Pink Petal Games

Feedback => New Features => Topic started by: DocClox on January 04, 2010, 07:10:37 PM

Title: Brothel Facilities in XML
Post by: DocClox on January 04, 2010, 07:10:37 PM
As most of you probably know, in 1.30 you're going to have to build your brothel up from a burned out shell, choosing the features and facilities you want for each building. I had been hard coding the building details, until it occurred to me that if there was ever a good place to use an XML format, this would be it.

So, by way of a sneak preview, here's the XML format I'm going to use. Feel free to look it over and comment on any omissions, pricing irregularities, and what have you.

The suffix for the file will be ".roomsx" and it will work like .itemsx and .girlsx in that the game will scan for additional files and parse them all. So you can look forward to adding your own custom rooms and descriptions into the game. Also to editing the basic file if you don't like the default file.

There are a few things still to be sorted out. The main one is how to specify game effects. That's going to have to wait until delta or myself have coded a few more of them up so I can get an idea how best to generalise the problem. Ultimately, I hope to drive room effects with scripts and triggers. Anyway, see what you think of it so far.

Code: [Select]
<!--
 ! KEY:
 !     "Name" is what appears in the listbox
 !
 !     "Desc"    is the description for a selected list entry
 !         Use \n to embed newlines in the description.
 !         The game can't wrap them automatically yet.
 !
 !         (There's an argument for using <Desc></Desc>tags here
 !         and accepting freeform text in-between, but that's
 !         kind of backwards from the way everything else works,
 !         so I'm dithering....)
 !
 !     "Space" is how many spaces the facility uses up.
 !         in the standard game, each girl's room takes one space
 !
 !     "Provides"
 !        is how many facilities the unit enables.
 !         So for a girl's personal room, one space provides
 !         accommodation for one. For a dormitory unit, you can
 !         get three girls into the space taken by two personal
 !         rooms. For monster cages you need 4 spaces just to
 !         hold one beast
 !
 !     "Price"    How much the base unit costs. This will be adjusted by
 !         the BrothelCost factor from the config file
 !
 !     "Glitz"    This is a measure of how much has been spent on
 !         decor for this unit. For accommodation units, glitz
 !         maps onto accommodation level. For customer areas,
 !         it may have an effect on the number and quality of
 !         patrons attracted. Other effects may be possible
 !         depending on the precise nature of the unit. Glitz
 !         can be raised by the player, within limits. Glitz
 !        also acts as a price multiplier
 !
 !     "MinGlitz" & "MaxGlitz"
 !         It's only possible to do so much with a kennel unit.
 !         You can add some padding, but beyond that, the lack of
 !         space is going to be the overriding factor. Similarly,
 !         there is no point in creating a spacious suite for one
 !         of your girls unless you're going to invest in a
 !         certain level of luxury to go with it.
 !
 !         Currently the default min and max would be 0 and 5
 !         since that's what the accommodation levels use.
 !         It might be worth expanding that slightly for general
 !         use
 !-->


<Facilities>
<!--
 !    this is the sort of room all the girls have at the moment
 !    They can live there, fuck there, and the rooms can be squalid or
 !    Luxurious, dending on how much the player wants to spend
 !-->
    <Facility
        Name    = "Bedroom"
        Desc    = "Standard Accommodation and workplace for one girl"
        Space    = "4"
        Provides= "4"
        Price    = "100"
        MinGlitz= "0
        MaxGlitz= "5"
        Glitz    = "0"
    />

<!--
 !    Cheaper solution to same problem: puts 3 beds in the space taken
 !    by two normal rooms. Provides sleeping and personal recreation space.
 !    Not much good for sex, however: Customers won't like coming to one of these
 !    dorm rooms, unless you get someone with a group fetish. Even then, the
 !    other girls are apt to object which will cause problems.
 !-->
    <Facility
        Name    = "Dormitory Unit"
        Desc    = "Cheap accomodation for girls. Not suitable for seeing customers"
        Space    = "4"
        Provides= "6"
        Price    = "100"
        Glitz    = "0"
        MinGlitz= "0
        MaxGlitz= "2"
    />

<!--
 !    The cheapest accomodation option is empty space
 !    It's not much good for resting, healing or happiness
 !    and it makes lousy use of space and contributes to the
 !    filthiness of a building. But you can have your girls sleeping
 !    rough on the bare floors if you absolutely need to.
 !    (They might even manage to turn a few tricks there, but don't
 !    expect too much...)
 !
 !    After nothing at all, the next cheapest option is a kennel block.
 !    You wouldn't keep people in such cramped conditions, but not everyone
 !    thinks of slaves as "people"
 !
 !    The player will need to employ a keeper (with proper accomodation)
 !    to look after kennel slaves. Otherwise they'll sicken and die.
 !-->

    <Facility
        Name    = "Kennel Block"
        Desc    = "Absolute minimum slavegirl accommodation. Not suitable for\nbusiness. Requires a carer if slaves are to remain healthy."
        Space    = "4"
        Provides= "12"
        Price    = "400"
        Glitz    = "0"
        MinGlitz= "0
        MaxGlitz= "1"
    >
    </Facility>

<!--
 !    Moving up the accommodation scale, An apartment has two rooms.
 !    the occupant is happier and better rested, and may make better money
 !    since they can better look after their clients
 !-->
    <Facility
        Name    = "Apartments"
        Desc    = "Spacious accomodation and workspace for your girls."
        Space    = "4"
        Provides= "2"
        Price    = "200"
        Glitz    = "3"
        MinGlitz= "3
        MaxGlitz= "6"
    />

<!--
 !    Moving up the accommodation scale, An apartment has two rooms.
 !    the occupant is happier and better rested, and may make better money
 !    since they can better look after their clients
 !-->
    <Facility
        Name    = "Suite"
        Desc    = "A Luxury suite of rooms to house a single occupant"
        Space    = "4"
        Provides= "1"
        Price    = "400"
        Glitz    = "4"
        MinGlitz= "4
        MaxGlitz= "9"
    />

<!--
 !    a cleaner needs to store the tools of the trade
 !-->
    <Facility
        Name    = "Cleaning Cupboard"
        Desc    = "A place to store mops, detergents, and the like"
        Space    = "1"
        Provides= "1"
        Price    = "400"
        Glitz    = "0"
    />

<!--
 !    common inventory + prop store
 !-->
    <Facility
        Name    = "Storeroom"
        Desc    = "Common inventory space, as well as storage for "
                  "props, ornaments,\nmanacles, and the like..."
        Space    = "2"
        Provides= "1"
        Price    = "50"
        Glitz    = "0"
    />

<!--
 !    fairly self explanatory
 !-->
    <Facility
        Name    = "Torture Chamber"
        Desc    = "The means to inflict pain and break wills."
        Space    = "4"
        Provides= "1"
        Price    = "200"
        Glitz    = "0"
    />

<!--
 !    got to keep those monsters somewhere...
 !
 !    4 spaces houses one beast.
 !-->
    <Facility
        Name    = "Bestiary"
        Desc    = "Monster accommodation. Needs a carer to keep the beast secure and in good health"
        Space    = "4"
        Provides= "1"
        Price    = "400"
        Glitz    = "0"
    />

<!--
 !    Beer!
 !-->
    <Facility
        Name    = "Bar"
        Desc    = "A serving counter plus mininal customer seating"
        Space    = "2"
        Provides= "4"
        Price    = "200"
    />

<!--
 !    size plays a role in how big a production you can put on
 !    a 2 space stage is just about enough for a single stripper.
 !    (maybe a double act)
 !
 !    More area allows more participants, and more elaborate productions
 !-->
    <Facility
        Name    = "Stage"
        Desc    = "A serving counter plus mininal customer seating"
        Space    = "2"
        Provides= "2"
        Price    = "200"
    />

<!--
 !    provides is the number of people that can be served at once:
 !    bigger kitchens can cook for more diners
 !
 !    Girls with apartments and suites can cook for themselves
 !    Those living in kennels and dorms will need cooking for
 !    That's in addition to any customer food requirements
 !
 !    Glitz in a kitchen is a measure of how up-market the cuisine
 !    is: Glitz-0 is chopped raw meat for the bestiary and gruel for
 !    the slave kennels. Glitz-2 provides varied and nutitious meals
 !    for the staff canteen. Glitz-9 can serve Qaviar and Kwail's Eggs
 !    to the most distinguished of patrons. You may find it pays to have
 !    more than one food preparation area, rather than trying to build
 !    one area that can do everything
 !-->
    <Facility
        Name    = "Kitchen";
        Desc    = "Allows food to be served to customers.";
        Space    = "2"
        Provides= "8"
        Price    = "250"
        Glitz    = "1"
    />

<!--
 !    A lounge area is a catch all social space
 !    It can provide seating for stage shows, restauants and bar
 !    areas, reception areas for the brothel and rec rooms for staff
 !   
 !-->
    <Facility
        Name    = "Lounge";
        Desc    = "An area where staff and/or customers can relax"
        Space    = "4"
        Provides= "10"
        Price    = "250"
    />

<!--
 !    gambling table
 !
 !    you need one croupier/dealer per table. Bigger tables
 !    mean more players and can generate more buzz. Small
 !    tables work better when custom is slow.
 !
 !    This is more of a fixture than a facility. Is the distinction
 !    worthwhile in game terms, I wonder...
 !-->
    <Facility
        Name    = "Gambling Table";
        Desc    = "A table suitable to run a game of chance"
        Space    = "1"
        Provides= "4"
        Price    = "500"
    />

<!--
 !    cashiers booth
 !
 !    A secure location to sell and redeem chips
 !-->
    <Facility
        Name    = "Cashier's Counter";
        Desc    = "A secure cashier's station to exchange chips"
        Space    = "1"
        Provides= "4"
        Price    = "500"
    />

<!--
 !    The way to do this is to assign bedrooms in-game. Anything without a
 !    permanant resident becomes a general use private room. That way we can
 !    have apartments and suites for general use as well
 !
 !    Another room options would be a "Secure" flag where a room could be
 !    used to imprison a girl (albeit possibly in considerably luxury)
 !
 !    Anyway - that'll need to wait a little bit. For now I'll do this the
 !    long way
 !   
 !-->
    <Facility
        Name    = "Private Rooms";
        Desc    = "A room where a girl can take a customer to have sex.\nUseful for girls living in dorms or kennels."
        Space    = 4;
        Provides= 4;
        Price    = 500;
    }

    <Facility
        Name    = "Private Booths";
        Desc    = "A partly concealed booth, suitable for a lapdance or blowjob.\nOther sex acts generally need more privacy."
        Space    = "2"
        Provides= "4"
        Price    = "100"
    />

<!--
 !    Basic lounge area with couches and fixtures aimed at
 !    encouraging social sex
 !
 !    Allows higher level group sex. May be used by girls without
 !    assigned quarters, client willing
 !-->
    <Facility
        Name    = "Ogry Room"
        Desc    = "An open area where girls can have sex with such customers as may\nbe so inclined. Facilitates group sex encounters."
        Space    = "4"
        Provides= "8"
        Price    = "400"
    />

<!--
 !    Similar, but with bondage fittings and fewer concurrent users
 !    Allows higher level BDSM encounters
 !-->
    <Facility
        Name    = "BDSM Room"
        Desc    = "A room with fixtures and fittings to enable some of the more\nelaborate forms of bondage and restraint."
        Space    = "4"
        Provides= "2"
        Price    = "400"
    />

<!--
 !    should probably have a dedicated monster sex room for specialist
 !    bestiality scenarios, as well. Could just be a secure room attached to
 !    the bestiary unit - or maybe a secure exhib/voyeur setup attached to a
 !    bestiary unit..
 !
 !    Anyway, back the topic at hand...
 !-->
    <Facility
        Name    = "Voyeur/Exhibitionist Room";
        Desc    = "Two adjacent rooms. People in the second can spy on those in the\nfirst. Blackmail is possible when combined with movie facilities"
        Space    = "8"
        Provides= "2"
        Price    = "400"
    />

<!--
 !    It's a magic lab
 !-->
    <Facility
        Name    = "Ritual Room"
        Desc    = "Enables complex magical operations."
        Space    = "4"
        Provides= "1"
        Price    = "1200"
    />

    <Facility
        Name    = "Movie Studio."
        Desc    = "Basic sound stage for recording action. Needs a ritual room to\nprocess the crystals. A storeroom for props helps as well."
        Space    = 8
        Provides= 1
        Price    = 4800;
    />

    <Facility
        Name    = "Drug Lab.";
        Desc    = "Processes raw ingredients into drugs. Needs a shroud farm,\nviras garden, or else fairy hunters to acquire ingredients."
        Space    = 2;
        Provides= 1;
        Price    = 4800;
    />

    <Facility
        Name    = "Shroud Mushroom Farm";
        Desc    = "A dark, reinforced room where shroud mushrooms may be cultivated."
        Space    = 2;
        Provides= 1;
        Price    = 10000;
    />

    <Facility
        Name    = "Viras Farm";
        Desc    = "A warm, humid, greenhouse area where viras plants may thrive."
        Space    = 6;
        Provides= 2;
        Price    = 8000;
    />

    <Facility
        Name    = "Community Center";
        Desc    = "An office that can front a number of public sprited activities."
        Space    = 2;
        Provides= 1;
        Price    = 500;
    />

    <Facility
        Name    = "Alchemical Laboratory";
        Desc    = "A place to make potions." ;
        Space    = 8;
        Provides= 1;
        Price    = 2000;
    />

    <Facility
        Name    = "Arena";
        Desc    = "A place to stage fights for entertainment."
        Space    = 8;
        Provides= 1;
        Price    = 2000;
    />

<!--
 !    Glitz level here is the quality of teaching aids.
 !    Higher glitz levels mean larger pupil:teacher ratios.
 !    Or else improved quality of teaching. Or possibly
 !    more skills taught in parallel. Need to think about
 !    how best to do that.
 !
 !    Anyway: glitz rating makes for better teaching facilities
 !-->
    <Facility
        Name    = "Training Center";
        Desc    = "Needed to train skills";
        Space    = 4;
        Provides= 16;
        Price    = 2000;
    />

<!--
 !    I can think of some fun things a PC could do with his own
 !    private hospital...
 !
 !    Probably use glitz here to represent the quality of
 !    medical facilities available. For a posh clinic, glitz
 !    up the reception
 !-->
    <Facility
        Name    = "Clinic";
        Desc    = "Medical center.";
        Space    = 2;
        Provides= 1;
        Price    = 500;
    />

<!--
 !    options for walled gardens, and for secure (guarded) ones
 !
 !    Default garden type is open air, grass and flowers.
 !    Other types might be constructable with particular
 !    clients and/or fetishes in mind. For instance, you might build an
 !    underground mushroom garden as preferred by dark elves
 !
 !    For now, only the vanilla variant is specified
 !-->
    <Facility
        Name    = "Garden";
        Desc    = "An area of grass and flowers where people can take their ease"
        Space    = "4"
        Provides= "4"
        Price    = "1000"
    />

    <Facility
        Name    = "Repair Shop."
        Desc    = "Heal girls with the Construct trait."
        Space    = "8"
        Provides= "2"
        Price    = "4000"
    />

<!--
 !    Another way to make money on girls when you don't have the beds
 !    on site. Note that kennel girls sent to visit clients at home
 !    have a distressing tendency not to return
 !-->
    <Facility
        Name    = "Escort Agency.";
        Desc    = "An office to send girls to visit clients at home. The difference\nbetween call girls and escorts is mainly one of glitz"
        Space    = 4;
        Provides= 24;
        Price    = 300;
    />

    <Facility
        Name    = "Domestic Agency."
        Desc    = "Supplies servants on contract. Girls are expected to have good\ndomestic skills, as well as being sexually available."
        Space    = 4;
        Provides= 24;
        Price    = 500;
    />

    <Facility
        Name    = "Stables."
        Desc    = "A place to keep horses. These are for transportation.  If you want sex, use a bestiary unit"
        Space    = "8"
        Provides= "4"
        Price    = "500"
    />

    <Facility
        Name    = "Garage."
        Desc    = "Keeps and maintains a carriage. Useful for dropping off girls on agency work (and making sure they come back, as well)"
        Space    = "4"
        Provides= "1"
        Price    = "500"
    />

</Facilities>


Title: Re: Brothel Facilities in XML
Post by: Fstop on January 04, 2010, 07:30:16 PM
Just a question what is the max amount of spaces we get to play and is it standard for all the brothels with cause a bedroom has a 1:1 rate will we get the normal 20,25,etc increase when we buy a brothel ?
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 04, 2010, 07:35:46 PM
To start with, pretty much the same as at the moment. Same brothel buildings, and space available equal to room count at the moment. You'll still be able to buy extra rooms as well.

We may get a bit creative later on with what builings are available, but that'll most likely be another XML file, so nothing that can't be edited :)
Title: Re: Brothel Facilities in XML
Post by: Savagefrog on January 04, 2010, 07:38:16 PM
It looks great, I can't wait to start making custom brothels.
Title: Re: Brothel Facilities in XML
Post by: LordShame on January 04, 2010, 07:58:46 PM
Oh wow. That is classy. To be honest I wasn't sure about this whole building thing before I knew what form it would take, but this is getting me seriously hyped. The customization possibility is icing on the cake. I can hardly wait now!

I especially like the idea of the "private room" to make a distinction between a girl's personal quarters and her workplace; it seems like something nice players should have if they don't want to make a girl sleep in a bed she's been raped in.

The only thing that's missing that I can think of right now would be a dedicated cell block to hold prisoners. I do like the "secure" flag you mention, but I don't know if you mean it in the sense of having a regular room with an extra-strong lock or in the sense of there being an outright jail area that would replicate or replace the old "infinite" dungeon. In any case, having to allocate some space for prisoners would cut down on the weirdness of having dozens if not hundreds of girls and deadbeat customers stacked in the basement like firewood, heheh.

Also you probably would have noticed that sooner or later but you have an Ogry Room, which I'm afraid would disappoint all the customers who expect to have sex with ogres. :D
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 04, 2010, 08:22:05 PM
That's pretty impressive.

But how do they stack? For example, the description of the Stage implies one can have a large one. How is it accomplished? Does one
-- Buy two separate stages, and they'll be treated as one big one whenever relevant?
-- Is the size of each adjustable in increments of space/provides stats, e.g., buy one for 200, increase its size for another 200? (This would be awesome btw)?
-- Or does it require one to make a separate "Big Stage" facility?
Title: Re: Brothel Facilities in XML
Post by: Alugere on January 04, 2010, 10:01:28 PM
Quote
Glitz-9 can serve Qaviar and Kwail's Eggs
 !    to the most distinguished of patrons. You may find it pays to have
 !    more than one food preparation area, rather than trying to build
 !    one area that can do everything
It might be intentional as this is a fantasy setting, but the proper spellings are 'caviar' and 'quail'.
Title: Re: Brothel Facilities in XML
Post by: Mehzerz on January 04, 2010, 11:38:00 PM
I noticed that as well Alugere. There's various other grammatical errors as well... though I still understood the descriptions.


I'm pretty psyched for the update. Now... the wait. :(
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 04, 2010, 11:58:38 PM
Yeah; I thought that part was intentional.
The only strange part was that the comments for Suite are actually the ones for Apartments.
Title: Re: Brothel Facilities in XML
Post by: GBCliff on January 05, 2010, 12:06:32 AM
This is going to be great! It will add a really interesting element to the gameplay. Just out of curiousity, when is 1.30 expected?
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 05, 2010, 01:18:12 AM
The only thing that's missing that I can think of right now would be a dedicated cell block to hold prisoners. I do like the "secure" flag you mention, but I don't know if you mean it in the sense of having a regular room with an extra-strong lock or in the sense of there being an outright jail area that would replicate or replace the old "infinite" dungeon. In any case, having to allocate some space for prisoners would cut down on the weirdness of having dozens if not hundreds of girls and deadbeat customers stacked in the basement like firewood, heheh.

Yeah. I've been thinking about how to manage the dungeon. I was thinking of giving the starting brothel 20 jail cells and a torture chamber, with room to expand the cell block and add other dungeoney facilities as needed.

I'm a little stuck on how to handle some aspects, however. Do we let the player rip out all the cells and replace them with a wine cellar and a dive bar complete with jazz piano and lady-sings-the-blues? Or do we say the dungeon is part of the enchantment that set up the catacomb portal and for that reason there are restrictions on how the space can be used (but you do get infinite room to build new cells).


Also you probably would have noticed that sooner or later but you have an Ogry Room, which I'm afraid would disappoint all the customers who expect to have sex with ogres. :D

And we can't have that, can we? :)


But how do they stack? For example, the description of the Stage implies one can have a large one. How is it accomplished? Does one
-- Buy two separate stages, and they'll be treated as one big one whenever relevant?
-- Is the size of each adjustable in increments of space/provides stats, e.g., buy one for 200, increase its size for another 200? (This would be awesome btw)?
-- Or does it require one to make a separate "Big Stage" facility?

Adjustable in increments: I was going to have increment space and cost as separate stats, with each increment adding either one space, or enough spaces to add another "provides" slot. (And I need a better term for that).

Two stages would give you two performance areas. So you could have a table dance area for the bar, and a piano player in the lounge/reception area if you wanted. (Although I think a musician area is going to end up being a separate facility)

It might be intentional as this is a fantasy setting, but the proper spellings are 'caviar' and 'quail'.

It was intentional. Other errors are probably mistakes, however :)

This is going to be great! It will add a really interesting element to the gameplay. Just out of curiousity, when is 1.30 expected?

There's a lot of work still to do, mainly with the jobs. Hopefully we'll be able to kick it up a gear now that xmas is past and with necno back on the case. Even so, I'd hate to make any predictions at this stage.
Title: Re: Brothel Facilities in XML
Post by: zodiac44 on January 05, 2010, 02:40:36 AM
If you are going to allow user-created rooms to appear, you'll need some sort of functionality tag in the XML file.  The dormitory description might look like:

Code: [Select]
    <Facility
        Name    = "Dormitory Unit"
        Desc    = "Cheap accomodation for girls. Not suitable for seeing customers"
        Space    = "4"
        Provides= "6"
        Price    = "100"
        Glitz    = "0"
        MinGlitz= "0
        MaxGlitz= "2"
        <Function
                Type = "Housing"/>
    />

While the Bedroom description might look like:

Code: [Select]
    <Facility
        Name    = "Bedroom"
        Desc    = "Standard Accommodation and workplace for one girl"
        Space    = "4"
        Provides= "4"
        Price    = "100"
        MinGlitz= "0
        MaxGlitz= "5"
        Glitz    = "0"
        <Function
                Type = "Housing"/>
        <Function
                Type = "Whoring"/>
    />

The first implies that the unit can house 6 girls, while the second implies the unit can house 4 girls and provide them with a space to "work."
Title: Re: Brothel Facilities in XML
Post by: Senzuku on January 05, 2010, 02:57:01 AM
Just in case, as I didn't really read through most of the tl;dr
 
But as you know, girls have several levels of accomodation, so how about trying to fit the room size for the accomodation levels? You know, like good accomodation take, say, 20 space? And  wonderful accomodation takes around 40?
 
Also, different size and types of room for whoring. Like, a room for multiple customers and or VIP rooms and such. And the size would affect what kind of customers would be in there, as surely richer customers would want to pay for a better looking room while he goes about doing his business.
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 05, 2010, 03:24:20 AM
If you are going to allow user-created rooms to appear, you'll need some sort of functionality tag in the XML file.

Yeah, that's pretty much what I had in mind. I just need to think a bit more about the effect set we need, and about how complicated to make the Function tags. For instance, I'm tempted to allow things like this: (skipped some details for clarity here)

Code: [Select]
        <Facility
                Name    = "Dormitory Unit"
                Desc    = "Cheap accommodation for girls. Not suitable for seeing customers"
        >
                <Function  Type  = "Accommodation"/>
                <Function Type = "Healing" />
                <Function       
                        Type    = "Rest"
                        Factor  = "0.8"
                />     
                <Function
                        Type    = "Whoring"
                        Success = "30%"
                        Factor  = "0.8"
                />
        </Facility>

So resting is slightly less effective in a dorm unit, since there are other girls always coming and going, and getting a little quiet time can be a problem. Whoring is possible if there's nowhere else available, but there's a 70% chance the punter will say "sod it" and go elsewhere when he sees what's on offer, and even if he goes for it, the girl will need to give him a discount. We'll default success and factor variables to 100% and 1.0, so any healing a girl does while housed here is at normal rates.

By contrast:

Code: [Select]
        <Facility
                Name    = "Kennel Block"
                Desc    = "Absolute minimum slavegirl accommodation. Not suitable for\nbusiness. Requires a carer if slaves are to remain healthy."
        >
                <Function  Type  = "Accommodation"/>
                <Function
                        Name    = "Rest"
                        Factor  = "0.4"
                />
                <Function
                        Name    = "Healing"
                        Factor  = "0.6"
                />
        </Facility>

Slave kennels are lousy places to relax or recuperate.

Similarly, we can have better facilities give better results

Code: [Select]
        <Facility
                Name    = "Apartments"
                Desc    = "Spacious accomodation and workspace for your girls."
        >
                <Function
                        Name    = "Rest"
                        Factor  = "1.1"
                />
                <Function
                        Name    = "Healing"
                        Factor  = "1.1"
                />
                <Function
                        Name    = "Whoring"
                        Success = "110%"
                        Factor  = "1.2"
                />
        </Facility>
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 05, 2010, 03:46:25 AM
Does success over 100% mean there is draw of more customers in some manner, or is it just to allow some slack in case some subsequent penalty is there?
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 05, 2010, 03:57:50 AM
W
Does success over 100% mean there is draw of more customers in some manner, or is it just to allow some slack in case some subsequent penalty is there?

I'm thinking slack. Sort of +10% to any rolls. Hmmm.... that isn't particularly intuitive given the way values work when under 100%. Maybe I need to think that through a bit more.
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 05, 2010, 04:08:40 AM
You could make the surplus an additional chance of tipping, or however customer enjoyment is calculated.
Or, if tipping is already skills-based, an effective multiplier to skills, i.e., 110% = relevant skills multiplied by 1.1 (50->55, etc.)

Edit: Probably chance of an additional tip is the most straightforward and least invasive to game mechanic, but it makes Factor kind of redundant.
Title: Re: Brothel Facilities in XML
Post by: zodiac44 on January 05, 2010, 04:45:03 AM
Well, if "Factor" is applied as a modifier to the base service rate charged the customer, then "Success" could be used to modify the customer's reaction, and therefor everything that follows from the reaction (ie, customer enjoyment, tips, changes in fame, customer's likelihood of returning, etc.).
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 05, 2010, 04:52:17 AM
Hmm...

You're probably going to have to tweak the skills system anyway, esp. since girl-vs-girl combat is possible. Starting with two girls at 100% combat skills, giving one with armor and weapons, as it stands they would still be considered equally combat-effective, which is rather strange and removes any use for those items. Hence, one could treat 100% as the limit of "innate" skills, and items should be able to bring it over that limit.

Once combat skills are allowed to go over 100% through items or environmental bonuses, it makes sense for the others to do so as well. And being multiplicative rather than additive also makes sense in this case, since no posh environment is going to enable a completely unskilled girl suddenly have competency.
Title: Re: Brothel Facilities in XML
Post by: Mehzerz on January 05, 2010, 04:59:56 AM
Once combat skills are allowed to go over 100% through items or environmental bonuses, it makes sense for the others to do so as well. And being multiplicative rather than additive also makes sense in this case, since no posh environment is going to enable a completely unskilled girl suddenly have competency.
Traits would also effect these values.
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 05, 2010, 05:03:39 AM
Traits would also effect these values.
Arguably, traits are also 'innate', and hence subject to the 100% limit. Edit: Although doing the contrary would make them have more relevance.
Title: Re: Brothel Facilities in XML
Post by: zodiac44 on January 05, 2010, 05:06:09 AM
Once combat skills are allowed to go over 100% through items or environmental bonuses, it makes sense for the others to do so as well. And being multiplicative rather than additive also makes sense in this case, since no posh environment is going to enable a completely unskilled girl suddenly have competency.

Yeah, I posted a similar proposal a few months back about improving the skill system, where traits and items would each have individual caps on their total contribution, and then add to the base skill - something like Total Skill = Base Skill (cap 100) + Trait Bonuses (cap 50) + Item Bonuses (cap 50).  Implementing it would likely require a rewrite of the way skills are currently handled (or not handled as may be in some cases), and so the first time around, I don't recall the proposal garnering much support.  It would be rather simple to implement, though, if the "Success" modifier is implemented in such a way that it requires a rewrite of how skills are handled anyway.

Arguably, traits are also 'innate', and hence subject to the 100% limit.

Is someone who has dedicated his or herself to mastering a skill as good as someone who is both naturally gifted and dedicated to mastering the skill?  Generally speaking, no (assuming a similar level of experience for both).  I argue that traits fall under the "naturally gifted" category.
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 05, 2010, 05:16:26 AM
Well, some kind of rewrite is necessary at this point, or else the upcoming Arena jobs don't make much sense. It's easier not to cap the bonuses*.


* And hey, with LS's item pack, one can have something like a +100 total bonus to magic through about four items... though I guess it does get pretty ridiculous at that point.

Is someone who has dedicated his or herself to mastering a skill as goodas someone who is both naturally gifted and dedicated to mastering theskill?  Generally speaking, no (assuming a similar level of experience for both).  I argue that traits fall under the "naturally gifted"category.
Yeah, I came to the same conclusion through a meta-reason: there's no in-game point to skill-based traits if everyone can just spend two extra weeks training or so and get to the same place.
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 05, 2010, 07:34:49 AM
I have to say, I have to particularly clear idea on how we're going to do the Arena yet. Delta may be of more help since he's been working on the job side while I've been working on the building aspects.

Combat in general is due for a bit of a shakeup, so this could be a good time to do that. But if all else fails, we can always leave some of the more complicated buildings (like the arena) out of 1.30. The important thing is going to get the basic mechanism established. We can add bells and whistles once that's working

Title: Re: Brothel Facilities in XML
Post by: delta224 on January 05, 2010, 09:14:48 AM
I do have a vauge idea of how I want to handle girl on x fighting, but I have not really worked on it much.   
Title: Re: Brothel Facilities in XML
Post by: LordShame on January 05, 2010, 05:16:22 PM
* And hey, with LS's item pack, one can have something like a +100 total bonus to magic through about four items... though I guess it does get pretty ridiculous at that point.

Heh, the best staff and the best cloak together get you +95, and you can buy a book that'll push it to at least +115. I'm fairly sure I'll have to nerf the better combat/magic equipment once actual fighting is in the game, so enjoy your imba v3 items while you can.  ;)

But as you know, girls have several levels of accomodation, so howabout trying to fit the room size for the accomodation levels? Youknow, like good accomodation take, say, 20 space? And  wonderfulaccomodation takes around 40?

Well, the way I understand it, the old accomodation setting might not be relevant anymore. If you have a per-room quality factor that takes into account both size and glitz, that's really taken care of at the time of purchase. Besides, I'm not sure tying room size to room quality is entirely sound. You can have a small cozy room with excellent furniture, and you can have a big, cold, damp, and drafty room with bare walls. That's an interesting aspect to play with, I think.

I'm a little stuck on how to handle some aspects, however. Do we let the player rip out all the cells and replace them with a wine cellar and a dive bar complete with jazz piano and lady-sings-the-blues? Or do we say the dungeon is part of the enchantment that set up the catacomb portal and for that reason there are restrictions on how the space can be used (but you do get infinite room to build new cells).

Maybe there's some sort of odor or creepy noise coming out of the catacombs, or the ceiling is really low, or you just don't want to have a drunken customer wander off on his own somewhere and get eaten by something, or dear old dad was a sadistic bastard and the place is literally haunted by who knows how many traumatized ghosts. If the dungeon itself is defined as a fundamentally scary or unpleasant place to be in then you can justify pretty much any restriction you want.
Title: Re: Brothel Facilities in XML
Post by: Rose on January 07, 2010, 08:04:41 AM
The simplest solution to that particular issue would be to have the player to start with two separate buildings. 1. The brothel (which can have any kind of rooms) and 2. the dungeon (which can only have dungeon/catacomb-related rooms).

Another idea would be to give buildings both "aboveground" rooms (For accomodations, stages, bars, whatever) and basement room (for kennels, wine cellars, dungeons, torture chambers, monster pens and so forth).
Title: Re: Brothel Facilities in XML
Post by: Exeed on January 07, 2010, 11:40:26 AM
For girl to girl fighting, why not use a rock paper scissors system? defense beats melee, melee beats magic and magic beats defense. Then calculate the damage using skills and equipment.
Title: Re: Brothel Facilities in XML
Post by: delta224 on January 07, 2010, 11:48:29 AM
I was thinking something similar to that.
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 07, 2010, 01:03:50 PM
The simplest solution to that particular issue would be to have the player to start with two separate buildings. 1. The brothel (which can have any kind of rooms) and 2. the dungeon (which can only have dungeon/catacomb-related rooms).



It might be cool to define the dungeon as existing in some separate dimension. A bit like the way the catacombs are kind of like a section of unstable inter-dimensional space - let's suppose that the dungeon is a special case of CatacombSpace. It's an area some archmage enchanted into stability, and to reach it you need a dungeon portal (1 space, fairly expensive). Any building with a dungeon portal connects into the same space, so you can still use it to move girls around. The spell to extend the stablised area is fairly cheap to cast, so adding space for new cells isn't a problem, although you'll still need to buy cells beyond the initial 20 rooms.

Another idea would be to give buildings both "aboveground" rooms (Foraccomodations, stages, bars, whatever) and basement room (for kennels,wine cellars, dungeons, torture chambers, monster pens and so forth).

That could be added to the XML definition. Which if nothing else would save on debates as to whether it made sense to allow/forbid X in the dungeon.

I was thinking something similar to [R-P-S].

Were you thinking of making fights interactive? As in the player controls one combatant? Or just random tactics to spice up the reporting?
Title: Re: Brothel Facilities in XML
Post by: delta224 on January 07, 2010, 01:31:25 PM
I was thinking more optimized random tactics to spice up the reporting, with the r-p-s thing being more a multiplier.  For example a smart mage would focus more on using magic than running head first into battle, if magic was the best option.
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 07, 2010, 04:16:16 PM
Sounds good.

Someday, it would be cool to be able to challenge rivals in the arena - send their best girl to fight in the arena. Losing girl becomes the slave of the winning side - if she lives. Could get into the tactics of it a bit more like that.

Real long term stuff, though.
Title: Re: Brothel Facilities in XML
Post by: Bloodly on January 08, 2010, 07:24:18 AM
This is really something.  I've changed my mind-it's not Galciv, it's Evil Genius.  And just like there, it seems space is going to become a major concern real quick.  It's going to be interesting working out how to get money given the setup costs seem to be far higher than today.  The initial setup is going to need a lot of looking at, I'll bet.
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 08, 2010, 07:41:04 AM
This is really something.  I've changed my mind-it's not Galciv, it's Evil Genius.  And just like there, it seems space is going to become a major concern real quick.  It's going to be interesting working out how to get money given the setup costs seem to be far higher than today.  The initial setup is going to need a lot of looking at, I'll bet.

Yeah, I agree.

I'm thinking of doing some crowdsourcing once the basics are in place. Get everyone to post their tweaked configs to a thread so people can try out other setups and see what works for them. With a bit of luck we'll get some sort of consensus emerging.

[edit]

Speaking of Evil Genius: I've been thinking that a lot of specialist rooms could work better as fixtures and fittings. For instance, what is a BDSM room if not a generic lounge area with a few racks and frames and eye-bolts? Strip that all out and replace with a few couches, coffee tables and the odd pot plant, and you've got a basic reception room.
Title: Re: Brothel Facilities in XML
Post by: Midnight_Amratha on January 09, 2010, 11:13:44 AM
i take it you have concidered the various acommodation levels girls have to be reflected in the amount of rooms they have? i mean to have high clas acommodations would at least require a suite whereas a poor acommodation only would take a small room with a cot. Also the accessories you have to buy to place girls into a high clas acommodation. Am i being too restrictive or is it a good way to create money sinks (upkeep of high class acommodations require at least one refurbish every year at minimum :P )
 
Title: Re: Brothel Facilities in XML
Post by: sgb on January 09, 2010, 01:17:14 PM
Looks awesome.  I have some concern over the 'Repair Bay' thing though.  In particular, who's going to bother with constructs if they require a unique (and possibly expensive) add-on to keep their health up?  This is one of those cases where balance needs to trump realism IMO.
Title: Re: Brothel Facilities in XML
Post by: z-master on January 09, 2010, 02:50:56 PM
First of all: Hello to everyone.

Looks awesome.  I have some concern over the 'Repair Bay' thing though.  In particular, who's going to bother with constructs if they require a unique (and possibly expensive) add-on to keep their health up?  This is one of those cases where balance needs to trump realism IMO.

Constructs don't get tired, right? So they can work and work and work and ... and generate more money than other girls due to this fact. So it seems to me, that the repair bay is a good investment. And I only have to buy it when the first construct is damaged and after all it will pay for itself within some turns.
Title: Re: Brothel Facilities in XML
Post by: Zuul on January 09, 2010, 03:30:45 PM
Oh, they do tire, dear sir, they do... and it's a pain in the ass to get their tiredness back down.
What I'd rather like to see is that the repair workshop pimarily lowers the constructs tiredness and only secondarily repairs them. Anybody with me?
Title: Re: Brothel Facilities in XML
Post by: z-master on January 09, 2010, 04:58:55 PM
Ok, but if the repair-shop is here due to realism then constructs shouldn't tire.
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 09, 2010, 05:37:28 PM
I've never seen Kos Mos, Aegis, Yuki Nagato, or any other unique construct get even just a little bit tired, for any reason, even when they perpetually work double-shifts that would exhaust any other girl in just two turns.

I have, however, seen the Windows girls (random contructs) get tired, sometimes all-too-easily. And then it's as if they need two months vacation just to get to working order.

Actually, that may be a bug.
Title: Re: Brothel Facilities in XML
Post by: Zuul on January 09, 2010, 05:55:03 PM
Nope, thats probably because most of the construct girls also have the 'tough' trait, plus some high starting constitution. So its not a bug, just a pain in the ass.
Title: Re: Brothel Facilities in XML
Post by: Vorpal on January 09, 2010, 06:01:40 PM
You're right; I didn't notice that. For some reason I thought Kos Mos was tough, but not Nagato, but checking up on it, they all are.
Title: Re: Brothel Facilities in XML
Post by: Mehzerz on January 10, 2010, 03:57:26 AM
Oh man. You guys had me worried for a second. Thought I fucked up the girls lol.
Title: Re: Brothel Facilities in XML
Post by: exodia91 on January 11, 2010, 04:18:06 PM
maybe change repair shop to machine shop and give it some other functions on top of repairing constructs.... like making random template construct girls... or create mad SCIENCE! devices... or something. Creating robogals might be fun though... there could be a security type, a management type... and a "comfort" type =)
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 11, 2010, 04:32:30 PM
maybe change repair shop to machine shop and give it some other functions on top of repairing constructs.... like making random template construct girls... or create mad SCIENCE! devices... or something. Creating robogals might be fun though... there could be a security type, a management type... and a "comfort" type =)

At this rate, everything I had planned for Abby's Crossing will end up in the main game before I have a chance to start :)

Seriously, there's no reason that couldn't be done. It'd need a bit of support at the scripting level, but the idea of being able to create your own construct girls certainly appeals. Some sort of cloning facility might be possible as well...
Title: Re: Brothel Facilities in XML
Post by: Midnight_Amratha on January 12, 2010, 11:14:34 AM
not going into the Research and Development thing are we? R&D for the purpose of sexual gratification does lend a different perspective. *ponders which machines and what techniques* not to mention research assistants and *guinea pigs*
Title: Re: Brothel Facilities in XML
Post by: DocClox on January 12, 2010, 11:22:49 AM
not going into the Research and Development thing are we? R&D for the purpose of sexual gratification does lend a different perspective. *ponders which machines and what techniques* not to mention research assistants and *guinea pigs*

Oooh, now. Don't tempt me :) I have a half written flash game somewhere called Mad Science 101 which is heavily based around those themes. One of these days I'll get back to it...

But yeah, I want most of these facilities to start locked and to need some event or activity to unlock them. I'm not sure a research tree fits all that well, but I'd like to do something like that.
Title: Re: Brothel Facilities in XML
Post by: exodia91 on January 12, 2010, 02:50:01 PM
maybe have some need like a girl trigger, like my machine shop idea's requirement to unlock could be acquire a girl with the construct trait.