Author Topic: General Discussion  (Read 3821222 times)

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Offline Xela

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Re: General Discussion
« Reply #1680 on: February 02, 2014, 04:45:39 PM »
So If you don't find the whole idea stupid

Not at all, this is why we're using Ren'Py, easy storytelling.

may I ask what do you thing would be a good task for MC to do?

Go through the quest? If you're asking me for ideas, I cannot help you since I have 0 knowledge about the series. If you need more than the event system/girlsmeets can provide, let me know. Also if you require conditioning or sorting beyond your knowledge of game/python.
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Offline CherryWood

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Re: General Discussion
« Reply #1681 on: February 02, 2014, 05:04:28 PM »
Go through the quest? If you're asking me for ideas, I cannot help you since I have 0 knowledge about the series. If you need more than the event system/girlsmeets can provide, let me know. Also if you require conditioning or sorting beyond your knowledge of game/python.
sorry, I meant it a little differently. It can be in general terms (forget vocaloids). For example, earlier you talked about that we could place some NPC that would request items. So what I'm wondering about is, what would be a good task (=challenge) for player to get this items.
Only asking if, by chance, you or someone have something in mind already (collecting ideas).


----------------------------
I looked for some location bgs, there are some nice ones I think, but it's hard to decide about the style when we have not yet decided about the main city map pic. And sadly, I don't have anything good for that...


---------------------------
Some girl have really nice collection of expressions - http://img24.eu/images/14jlx9b7.jpg
If there was a need for tutorial girl, she would be my candidate  :) 


---------------------------
Maybe we could use some achievents in future. Like "earn a milion","collect ten lolis","rot in a prison","catch all social diseases at once" etc...
« Last Edit: February 02, 2014, 06:26:33 PM by CherryWood »

Offline BlackWolf Inc.

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Re: General Discussion
« Reply #1682 on: February 02, 2014, 06:11:04 PM »
Hey guys, I apologize for the absence all day but I had a gig so been gone most of the day.
Now i'm back i can get back to work hurray :D
Don't look at me like that! I found 'em that way....

Now no-one else has to die...
unless I think of another reason.

If found, please return to Miss Y. Rhul.

Offline Xela

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Re: General Discussion
« Reply #1683 on: February 02, 2014, 09:20:11 PM »
sorry, I meant it a little differently. It can be in general terms (forget vocaloids). For example, earlier you talked about that we could place some NPC that would request items. So what I'm wondering about is, what would be a good task (=challenge) for player to get this items.
Only asking if, by chance, you or someone have something in mind already (collecting ideas).

Before slavetraining or exploration, our options are somewhat limited:

Examples of quests you could make using events system/renpy script, some might require more "intimate" knowledge of game mechanics:

1) Some NPC tells you he/she lost something at the beach.
2) We have 4 beach locations, your randomly pick one and start a quest with purpose of finding it at dice(20), so 5x per location with 4 locations, player would have to look 20 times and possibly more.
3) Bring the item back and get a girl or a decent item.
----------------------------

1) NPC requests a girl with specific traits/stats/occupation.
2) You find/train/bring
3) You get a reward
----------------------------

1) After getting disposition high enough, girl comes to you and tells you that she has a unique ability but it needs to be unlocked, but you'd have to fuck her twice during a fool moon on the beach, near the mountain (reminds me, I need to revive moon calendar), it's counting but we don't display it anywhere...
2) You do the deeds, she gets a spell or a some unique trait you can make just for her.
----------------------------

1) Some NPC got beaten up by some dude/gall in the arena, she/he asks you to beat the crap out of him/her in-front of the whole city (arena match).
2) Get some cash as an extra reward.
---------------------------

1) Find a specific combination of items and deliver.
2) Reward = girl or more cash than the items are worth, or something unique/rare.
---------------------------

I can go on for a very long while like this, quests where you just relay messages or sh!t between places and people or find specific girls or go somewhere on a specific day are limitless with renpy and very simple to code in (as yo would write them basically in plain text (renpy script))... It's all about getting in sync with the game. I would like to add a Quest manager as well at some point...

Also "deep" NPCs, the one who may have effect on world or mechanics and offer a good amount of conversations are also interesting.

----------------------------
I looked for some location bgs, there are some nice ones I think, but it's hard to decide about the style when we have not yet decided about the main city map pic. And sadly, I don't have anything good for that...

Yeap, our city is far from perfect :(


---------------------------
Some girl have really nice collection of expressions - http://img24.eu/images/14jlx9b7.jpg
If there was a need for tutorial girl, she would be my candidate  :) 

Yeap again, I used to have a lot of expressions from visual novels but lost them with one of my drives and sill haven't downloaded them again.

This one is pretty decent if it can be cleaned up properly, but somehow I imagined Disgaea girls to do the intro. We'll live and see.

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Maybe we could use some achievents in future. Like "earn a milion","collect ten lolis","rot in a prison","catch all social diseases at once" etc...

Yeah, get #1 spot in the arena in 1v1, 2v2, 3v3 all three of them, beat dogfights 100 times, unlock all mobs, get 50 unique girls, get 100, get 10, 30, 50 whores of rank 5,6,7 and so on. Most of it is really easy to code but I would like some decent icons for the achievement (maybe not per achievement, but like medals on the complexity scale) and prolly for beta.

Hey guys, I apologize for the absence all day but I had a gig so been gone most of the day.
Now i'm back i can get back to work hurray :D

WB!


===================
Otherwise, I couldn't sleep so I cooked us up a decent slave market (old one was dreadful), removed useless central plaza and placed slavemarket on the map (events enabled but without girlsmeets) on it's place. Arena now has it's own icon :)
Push:
- Added SM to the map
- Fixed broken image cache in girls class
- Removed image cache from SM (Might not have been wise, but I have a brillant idea on how to improve cache in the girls class)
- Auto-loading of backfrounds as png files is in.
- Comletely remodelled slave market
- Added slave club location, only covered with event manager so far...
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Offline DarkTl

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Re: General Discussion
« Reply #1684 on: February 03, 2014, 12:34:27 AM »
PS: I don't think we actually require more than one alignment level for Alpha. It would require a lot of time to put magic and alignment into context, keeping it superficial is a better bet.
That was the plan from a start. We still need to decide if it would be possible to have opposite alignments at the same time.

That's how I originally planned it, you and dark were the once who shut that idea down :)
Huh.

- have her body
- found the box with vocaloid software
- make a deal with a scientist and escort him to a place where he can revive her
with a little dark opportunity to upload a somewhat altered software in  ;D
Yup, I have similar ideas for androids from my packs, but without EE it would be difficult to implement properly.

Offline Xela

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Re: General Discussion
« Reply #1685 on: February 03, 2014, 03:02:21 AM »
That was the plan from a start. We still need to decide if it would be possible to have opposite alignments at the same time.

Oki, one alignment per character for now. Opposite? I wouldn't want them to be allowed to have any two alignments at the same time, unless they make up some unique new element.

Code: [Select]
raise Error, list(itertools.combinations(nature_elements, 2))

 [('Fire 1', 'Fire 2'), ('Fire 1', 'Water 1'), ('Fire 1', 'Water 2'), ('Fire 1', 'Earth 1'), ('Fire 1', 'Earth 2'), ('Fire 1', 'Darkness 1'), ('Fire 1', 'Darkness 2'), ('Fire 1', 'Light 1'), ('Fire 1', 'Light 2'), ('Fire 1', 'Air 1'), ('Fire 1', 'Air 2'), ('Fire 2', 'Water 1'), ('Fire 2', 'Water 2'), ('Fire 2', 'Earth 1'), ('Fire 2', 'Earth 2'), ('Fire 2', 'Darkness 1'), ('Fire 2', 'Darkness 2'), ('Fire 2', 'Light 1'), ('Fire 2', 'Light 2'), ('Fire 2', 'Air 1'), ('Fire 2', 'Air 2'), ('Water 1', 'Water 2'), ('Water 1', 'Earth 1'), ('Water 1', 'Earth 2'), ('Water 1', 'Darkness 1'), ('Water 1', 'Darkness 2'), ('Water 1', 'Light 1'), ('Water 1', 'Light 2'), ('Water 1', 'Air 1'), ('Water 1', 'Air 2'), ('Water 2', 'Earth 1'), ('Water 2', 'Earth 2'), ('Water 2', 'Darkness 1'), ('Water 2', 'Darkness 2'), ('Water 2', 'Light 1'), ('Water 2', 'Light 2'), ('Water 2', 'Air 1'), ('Water 2', 'Air 2'), ('Earth 1', 'Earth 2'), ('Earth 1', 'Darkness 1'), ('Earth 1', 'Darkness 2'), ('Earth 1', 'Light 1'), ('Earth 1', 'Light 2'), ('Earth 1', 'Air 1'), ('Earth 1', 'Air 2'), ('Earth 2', 'Darkness 1'), ('Earth 2', 'Darkness 2'), ('Earth 2', 'Light 1'), ('Earth 2', 'Light 2'), ('Earth 2', 'Air 1'), ('Earth 2', 'Air 2'), ('Darkness 1', 'Darkness 2'), ('Darkness 1', 'Light 1'), ('Darkness 1', 'Light 2'), ('Darkness 1', 'Air 1'), ('Darkness 1', 'Air 2'), ('Darkness 2', 'Light 1'), ('Darkness 2', 'Light 2'), ('Darkness 2', 'Air 1'), ('Darkness 2', 'Air 2'), ('Light 1', 'Light 2'), ('Light 1', 'Air 1'), ('Light 1', 'Air 2'), ('Light 2', 'Air 1'), ('Light 2', 'Air 2'), ('Air 1', 'Air 2')]

Fire 1 + 2 = Fire 3... it's to much work putting all of this in context.


=======================
Huh.

We don't have any human rgirls... Also I am thinking we should prolly make packs with 3 - 4 pics best pics per category.

Leaving aside the discussion about different tastes for different people, all pictures in my packs are already  best from my perspective, without any significant flaws. If you or anyone else don't have enough space on hdd, just delete those you personally don't like  :)

my thoughts exactly, sorry xela! :-)


========================
Yup, I have similar ideas for androids from my packs, but without EE it would be difficult to implement properly.

EE = ?

NM, Just figured it out. Didn't get enough sleep tonight :(
« Last Edit: February 03, 2014, 03:05:38 AM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #1686 on: February 03, 2014, 03:12:55 AM »
Opposite? I wouldn't want them to be allowed to have any two alignments at the same time, unless they make up some unique new element.
I thought about combinations like fire and earth (=lava spells), or light and air (=lighting spells), but I'm not sure about combinations like light and darkness, it even sounds strange. On the other hand, in Naruto they have opposite elements AND some characters can use any combinations, making uber technics.

Offline Xela

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Re: General Discussion
« Reply #1687 on: February 03, 2014, 04:06:48 AM »
I thought about combinations like fire and earth (=lava spells), or light and air (=lighting spells), but I'm not sure about combinations like light and darkness, it even sounds strange. On the other hand, in Naruto they have opposite elements AND some characters can use any combinations, making uber technics.

Context... we cannot handle a complex system right now.

- Written content: We still have girlsmeets, interactions and some events left.

- BE improvements: (I want to add 6 alignments) + look into adding critical hits.

- Acts, Jobs, Customers.

- MC: (Training locations) + (VERY simple starting screen)

- Packs content: See if Crazy mod packs can be used in PyTFall.

Maybe:
- Quests.
- Adding our simple exploration.
========================

I'll see if I can look into packs today...
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Offline DarkTl

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Re: General Discussion
« Reply #1688 on: February 03, 2014, 04:30:40 AM »
No-no, I don't mean right now, I mean in the future. For alpha 1 element is more than enough, and for beta we could add optional second element.

Offline CherryWood

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Re: General Discussion
« Reply #1689 on: February 03, 2014, 04:51:41 AM »
@Xela: Please, you must tell me, how did you create a menu for that arena girl Xeona? I'm looking at the code, but I don't get it. How you do, that if you select one question, you get back to the same menu to select another or the same one, all within one label? Without jumps anywhere in the choices?
Renpy tutorial is only telling me to do it like this:
Code: [Select]
    $ test_once_1 = False
    $ jump("test_menu_1")
label test_menu_1:
    menu:
        "question 1 repeatable":
            "answer 1"
            $ jump("test_menu_1")
        "question 2 only once" if not test_once_1:
            $ test_once_1 = True
            "answer 2"
            $ jump("test_menu_1")
        "leave":
            pass
   
    $ del test_once_1
    "and continue"
and that doesn't look as good as yours
« Last Edit: February 03, 2014, 05:05:11 AM by CherryWood »

Offline Xela

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Re: General Discussion
« Reply #1690 on: February 03, 2014, 05:06:46 AM »
@Xela: Please, you must tell me, how did you create a menu for that arena girl Xeona? I'm looking at the code, but I don't get it. How you do, that if you select one question, you get back to the same menu to select another or the same one, all within one label? Without jumps anywhere in the choices (like they telling me to do in renpy tutorial)

While loop is a programming concept that will run everything in it until you break out of it:

Code: [Select]
        $ a_skip = False
        while not a_skip:

This in normal language means: Run everything inside of that loop for as along as a_skip is not True. So you menu will basically loop upon itself.

Code: [Select]
                "I know all I need to...":
                    ax "See you around!"
                    hide npc xeona
                    with dissolve
                    $ a_skip = True

Here we break the loop...
                   
This is not really required, I just do it for kicks:
Code: [Select]
        # Keeping global namespace tidy:           
        $ del a_skip

=========
For general info: in Python environment you could have done the proper thing:

Code: [Select]
while True:
    break

or marginally faster:

Code: [Select]
while 1:
    break

but Ren'Py script does not recognize break command. Using Ren'Py script loop instead of a python one is better because you can save inside of it, jump back into the loop if you went out of context (used call statement for example) AND use menu statement that you are used to (or you would have to mess with Python's equivalent that is slightly more complicated and time consuming).

It's one of the most common things in programming, everything repetitive runs of it. Our battle engine has one as well, inside the Battle class, but that a proper python loop.

Another very common loop is a for loop, you can google it.

for i in xrange(10):
    ...

would make you code run 10 times for example, this is often used to iterate over containers.

PS: Don't worry, all this stuff was foreign to me one year ago as well :)
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Offline Xela

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Re: General Discussion
« Reply #1691 on: February 03, 2014, 05:16:38 AM »
Renpy tutorial is only telling me to do it like this:
            $ jump("test_menu_1")

This should be:

Code: [Select]
jump test_menu_1
unless whoever wrote the tutorial was drunk.
Code: [Select]
$ jump("") will only work in PyTFall, it's our function, it will not make the jump if label does not exist and notify you of that fact if you are in the development mode.

PS:

On the while loop, think of it as something that will run your menu from start to the end and only than loop... don't expect it to do something weird like knowing when you wanted it to loop (like after every menu choice). It's actually very easy to get right.
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Offline CherryWood

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Re: General Discussion
« Reply #1692 on: February 03, 2014, 05:26:03 AM »
Thanks! All is working nicely.  (lol, it look so obvious now  ::) :) )
---------------

I pushed a small event for outside arena. (trying to learn how to do it)


---------------
The event manager doesn't seems to working well - simple_beach_event have "max_runs=50" but I never seen it again after first visit.
Also it seems that the only chance to see an event is on first "look around" in a day, never on consecutive attempts in same location (it that's not intended)
« Last Edit: February 03, 2014, 07:40:36 AM by CherryWood »

Offline Xela

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Re: General Discussion
« Reply #1693 on: February 03, 2014, 08:28:56 AM »
Thanks! All is working nicely.  (lol, it look so obvious now  ::) :) )
---------------

I pushed a small event for outside arena. (trying to learn how to do it)


---------------
The event manager doesn't seems to working well - simple_beach_event have "max_runs=50" but I never seen it again after first visit.
Also it seems that the only chance to see an event is on first "look around" in a day, never on consecutive attempts in same location (it that's not intended)

I am busy with crazy import (I am calling everything related in the code crazy :) ). It should work, but it doesn't. I'll take a look at it than.  Manager needs testing as I've said but there is a condition preventing it from showing for x amount of days. Take a look at the class itself, lots of comments there. 
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Offline Xela

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Re: General Discussion
« Reply #1694 on: February 03, 2014, 09:58:52 AM »
Yeah ok... messing with xmls from a different game is nasty but it would seem to be working now. Gallery looks really clean as well. I'll take a look at the events later, you they don't seem to be working as intended.
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