Pink Petal Games

PyTFall => PyTFall: Game design => Topic started by: Xela on June 15, 2013, 05:13:01 AM

Title: <-- Archived --> (Jobs Concept/Explanation)
Post by: Xela on June 15, 2013, 05:13:01 AM
No longer relevant after SimPy land was introduced.
Title: Prostitute Job
Post by: Xela on June 15, 2013, 05:15:34 AM
Prostitute Job:

Base Cost: 1 AP

Logical progression:

- Checks for refusals:

Refuses on:

# Health < 60
# Fatugue > 260 Currently rather poorly programmed, should be max fatigue - 40 and max health - 40.
# Girl rank is 3 levels below clients caste (Client refuses)
# Clients caste is 3 levels below girls rank (Free girl refuses, slave gets joy penalty)
# Wrong occupation
= Refuses if girl is free but not prostitute and disposition is below 900, huge disposition hit.
= Agrees even if not prostitute but disposition is above 900 but gets a random disposition penalty.

- Acts

=Here a wage is determined by a number of factors.
=That wage is modified by how well strippers performed (if there was a performance)

=Event intervention before acts start

If client wants to attack girl, here is where it happens.

Acts:
Sex
Anal
Blowjob
Lesbian

All have similar structure:

= Check for relevant skills (normalsex and charisma for Sex Act as an example) Currently that has effect on experience/joy of a girl and texts.
= Past that there is a small chance of increase of normalsex, constitution and increase of fatigue. If she did learn something, additional +1 to joy.

- Last is the dirt increase.
Title: Strip Job
Post by: Xela on June 15, 2013, 05:20:29 AM
Strip Job

This is a very important one because a lot depends on it. Strippers only earn tips and require you to pay them daily wage (Prostitutes work a complex system as well but it's not a part of a job but a part of girl design).

Base AP = 3

- Refusals
# Health < 60
# Fatugue > 260 Currently rather poorly programmed, should be max fatigue - 40 and max health - 40.
# Girl rank is 3 levels below clients caste (Client refuses)
# Clients caste is 3 levels below girls rank (Free girl refuses, slave gets joy penalty)
# Wrong occupation
= Refuses if girl is free but not prostitute/stripper and disposition is below 900, huge disposition hit.
= Agrees even if not prostitute but disposition/stripper is above 900.

- AP Check
If girl has less than 3 AP, she can still do some good like:

= Go out in the club to chat with costumers
= Train her strip skillz
= Take a little break

all with it's own bonuses/penalties.

- Clients (that came to see the girl strip is calculated, girls fame being the main factor.)

- Relays (That info is being relayed to Bar and Sex jobs) (We assume that many clients come to see several girls perform one after another)

- Skill checks
Tip payout and joy depends on skillz as well as texts.
Stripresults variable from the Relay is also effected.

- Stat mods:
Experience, reputation, fame, agility, fatigue, charisma and stripskill are all modded/have chance of being modded.

- Brothel dirt is last.
Title: Rest Job
Post by: Xela on June 15, 2013, 05:21:14 AM
Rest Job

Base AP = Full amount

- Stat Mods
Health
Fatigue
MP

As well as joy + libido

Extra Fatigue decrease if garden.

- Trait triggered events proposed by Dark follow.
Normal text is added if none of the events is triggered.
Title: Service job
Post by: Xela on June 15, 2013, 05:21:49 AM
Service job

Base AP = Determined by relay from Next Day.

- Refusals
Health
Fatigue
Wrong occupations

- Relay from Strip Job
This is possibly one of the most important parts. Since Strip job doesn't really pay anything, this is where the income comes from (Meaning that having Strippers work by themselves is close to retarded and Lounge without strippers is likely to cost you more than it can possibly raise. Bar by itself might be profitable, that needs to be tested)

- Task choice
Game will choose a task for Service girl.
There are two rounds, Lounge and Bar are obviously a priority during the first round, some cleaning might happen if there are no clients left to serve. There is 1% chance that girl will choose to clean even if there is work to be done in Bar/Lounge, I don't recall what's the point (prolly me being drunk while coding that bit)

- Tasks

= Bar

Brawl intervention (Fight starts if your security fails to prevent that)

There is an amount of clients that go through the Bar each day, each girl working the bar can clear a number of clients depending on her stats (service/agility and AP).
Girl that clears last costumers also gets a small break, texts report that no costumers in the bar remain.

- Bar Income
Determined by a number of factors like amount of clients girl has served, AP she has spent and stats (charisma/refinement/service)

- Skill checks
Service Skill effects:
Income
Reputation of the brothel
Texts

Charisma effects:
Fame of girl and brothel.

- Stat Mods

Service, refinement might be modded. Fatigue and experience I forgot (http://pinkpetal.org/Smileys/DarkB/sad.gif) This needs improvement.

Brothel dirt is modded last.


= Club

Same rules as for bar job apply (you better have some decent strippers)

- Income
Depends on amount of clients served, AP spent and stats (Agility, charisma, service)

- Skill checks:
Service skill:
Reputation of brothel
Income
Texts

Charisma skill:
Fame of girl/brothel + texts.

- Stat mods
Fatigue, service, agility. (Forgot exp (http://pinkpetal.org/Smileys/DarkB/sad.gif))

Brothel dirt last.


Cleaning Job

This one is simple (http://pinkpetal.org/Smileys/DarkB/smiley.gif)

- Effect
Determined by AP from relay combined with stats (Service and Agility)

Girl that finishes cleaning the building gets a break! Texts reflects that. Whole second round of service job is basically leaning until there are no girls left of building is spotless.

- Stat Mods
Fatigue, exp, service skill.
Title: Guard Job
Post by: Xela on June 15, 2013, 05:22:42 AM
Guard Job


This one is a bit harder than cleaning (http://pinkpetal.org/Smileys/DarkB/smiley.gif)

In itself, it is basically a report of girls day as a guard, but now that I look back at it, better idea is to combine this with girl's next_day report in girl's own class so I am not going to describe the method itself for now. Crap like this apparently happens when you work without a plan  [img alt=:-[]http://pinkpetal.org/Smileys/DarkB/embarrassed.gif


Interventions:

During Whore job:

Activates on client having "Aggressive" trait (Might be activated on any amount of events, this is temporary)

- Check if there active/fit/fresh guards on duty.
- Adding the hero to the mix if he has enough AP/HP left. Hero will have 'location' in his own screen, location must be set to the brothel where this happens.

- IF there are any guards: Right now ALL guards in the building respond to any assault.

First Option:
The total wealth of guards combined battlestats is overwhelming and clients just gives up, pays a decent amount of fees for the trouble and leaves unharmed.
Girls have a very small chance of increasing attack, defense, agility.
Better chance to increase intelligence.
Small exp gain.
Either loose 1 AP or do not loose any AP at all.

Second Option:
Client fights your party not being to impressed with your setup.

Battle is being resolved by comparing stats of your party vs the client with factor of luck involved.

If your party wins:
80% of chance of client paying up a VERY decent sum of cash.
20% of client being a broke bastard and being turned over to the authorities.

In either case every member of your party stands a chance of:

Decent increases to:
exp, attack, defense, agility, magic, intelligence.

Small hit on health, average increase to fatigue and - 1 or 2 APs.

Other two options are defeat and overwhelming defeat:

Difference is that if you were simply defeated:

Small chance of increase in battlestats.
- 2 AP.
Good hit on health, but not to serious.
Good amount of fatigue gained.

If your party got your ass handed to you:
- 3 AP
No chance to increase stats
Huge hit on Health
Girl gets hurt as well (but never beaten badly if you had any form of active security!)

Ok, now in case there was NOONE to defend the girl:

If girl has any of the following traits: ["Broken Will", "Shy", "Meek", "Nerd", "Kind", "Mind Fucked"]
She just gets raped and beaten.

If girl has any of the following traits: ['Fighter', 'Assasin', 'Fearless', 'Aggressive', 'Tsundere', 'Malicious', "Strong"]
Free girl will try to fight the costumer.


If girl has any of the following traits: ["Abnormally Large Boobs", "Big Boobs", "Elegant", "Long Legs", "Great Arse", "Sexy Air", "Great Figure"]
Has 80% of chance in seducing the client and go business as usual.

If girl has any of the following traits: ["Smart", "Genius"]
Has 50% to calm the client down.

Otherwise:
Beats and rapes your girl but leaves some money to cover the expenses.


Plans for Bar is roughly the same but Service girl would try to calm costumers down first and call for guards next. Also in bar you're likely to face more than one client.
Plans for Club is also roughly the same but even more clients than in bar.
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 15, 2013, 05:23:09 AM
- Reserved -
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 15, 2013, 05:23:27 AM
- Reserved -
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 15, 2013, 05:24:06 AM
- Reserved -
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 15, 2013, 05:24:26 AM
- Reserved -
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 15, 2013, 05:25:00 AM
- Reserved -
Title: Re: Jobs Concept/Explanation
Post by: rudistoned on June 16, 2013, 08:35:11 AM
Are jobs supposed to be events? They are currently used as events in the NextDayList.

I would suggest that jobs should not be events and should therefore not be used as events. Jobs are complicated enough as they are.

As solution, I suggest the Job base class should have a method that returns an event describing the job. I can implement this if you want to do it that way.
Title: Re: Jobs Concept/Explanation
Post by: Xela on June 16, 2013, 08:52:07 AM
Are jobs supposed to be events? They are currently used as events in the NextDayList.

I would suggest that jobs should not be events and should therefore not be used as events. Jobs are complicated enough as they are.

As solution, I suggest the Job base class should have a method that returns an event describing the job. I can implement this if you want to do it that way.

I can't understand how this is an improvement, but I usually can't until I see the code :)

I was planning to work on jobs as well and it's usually a bad idea when two people work on the same code but if you believe that to be a good addition, be my guest.
Title: Re: Jobs Concept/Explanation
Post by: rudistoned on June 16, 2013, 08:55:33 AM
Alright, I'll keep those changes in the readability branch for now, so you can work on master and not worry about it.

UPDATE: pushed the changes to SF
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 10:30:35 AM
Should I recode the jobs for the Alpha? The way they work right now is pretty linear, but they are working. Basically, right now we have something like this:

1) Strippers

2) Service Girls (Drinks at Bar, Drinks/Food at the club, Cleaning if required)

3) Prostitutes

4) Service girls doing the cleaning.

Code is old and awkward but it is working. The way I want next version of jobs to work is:

- Pool of all girls created with tasks they can do.
- Customers come in having certain expectations, wishes and the amount of cash.
- Whole working day is split in shifts/hours.
- Girls vs clients are resolved in a pool inside of a while loop.

That approach well allow for a much more coherent Next day reports, better matching of girls/clients, less confusing relays of data between jobs/girls, better job events, management options and so on. But this will take a while to code :(

Option 2:
I leave jobs as they are and only improve Texts, some minor logic and Next day screen. Recoding is left for post Alpha.
Title: Re: Jobs Concept/Explanation
Post by: CherryWood on February 08, 2014, 11:05:33 AM
Should I recode the jobs for the Alpha?
I believe that any improvements to jobs and reports are totally worth it.  :)
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on February 08, 2014, 11:10:23 AM
In absence of EE and advanced BE jobs and reports are the main elements of the game. If you feel like you can improve the code significantly, then go for it  :)
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 11:32:01 AM
In absence of EE and advanced BE jobs and reports are the main elements of the game. If you feel like you can improve the code significantly, then go for it  :)

I believe that any improvements to jobs and reports are totally worth it.  :)

Well, the price is further delay of the Alpha, but yeah.., I believe I can improve the shit out of code that I wrote almost 9 month ago :)

Any requests/ideas?
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on February 08, 2014, 12:00:55 PM
Well, the price is further delay of the Alpha
Less to do for Beta though.

Any requests/ideas?
Nothing new for now, except to do list things, like traits for customers. Maybe if you outline the logic behind jobs again, there will be new ideas.
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 12:30:42 PM
Less to do for Beta though.
Nothing new for now, except to do list things, like traits for customers. Maybe if you outline the logic behind jobs again, there will be new ideas.

Logic is very different for different jobs, it'll take to long to lay it all out. The plan is to make it flow instead of per job type execution.

I want there to be 20 logical "shifts", it will not be specified but I will assume that every shift is about 20 - 30 minutes. While/For loop will resolve job events on per shift basis. For example, client enters your brothel, he/she has an x amount of cash with them and xx amount of cash as a resource (If they make trouble/attack a girl/start barfight etc. will decide if they can pay you off or be surrendered to the authorities). Every shift a girl can take action or skip it (like due to a lack of customers for example). Actions depend on the amount of AP. Girls can strip to keep the customers in the bar/club for longer, buying drinks for as long as they are satisfied, decide to clean if place gets to dirty, go rounds serving drinks/food and so on.

The trouble with the old system is that it's to linear and did not have a manager. Basically adding interesting events on a  global scale is close to impossible since a lot of data would have to be relayed through insanely stupid and complicated ways. With new system, it would be possible for prostitutes to enter the club for example, and seduce clients, give them lapdances and do other maybe trait related stuff. Best example would be our bar fight event that is not capable of having effect on customers that were present during the event but did not participate in it, no possibility for decent, brave people to help your guards out in subduing the brawlers, no way of having a girl serve couple of round first and get hurt in the event later and so on...

If you understand the system and flow of logic, you can come up with any kind of ideas without knowing the details.
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on February 08, 2014, 01:27:35 PM
Actions depend on the amount of AP.
How is that? Currently girls have like 2-3 AP, how it could be enough for 20 shifts?
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 01:52:09 PM
How is that? Currently girls have like 2-3 AP, how it could be enough for 20 shifts?

There already is a form of conversion. APs along are inadequate for jobs and often are also hard to convert (girl that spends time at bar serving clients cannot be expressed in Action points per client for example).

AP system will never be perfect but it's most important goal are to limit actions of player and his interactions with girls per turn as well as a number of events.
Title: Re: Jobs Concept/Explanation
Post by: CherryWood on February 08, 2014, 02:48:36 PM
I forget, did we reject character skills (skill tree) or not? Because this new system look like they could work there much better then in the old one.
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 03:45:34 PM
I forget, did we reject character skills (skill tree) or not? Because this new system look like they could work there much better then in the old one.

It'll be confusing, especially when slave-training kicks in and we'll add new specific stats that could be trained and add to main stats. There is no point in adding a system like that before the training as we do not know what that will involve.
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 08, 2014, 05:12:47 PM
I wanted to post "Screw this, to much work for the Alpha", but decided to go through with this or at least a simplified version of a new system...

For the future, we can expand this to include "Pimp Mode" where player gets to make a couple of decisions during the next day events, if he has 0 AP, it'll be rather chaotic :) Alternative would be to assign one of the girls to take lead and manage shit or to assign a real matron (for large brothels only).

I still don't have a clear picture of code in my head for the new system but it might take a while to get right... for now the code I'll write will sort of assume there is a great manager (matron) at the helm to save time.
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 09, 2014, 05:31:31 AM
I wanted to post "Screw this, to much work for the Alpha", but decided to go through with this or at least a simplified version of a new system...

Decided to "Screw this" anyway. Simplified version of a new system will be almost the same as the old one. Taking advantage of more realistic simulation of workflow would actually KILL a number of events our current system has as they're sort of "faked" on presumption of whats happening without code properly simulating the events themselves. Adding new events will take more time than I am willing to postpone the Alpha even further, we've been at it for to long, I want to see something playable...

I'll just fix up the current system a little bit, especially with some texts I could port to the new system later without fuss.
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on February 09, 2014, 06:24:04 AM
Lol, you suggested it, not we  :D
Let's deal with do to list then.
Title: Re: Jobs Concept/Explanation
Post by: Xela on February 09, 2014, 06:55:41 AM
Lol, you suggested it, not we  :D
Let's deal with do to list then.

Yeah, I keep getting ahead of myself :(

I want to slightly improve texts for the jobs, it's in the TODO list as well. Small stuff, some loose ends and so on.
Title: Re: Jobs Concept/Explanation
Post by: Xela on April 28, 2015, 05:43:49 PM
Last time I messed with jobs, it was a fiasco...

Soon we'll need to address this topic again. I'll be busy for the full day tomorrow but I'll get the classes done either the day after tomorrow or this weekend for sure.

I don't know if we'll release with slightly updated old jobs or with new once but I am open for a discussion on improvements:

At the very least:

- Managers should be there in all and especially larger buildings with huge penalties and bonuses to rewards from jobs. Good MC manager should have it's own MC build... similar to Warrior/Casanova types.
- Jobs should be updated to new class system once I am done with code. <-- This is obviously a requirement and my own task.
- Jobs and buildings should be more modular OR parts that are common to any job/building should be isolated, Thewlis already did some good work in that department.
- There should be real customers build from pyt_char class. Faar better than they are now.
- Jobs should have some form of manager and events system... better structured than now.
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on May 02, 2015, 04:03:06 PM
Well, I suppose you can only do some very basic whoring in a building without any special equipment, and even that won't be good since girls only have their own rooms which are useable but not perfect at all.

So,
- buildings are not 100% brothels, they are just buildings for entertainment. You can build a bar and a stripclub and make money without whoring at all, though not as much money as with all options at once.
- buildings have slots aka rooms for girls. And they will have a separate group of slots for specialization.

For example, our basic building has 2 rooms for girls and will have 1 slot for specialization. After you turn it into a half-decent brothel by building brothel specialization, you will have those 2 slots for brothel upgrades available. No bar, no stripclub, nothing. But it is an old shack with 2 rooms, so it makes sense.
Or you can build a bar for a start and have less money AND less troubles with dirt and rapes  :)

In a more huge building you will build brothel+stripclub and will have more money and workers.

- cleaners and guards don't require specialization upgrades, since you can clean and guard anything.
- more jobs like sleazy waitress (after bar upgrades) that require waiting+strip skills. Singers, dancers, etc. And skills for them.
- advertising, besides default options like sign, probably should be done by your girls as well. I mean advertising jobs and upgrades for them.
- If managers will need a slot specialization, then it will be pointless to build it in small buildings. Just like it's pointless to hire a manager irl in very small companies with 2 employees. So let's do it.
Title: Re: Jobs Concept/Explanation
Post by: Xela on May 02, 2015, 06:37:24 PM
Well, I suppose you can only do some very basic whoring in a building without any special equipment, and even that won't be good since girls only have their own rooms which are useable but not perfect at all.

So,
- buildings are not 100% brothels, they are just buildings for entertainment. You can build a bar and a stripclub and make money without whoring at all, though not as much money as with all options at once.
- buildings have slots aka rooms for girls. And they will have a separate group of slots for specialization.

*Not just the entertainment, we'll have other types soon enough. All new code must me future proof.

*I think both slots should be the same. Not all building will require rooms or updates... I think the system should be more like Alkeons, only with a much better interface and without grid (using slots instead).

For example, our basic building has 2 rooms for girls and will have 1 slot for specialization. After you turn it into a half-decent brothel by building brothel specialization, you will have those 2 slots for brothel upgrades available. No bar, no stripclub, nothing. But it is an old shack with 2 rooms, so it makes sense.
Or you can build a bar for a start and have less money AND less troubles with dirt and rapes  :)

In a more huge building you will build brothel+stripclub and will have more money and workers.

Yeah... it's more or less how it should work.

- cleaners and guards don't require specialization upgrades, since you can clean and guard anything.
- more jobs like sleazy waitress (after bar upgrades) that require waiting+strip skills. Singers, dancers, etc. And skills for them.
- advertising, besides default options like sign, probably should be done by your girls as well. I mean advertising jobs and upgrades for them.
- If managers will need a slot specialization, then it will be pointless to build it in small buildings. Just like it's pointless to hire a manager irl in very small companies with 2 employees. So let's do it.

*There can be upgrades for guards/cleaners as well.
*First jobs need to be simplified and become far better manageable.
*We need better system for demand/supply, advertising and etc.
*I think MC will "manage" smaller buildings for a cost of 1 AP for bonuses or there will be no bonuses but no significant penalties either if there is no manager at all.
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on May 03, 2015, 03:34:29 AM
All girls that work with customers, except whores maybe since they do it anyway all the time, should be able to do little quick whoring sometimes depending on customer and girls traits.

I mean, if a girl has traits that a customer likes a lot and he has enough money, he could try to hire her for some quick whoring even if she's a waitress or something. Girl could agree or disagree depending on her traits, and she will keep all money if she is free. If she is a slave, then it's up to player to decide if she should agree to do such things, and what to do with those money too.

This way we will be able to show sex pics even for non whores from time to time.

I think it should be done at the rest phase, during girls free time. A part time job  :)
Title: Re: Jobs Concept/Explanation
Post by: Xela on May 03, 2015, 05:17:38 AM
All girls that work with customers, except whores maybe since they do it anyway all the time, should be able to do little quick whoring sometimes depending on customer and girls traits.

I mean, if a girl has traits that a customer likes a lot and he has enough money, he could try to hire her for some quick whoring even if she's a waitress or something. Girl could agree or disagree depending on her traits, and she will keep all money if she is free. If she is a slave, then it's up to player to decide if she should agree to do such things, and what to do with those money too.

This way we will be able to show sex pics even for non whores from time to time.

I think it should be done at the rest phase, during girls free time. A part time job  :)

Maybe... I don't want it to be too random and not really sure how to divide income from that + if a girl is a waitress, customer can simply ask her out. I doubt we'll add this for the next release...
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on May 03, 2015, 09:50:06 AM
That's just one of possible ways to maintain at least some amount of nude pictures shown to the player per turn, even if he doesn't have any brothels.
----------------------------------
Customers:
- gender;
- somehow they should combine themselves into groups for group sex when needed;
- amount of gold;
- preferences, only body and race traits;
- their own mini traits, like aggressive; also battle stats if they attack someone;
- wishes, like to have anal sex or just to have a drink.

Not sure what else can be useful for us.
Title: Re: Jobs Concept/Explanation
Post by: Xela on May 03, 2015, 02:23:29 PM
That's just one of possible ways to maintain at least some amount of nude pictures shown to the player per turn, even if he doesn't have any brothels.
----------------------------------
Customers:
- gender;
- somehow they should combine themselves into groups for group sex when needed;
- amount of gold;
- preferences, only body and race traits;
- their own mini traits, like aggressive; also battle stats if they attack someone;
- wishes, like to have anal sex or just to have a drink.

Not sure what else can be useful for us.

We can model any amount of business... escort agency could have a couple of managers and any amount of girls + some muscle for protection (especially when in a bad neighborhood *which we do not yet have atm due to map issues). I still haven't done much since I don't have the code structure and concept in my head yet. When that's well cooked, I'll convert that into code updating existing code (hopefully, I went through it and it seems modular enough not to require a complete rewrite).
Title: Re: Jobs Concept/Explanation
Post by: DarkTl on May 03, 2015, 03:21:16 PM
About possible future jobs, I don't want to craft items like we do it in Skyrim, from raw resources and with fixed schemes. I'd rather have crafting system close to arpgs like diablo, when you can add more or less random affixes to already existing items that you can buy or find in SE using raw resources that you also can buy or find.
Like +1 to attack if you used ingot of iron for example.
Title: Re: Jobs Concept/Explanation
Post by: Xela on May 03, 2015, 03:24:04 PM
About possible future jobs, I don't want to craft items like we do it in Skyrim, from raw resources and with fixed schemes. I'd rather have crafting system close to arpgs like diablo, when you can add more or less random affixes to already existing items that you can buy or find in SE using raw resources that you also can buy or find.
Like +1 to attack if you used ingot of iron for example.

Oki, I didn't give crafting any significant thought (yet).
Title: Re: Jobs Concept/Explanation
Post by: darkfire681 on November 16, 2015, 10:02:37 PM
Are you still planing on making more jobs/classes, if so I have some ideas and a few systems that should be easy to implement/code. I've been thinking of making a game like this for a while but never could sit down and actually work on it.

Compound job system - this allows you to find/unlock new jobs based on your job proficiency/level ie.
you have reached level 50 as a Knight.
you have reached level 50 as a Mage.
new job Mage Knight unlocked.

Title system - this allows you to unlock titles based on certain actions ie.
you have slain 500 zombies.
new title Apprentice Zombie Slayer unlocked.
- active effects - (those that you only get if the title is equipped)
+20% attack vs undead
+ 20% defense vs undead 
- passive effects - (those you get even if the title is not equipped)
+1% will