclusively.
That way you still have two shifts for the girl to take all sorts of business - which can be split into tasks like whoring and cleaning, or you can "gift" the girl a whole six-hour time off per day for her personal needs.
Toughness could effectively shorten shorten the need for rest by an entire full shift.
Girls with special traits (Constructs, Demons, Vampires, etc.) wouldn't require rest at all.

I know that the day and night shifts have currently minor influence on the probability of a girl being attacked - with night being the more dangerous shift. The four shifts would do the same thing, but in a bit more complicated way.

Morning would be worst for brothel business, but the safest as well. Most effective for resting (since the girl doesn't have to get up early).
Afternoon would be average for brothel business and wouldn't affect much at all - the "neutral" time of the day. Since most people work during this time, it would also provide boosts to "standard" kinds of work, like the ones on the Farm or at the Clinic.
Evening would be the best for brothel business. The busiest hours. Moderately dangerous, terrible for resting.
Night would be average for brothel business. It would also be the most dangerous time of the day. Good for resting, but not as good as morning.

That way the players would be a bit more inclined to assign girls to the natural human order of resting. Of course, if you'd want to make sure your brothel doesn't miss a single willing client, you'd have to "sacrifice" some of the girls by assigning their rest to the "resting-unfriendly" shifts.

Quote
The main problems this would cause would be with pregnancy, the farm and the clinic.It could allow more variation to the game, the bank and city hall closed on weekends, Holidays, actual birthdays for the girls and the player.

True, pregnancy is a pretty big argument against the daily system. With it lasting nine months, it'd realistically take something around 270 turn summaries for the babby to form in comparison to the currently already lengthy 40 turns. I considered the solution to the pregnancy issues would be implementation of items or other methods speeding up the process. We have magic, sci-fi technology and magical sci-fi technology in the game, I'm sure something could be thought of.

Another option would be to have the girl's pregnant image type set kick in realistically after some time. Impregnating a girl doesn't cause her belly to swell like a baloon immediately, after all. It starts showing sometime around the 3rd or 4th month if I'm correct, and that's only a small bump. 7-9 month stages are what most of the artwork depicts.
Point is though, the image type is active for a shorter amount of turns.  That still leaves the case of actually getting whatever the girl may spawn taking a long time. Eh... good things come to those who wait, right? Making children or breeding monsters should definitely be a much bigger deal and take more effort anyways IMO. Still... in the end the time a girl is pregnant is configurable, even through WMEdit.

Quote
It could allow more variation to the game, the bank and city hall closed on weekends, Holidays, actual birthdays for the girls and the player.

This also adds more possibilities for events - aside from those  such as the already mentioned by you holidays or celebrations - special categories of weekly and monthly missions/quests for the player to complete. Competitions that you can sign your girls up to held during certain dates.
A whole calendar system similar to the one in SlaveMaker could be added. By jove, there's so many possibilities.

Quote
More shifts would cause problems with all jobs.Calculations for everything would have to be reworked to change shift time.

Do you think you can give a primitive nutshell explanation of how shifts fetch data from a coding perspective? Basically, what the amount of clients she meets/events triggered is based on and how is the duration of the week relevant to it.

The game could be made real time instead of turn based

That would revolutionize the whole SimBrothel genre. Imagine... "Brothel management simulation... NOW IN REAL TIME!"
In all honesty though, that is a pretty crazy idea.
« Last Edit: September 11, 2014, 07:02:56 PM by 0nymous »

Offline dullman

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Re: I am currently adding new traits - Submit your list
« Reply #32 on: September 12, 2014, 05:11:46 AM »
I have already considered making it daily instead of weekly.
The main problems this would cause would be with pregnancy, the farm and the clinic.
It could allow more variation to the game, the bank and city hall closed on weekends, Holidays, actual birthdays for the girls and the player.

More shifts would cause problems with all jobs.
Calculations for everything would have to be reworked to change shift time.
With 2 shifts, they can be 8 hours each with 8 hours closed.
(I consider the current shifts as noon-8pm and 8pm-4am.)
If the number of shifts increases, how would they be done?
? 3  8 hour shifts with one needing to be resting?
? 4  4 hour shifts with 8 hours closed?
? 6  4 hour shifts with the girls needing 2 shifts off together?

In the Matron rework, I was going to see if I could make the game run hourly in the brothels, this would allow all jobs to work together better.
Allowing the player to control this would require more coding and would probably detract from the game for most players.


Continuing on the time chop down theme:
The game could be made real time instead of turn based
Tick based with 1 tick = 1 hour.
Going down this road would cause it to become a totally different game.
Since when do threads ever stay 100% on topic?  :P

I also would prefer more shifts with real time progress and not hourly but every minute it would different jobs between jobs that takes more time (like escort takes up to 6 hours, or clients that only want to fuck pussy without any complication takes ~45 min, or fuck with talking ~2 hours) and jobs that are short, it also allows to create better logs for girl, higher pays for jobs required more time (but here i would love to somewhat pays make dynamically from the minimum we set for jobs (like if we set min as 80 it will allow us to have a pay higher then 80 for rich and satisfied clients)), and naturally comes a limit for clients that can be served by girl (which i hate current one when we every shift we get the same amount of clients, i want to have more dynamically e.g. in middle of week we get less clients that most girls (besides highest grade) are usually free and available for clients and weekend when we have full clients want to use our girls (and it's hard for them to find a free girl(not even talking about girl of their preference)). Also it adds a major add to game the process of choosing girl by client (first available girls, second choose one of them or leave etc.). Something similar i programmed into sb2revival which i turn from turn based game to real time based sim game, it makes game much more fun than turn based game (at least for me)

That would revolutionize the whole SimBrothel genre. Imagine... "Brothel management simulation... NOW IN REAL TIME!"
In all honesty though, that is a pretty crazy idea.

I mean i made a real time based mechanic for sb2 revival game so it isn't new idea, but for me it makes game much more fun to play than turn based (since if we have log we can see what girl did during working hours/resting hours (like on what time she begun intercourse how long it last, or for rest how long time she slept)).

Even now i'm beginning to make a game based on real time but since many of girls i would love to see in game are based on manga (so it means they lacks pictures) the game will be sprite based (Sex Animation for every position and job, different clothes and many more if you are interested i posted on this forum information about my plans towards game, although it won't be fast since i'm also working and only weekend i have to rest/fun/and working on game)

Offline 0nymous

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Re: I am currently adding new traits - Submit your list
« Reply #33 on: September 12, 2014, 03:07:42 PM »
I mean i made a real time based mechanic for sb2 revival game so it isn't new idea, but for me it makes game much more fun to play than turn based (since if we have log we can see what girl did during working hours/resting hours (like on what time she begun intercourse how long it last, or for rest how long time she slept)).


Apologies. I completely forgot about that one. It's made in RPGMaker, correct? True, I remember a real-time system there with an option to skip forward.
Unless my memory is failing me again...
Still though, the coding in RPGMaker is a bit more flexible and rich than WM. Especially so considering the wide variety of community-made scripts.








Back on the topic of traits - I went through the CoreTraits.xml in 06.00.03. I like that you've replaced/slightly adjusted some of the trait descriptions, aevo. Shows that you read them all and don't just mindlessly copy-paste.
I do have a couple of technicalities to discuss.


-Do we really need all the traits defining what kind of a lipstick the girl is wearing and other item-related ones? Traits should be related to the girl's body and mind, not her clothing or equipment. Different lipstick kinds are a good idea- but setting up another equippable item slot for them instead of adding them as traits is even better IMO.
Same thing applied to the "Nail Polish", "Vibrator" and "Anal Plug" traits.
Related minor typo; in "Whoreish Lipstick". The proper spelling is "whorish".


-The racial traits are getting rather numerous. Cowgirls, catgirls, angels, demons, two types of goddesses, dryads,elves, cyclopses... it just keeps going on.  And we're still missing so many exotic female varieties; orcs, aliens etc.  I really think setting a separate from traits "Race" category for girls would help a lot.
Related; "Slitherer" instead of "Lamia"? Come on.


-Likewise "Profession" traits such as "Maid", "Priestess", "Teacher", "Heroine", "Former Official", "Farmer's Daughter", "Country Gal", "Mixologist", "Singer", "Waiterss", "Director"... you see where I'm going with this. It seems a bit too much.


-I know replacing trait names is kind of out of the question, but "Deep Throat" should definitely be called something else. It's the name of an action, not an attribute.


-Pregnancy trimesters are a good idea, but again, the notification should be trait-unrelated and displayed somewhere under the current pregnant notification in-game.


-"Wide Bottom" and  "Large Hips" conflict with each other by basically being the same thing. I suppose it was unavoidable for people to propose traits that wouldn't cover each other.


I'm also just gonna point out again the case of old trait names being replaced.
"Abnormally Large Breasts" - "Massive Melons"
"Great Figure"" - "Hourglass Figure"
"Great Arse" - pretty much any of the ass traits I wrote.
I'm not sure if the intended solution here is just leaving the old traits so the old girl files can still be viable.


-"Middle Aged" and "Old". Not to sound too rude, but... what's the point of those traits? Couldn't their effects simply be applied to the girl based on her age stat?
 I genuinely hope they won't apply themselves automatically to girls when they hit/are the age of over 40 and 60 respectively. Because I personally have plenty of girls who are older than that but don't look it. Not to mention all the vampires/demons/immortal eldritch abominations/ thousands of year old spirits who are technically WAY old.


-"Branded on the Forehead" and "Branded on the Ass". I like the idea of imprinting the slave mark on the girl's body where you please (on the ass especially...), but, once again, can't these traits be simply replaced by a small notification under the one stating the girl is a slave in her description?


-Small but painfully common typo in the "Yandere" trait description. "Expect this girl to be hurting people on the job. Alot. (may attack customers)" "A lot" is spelled separately. It's just a description though, so anyone can fix it.
« Last Edit: September 12, 2014, 04:12:28 PM by 0nymous »

Offline Hanzo

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Re: I am currently adding new traits - Submit your list
« Reply #34 on: September 12, 2014, 06:34:55 PM »
Managing age could be interesting (as it cannot be fixed by reloading). The tools for it are already there, there are plenty of items that have an impact on age, plus the facelift at the hospital.

However some may not like it, so if it can be disabled in the config, better.

Some age-related traits may be needed, like doesn't age (age stops increasing), immortal (ignore age effects) and long lifespan (same as immortal, for the sake of simplicity).

Offline 0nymous

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Re: I am currently adding new traits - Submit your list
« Reply #35 on: September 12, 2014, 06:52:48 PM »
Managing age could be interesting (as it cannot be fixed by reloading). The tools for it are already there, there are plenty of items that have an impact on age, plus the facelift at the hospital.

However some may not like it, so if it can be disabled in the config, better.

Some age-related traits may be needed, like doesn't age (age stops increasing), immortal (ignore age effects) and long lifespan (same as immortal, for the sake of simplicity).

I'd tie the system of aging and mortality of a girl to her race again.
That being said, I highly doubt anyone would put so much time into the gameplay as to age management becoming a tangible mechanic... roughly 50 weeks per a year. Thus roughly 50 turn summaries in-game per year. 10 years would be 500 turn summaries total.
Age does raise interesting questions though. Shouldn't normal, human and mortal girls be able to retire at some point? I imagine for most people 50 years is the definite end for a woman's sexual attractiveness, unless we're talking about fetishizing.
Some option for retirement, maybe? Granted you won't use the age-decreasing items. I imagine most people would, especially to keep certain unique girls.
« Last Edit: September 12, 2014, 06:57:48 PM by 0nymous »

Offline Romanul

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Re: I am currently adding new traits - Submit your list
« Reply #36 on: September 12, 2014, 07:06:03 PM »
I see no reason for the retirement thing. At least not for slave girls. Even at fifty (and looking bad) they can still work as a whore (at a much lower price) or at the very least can be able to do other jobs waitress, cleaning lady, farmer etc. I really think it can be fun to have a 60 year old prostitute.  :D

Offline Hanzo

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Re: I am currently adding new traits - Submit your list
« Reply #37 on: September 13, 2014, 04:36:41 AM »
I'd tie the system of aging and mortality of a girl to her race again.
That being said, I highly doubt anyone would put so much time into the gameplay as to age management becoming a tangible mechanic... roughly 50 weeks per a year. Thus roughly 50 turn summaries in-game per year. 10 years would be 500 turn summaries total.
Age does raise interesting questions though. Shouldn't normal, human and mortal girls be able to retire at some point? I imagine for most people 50 years is the definite end for a woman's sexual attractiveness, unless we're talking about fetishizing.
Some option for retirement, maybe? Granted you won't use the age-decreasing items. I imagine most people would, especially to keep certain unique girls.

Those traits may be needed to turn girls immortal without changing their race (for ambrosia-like items, for example), so why make aevojoey write more code? :D

Besides, some people may not agree with the lifespan assigned to each race. If someone wants to have a demon girl with human lifespan, why not? It's not going to break the game.

Yeah, sounds reasonable that at least free girls should be able to retire.

Offline Uriel

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Re: I am currently adding new traits - Submit your list
« Reply #38 on: September 13, 2014, 12:39:05 PM »
Dunno if discussed alreadyor not. Anyway.
Is it possible for traits to affect the pregnancy chances? My idea here is that those animal traits(catgirl, monstergirl, puppy, whatever) will increase girls chance to conceive from a beast.

Offline aevojoey

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Re: I am currently adding new traits - Submit your list
« Reply #39 on: September 13, 2014, 01:33:29 PM »
Is it possible for traits to affect the pregnancy chances?
Not yet but some traits will eventually increase pregnancy chances.



The species traits could be converted into a species attribute
The problem with that would be adding all possible species into the game.

The intent of making traits into xml was to allow them to be customized.
When that gets more work done, most traits will be removed from being hard coded into the game.

Traits can even be made into 1 file, 1 trait, the game will handle multiple traitsx files.
The game loads traits in this order:
1. If the game finds "CoreTraits.traitsx" it only loads that.
2. If not 1 it will load "CoreTraits.traits" by itself if found.
3. If neither 1 or 2 it will look for any ".traitsx" files and load them all
4. Otherwise it will load any ".traits" files
If you want multiple ".traitsx" files remove "CoreTraits.traitsx" and "CoreTraits.traits" files.
This would allow the girls folders to include any custom traits that girl has.

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Offline 0nymous

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Re: I am currently adding new traits - Submit your list
« Reply #40 on: September 13, 2014, 06:43:49 PM »
Not yet but some traits will eventually increase pregnancy chances.


Maybe instead of coding the traits around the current hidden pregnancy chance value, switch it to a new "Fertility" stat? For the sake of transparency; so that we can be absolutely sure when a girl is in "danger" of being impregnated and when she isn't.
It would also provide a clearer outline of traits like "MILF", "Mature" or "Broodmother" directly affecting the girl. Usage of anti-conception methods (items) would effectively lower fertility, maybe even setting it to 0.
Not much coding would be done at all, I imagine - just take the currently hidden pregnancy value and have it on clear display as "Fertility".
And since every girl shared that value, the new stat wouldn't even interfere with old girl files.
At least... in my primitive theory.


And since we're on topic of pregnancy - can you give a clear yes or no on swapping the pregnancy trimester traits to a separate pregnancy system for the girl?

Offline Hanzo

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Re: I am currently adding new traits - Submit your list
« Reply #41 on: September 15, 2014, 05:10:53 AM »
I was reading the new traits file and found this:

    <Trait
        Name="Glasses"
        Desc="This girl needs glasses to see, without them she is almost blind."
        Type="Action" />

Wouldn't "Bad Eyesight" be a more fitting name for it?

Another question is how the game will recognize that a girl is wearing glasses.

Offline Jacko

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Re: I am currently adding new traits - Submit your list
« Reply #42 on: September 15, 2014, 05:45:39 AM »
Wow! So many new traits in the new version...


Do they have stats associated with them, or are they just descriptions at the moment?

Offline 0nymous

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Re: I am currently adding new traits - Submit your list
« Reply #43 on: September 15, 2014, 10:15:54 AM »
I was reading the new traits file and found this:

    <Trait
        Name="Glasses"
        Desc="This girl needs glasses to see, without them she is almost blind."
        Type="Action" />

Wouldn't "Bad Eyesight" be a more fitting name for it?

Another question is how the game will recognize that a girl is wearing glasses.


Seconding this.


All item/accessory traits, therefore all lipsticks, nail polish, glasses, dildos, anal plugs and whatever the fuck aren't necessary and should be added as items instead.
If a girl's item is her "inherent" attribute, simply add an option for the girls to be able to start with equipped items of their own.  Well... I'm saying "simply" but I don't know how hard this would be to code.
Would also give a nice option of girls coming equipped with their personal, unique weapons, accessories or other tools.

Offline aevojoey

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Re: I am currently adding new traits - Submit your list
« Reply #44 on: September 15, 2014, 11:18:51 AM »
I was reading the new traits file and found this:
<Trait Name="Glasses" Desc="This girl needs glasses to see, without them she is almost blind." Type="Action" />
Wouldn't "Bad Eyesight" be a more fitting name for it?
Another question is how the game will recognize that a girl is wearing glasses.
Seconding this.
All item/accessory traits, therefore all lipsticks, nail polish, glasses, dildos, anal plugs and whatever the fuck aren't necessary and should be added as items instead.
If a girl's item is her "inherent" attribute, simply add an option for the girls to be able to start with equipped items of their own.  Well... I'm saying "simply" but I don't know how hard this would be to code.
Would also give a nice option of girls coming equipped with their personal, unique weapons, accessories or other tools.
Well the list is not final so these can be removed.

Do they have stats associated with them, or are they just descriptions at the moment?
Most are only descriptions at the moment and many will probably be removed.



It is easier to get feedback when doing something wrong than when doing something right.
If I only added what was needed, I would get little feedback.
So I added everything suggested so I could get feedback on what is and is not needed.  :P



Removing some traits for .06.00.04:
"Anal Plug", "Nail Polish", "Pheromones", "Plain Lipstick", "Sexy Lipstick", "Vibrator", "Whoreish Lipstick", "Pregnant 1T", "Pregnant 2T", "Pregnant 3T"
« Last Edit: September 15, 2014, 10:42:16 PM by aevojoey »
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