devolution

Author Topic: General Discussion  (Read 3821697 times)

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Offline Xela

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Re: General Discussion
« Reply #3330 on: August 16, 2014, 03:32:23 PM »
Ok, we'll handle that later then :)
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Offline DarkTl

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Re: General Discussion
« Reply #3331 on: August 16, 2014, 03:45:58 PM »
I'm not sure how to handle crafting at all. Should there be strict recipes or a lot of values with rng?

Offline MrKlaus

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Re: General Discussion
« Reply #3332 on: August 16, 2014, 03:55:31 PM »
@Dark

 
 The lines are pretty much done, just need to be coded (I don't have any coding skills) and Xela was mentioning some pages ago that he will get to code this, so talk it out who will do this. Found the PM that I send to Xela with the lines. The mayor problem was the background. We needed (and probably still need) a doorstep for the MCs place and a box.
 
 

The box event:

Code: [Select]
label start_box1_event:

    "When you got home, a mysterious package was lying on your doorstep."
   
    menu:   #the 4 and 5 option could be optional for now.
        "Kick it away.":
            jump box1_event_kick
       
        "Open it and look inside.":
            jump box1_event_look
       
        "Walk past it.":
            jump box1_event_pass
       
        "Have one of your slaves open it.":
            jump box1_event_slave
       
        "Call the bomb squad!" :
            jump box1_event_squad
 
# from here i'm lost. I want for this option to be random at every pick by the Player. For example "kick" have 4 random ways and after displaying the result, they should end the event.             
           
label box1_event_kick:
    "It was a bad idea. Inside was a portable anvil. You broke your foot." #maybe add a temporary lose to agility or a permanent one
    "It flew far away when you were pump fisting in celebration of setting your new personal best in box kicking."
    "It flew high in the air and had hit a city guard on its way down. You quickly went inside your house."
    "Unfortunately the box broke and you were standing, in ankle high pile of shit."
       
label box1_event_look:
    "After carefully opening the boxes lid, you had found SHIT! Literally."
    "After carefully opening the box lid, you had found a six-pack of small hp potions" # also could give other random items of low value, something like a promotion box from the shop filled with samples
    "After carefully opening the boxes lid, you had found a cat" # this is a idea that could grew. Player could be given the option to keep the cat. The cat itself could be showed at the MC feet on the status screen. After lets say 100 days could be bigger and be used as a battle pet in fights.
    "After carefully opening the box lid, you had found trash inside."
    "After carefully opening the box lid, you had found nothing."
   
label box1_event_pass:
    "You went inside ignoring the box"
   
#don't know if this is possible right now, but after taking this option from the menu it should warp to all girls screen, letting the player to pick a girl to open the package.   
label box1_event_slave:
    "You appointed [slavename] to open the box for you. Inside it were pills for your manhood problems that you ordered in secret. Unfortunately [SlaveName] likes to gossip."#maybe lose some reputation or seflestime (-charisma event)
    "You appointed [slavename] to open the box for you. Inside it were thee jars filled with jam, that granny sent you."
    "You appointed [slavename] to open the box for you. The box was empty."
    "You appointed [slavename] to open the box for you. When she picked it up, it exploded!" #the assigned girl got killed
#in future could be used as an attemp of a Crime Lord to killed the MC if they are on bad terms.
label box1_event_squad:
    "You carefully stepped back. Being  in distance of ten steps from the box you ran to the nearest guard post. After twenty minutes the vicinity of you house was evacuated and the area was closed for civilians in five block range. A specialist appeared on the scene and began to examine the box. Briefly after five minutes he came to you and showed the containment of the box. Inside it was a bomb! This time you got lucky!"
    "You carefully stepped back. Being  in distance of ten steps from the box you ran to the nearest guard post. After twenty minutes the vicinity of you house was evacuated and the area was closed for civilians in five block range. A specialist appeared on the scene and began to examine the box. Briefly after five minutes he came to you and showed the containment of the box. Inside it were panties that you order for the girls. You were charged with cost of the operation having to pay 1000 gold"
    "You carefully stepped back. Being  in distance of ten steps from the box you ran to the nearest guard post. After twenty minutes the vicinity of you house was evacuated and the area was closed for civilians in five block range. A specialist appeared on the scene and began to examine the box. Briefly after five minutes he came to you and showed the containment of the box. Inside it were boxer short with teddy bear pattern, being sent to you from granny. Oh the humiliation! You were charged with cost of the operation having to pay 1000 gold"
 


 If you need more outcomes I will write some. And if you need some text for anything just tell me the idea and maybe a skeletal structure how it should done (dark, comedy), what to be in it and a general story line (for example: a princess gets kidnapped by pirates, but somehow the ships sinks. she becomes a castaway on a island full of dragons and starts to tame them. After 10 years she conquer her old kingdom- Klaus make it real) and I will think of something.
 
« Last Edit: August 16, 2014, 03:58:25 PM by MrKlaus »

Offline CherryWood

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Re: General Discussion
« Reply #3333 on: August 16, 2014, 03:58:07 PM »
I'm not sure how to handle crafting at all. Should there be strict recipes or a lot of values with rng?
I just have no idea...
Now I'm working on some SE locations (made on a whim pretty much) and I can easily imagine a lot of "ingredients" being there, from monster trophies like bear fur, werewolf fangs, shard from a crystal golem... to  items like mushrooms from druids cove or a flower from a top of a mountain.
But I wonder what to do with them, as player probably don't need to make items that much, so it maybe better approach to just create "bring me this item" quests from npc, with those items appearing only when that quest is active, to not pollute the game with junk.

At least as permanent items goes. But some alchemy drug and potions mixing with random and fun results, may be different story.
« Last Edit: August 16, 2014, 04:08:58 PM by CherryWood »

Offline Xela

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Re: General Discussion
« Reply #3334 on: August 16, 2014, 04:32:45 PM »
I'm not sure how to handle crafting at all. Should there be strict recipes or a lot of values with rng?

I thought along the lines of fixed...

But if you really want values, it's doable, will just create more work for us. (Elder Scrolls way).
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Offline Xela

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Re: General Discussion
« Reply #3335 on: August 16, 2014, 05:28:58 PM »
Depends on a quest purpose and an author I guess.

If you're not going to it, why does it matter? :D
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Offline CherryWood

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Re: General Discussion
« Reply #3336 on: August 16, 2014, 05:37:24 PM »
Forget it then.


I'm still missing something about this game, but can't figure out what to do with it, so I'm getting strange ideas sometimes.

Offline Xela

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Re: General Discussion
« Reply #3337 on: August 16, 2014, 05:46:21 PM »
I'm still missing something about this game, but can't figure out what to do with it, so I'm getting strange ideas sometimes.

To me it's the story lines that uncover the city life, in depth instead of superficial events, decent backgrounds for girls creating a unique feel about them that is missing. I suppose different things would be missing for different people. Per original concept, we were first supposed to finish exploration and st and than focus on developing endings, goals, stories and events.
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Offline CherryWood

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Re: General Discussion
« Reply #3338 on: August 16, 2014, 07:06:02 PM »

For me that would be probably "theming" your business. But it's hard to explain. Something like setting a "house rules" for both girls and customers and promoting that. So there could be a one building where all girls all proper and elegant, and any ungentlemanly behavior there is not tolerated, while on the other street you could run a dirty whorehouse where anyone can be rough to the poor girls as they please. And if what type of girls are together could matter somehow.

And choices, man I like choices that do matter. Over boring numbers anyday.
But that's so insanely hard to make... because for every choice I would had to create all other options. And it's also no fun at all to create outcomes I don't like, just because they are supposed to be there...

To me it's the story lines that uncover the city life, in depth instead of superficial events, decent backgrounds for girls creating a unique feel about them that is missing. I suppose different things would be missing for different people. Per original concept, we were first supposed to finish exploration and st and than focus on developing endings, goals, stories and events.

Not sure if I understand this well. So instead of focusing on your girls and interactions with them, with NPCs playing mostly the support role (shops and questgivers), you would rather have a in-depth NPCs that have their own goals and cause wholegame events in the city, where MC can participate? Like a actual storyline with preset endings? Or maybe sandbox-like when one organisation takes over the city, replace the NPCs with their own, but nothing drastically change?

Offline Xela

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Re: General Discussion
« Reply #3339 on: August 16, 2014, 07:22:38 PM »
For me that would be probably "theming" your business. But it's hard to explain. Something like setting a "house rules" for both girls and customers and promoting that. So there could be a one building where all girls all proper and elegant, and any ungentlemanly behavior there is not tolerated, while on the other street you could run a dirty whorehouse where anyone can be rough to the poor girls as they please. And if what type of girls are together could matter somehow.

It's not all that difficult to code. I never really thought about this, we can definitely implement something along these lines in the future.

And choices, man I like choices that do matter. Over boring numbers anyday.
But that's so insanely hard to make... because for every choice I would had to create all other options. And it's also no fun at all to create outcomes I don't like, just because they are supposed to be there...

Not sure if I understand this well. So instead of focusing on your girls and interactions with them, with NPCs playing mostly the support role (shops and questgivers), you would rather have a in-depth NPCs that have their own goals and cause wholegame events in the city, where MC can participate? Like a actual storyline with preset endings? Or maybe sandbox-like when one organisation takes over the city, replace the NPCs with their own, but nothing drastically change?


Well, yeah. That's exactly what I meant by integrated events and integrating modules with the world. Expanding the world itself as well.

We're rowing in the same direction but we need those boring numbers there first, to have some ground to build upon.

I am not sure I understand it either, there are many directions we can take, many stories, many ending, many ways to pick an ending (did the MC do a in Arena, Brothels, FE, ST and so on), did he complete some interesting chain of quest with any of the girls. What choices did he make and so on. It'll become more apparent when we start writing actual material, right now I am as lost in that concept as you are :)
========================================
Edit:
I'll add that the thing bothering me the most is that there is almost 0 immersion for players into the game world. Once we get some time to work on world+content, that's the first thing we should take care of.
« Last Edit: August 16, 2014, 07:25:09 PM by Xela »
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Offline Xela

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Re: General Discussion
« Reply #3340 on: August 17, 2014, 01:41:02 AM »


Been working on improving FG interface... We now have improved buttons, way to delete a team, way to select a team, way to check vitals of members, way to id a warrior girl (marked by W on unhovered portrait.) + We now have description of an area. Oh, areas are now sorted and when choosing a general area, local area will be updated automatically.

All and all, this sh!t seems simple but it requires a damn good deal of code to make it work...

Also, I've standardize dropdown screen, we can now change it's graphics all over the game from the same location.

I'll try to add logic to the job itself...
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Offline DarkTl

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Re: General Discussion
« Reply #3341 on: August 17, 2014, 03:13:53 AM »
What I don't like about FG interface right now is those sliders for days and risk. Not only it's hard to read vertical text, it also provide too fine tuning for risk. I'd say there should be fixed values, maybe buttons like "very easy", "hard", "deadly", etc.

Offline DarkTl

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Re: General Discussion
« Reply #3342 on: August 17, 2014, 03:53:36 AM »
Hm, I found some interesting lines in pyt - labels - girlinteractions - date. What is it for?

Offline CherryWood

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Re: General Discussion
« Reply #3343 on: August 17, 2014, 04:05:39 AM »
Hm, I found some interesting lines in pyt - labels - girlinteractions - date. What is it for?
That's our old date and how to start a fight example. I don't think it work anymore and because of that a button to start it was removed from interactions.
There exist even a more expanded version made by me using all beach locations with more choices what to do, like sunbathing, restaurant, swimming... but I never pushed that because of lack of some texts and some other issues (like that gifts didn't exist yet at that time). It's still in my plan to finish it someday...

I mean, this is what I think dates was supposed to look like, before Xela decided that there's no value in doing it now, and postponed that idea until much much further in development (after beta == probably never).
« Last Edit: August 17, 2014, 04:42:36 AM by CherryWood »

Offline DarkTl

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Re: General Discussion
« Reply #3344 on: August 17, 2014, 05:49:33 AM »
Xela can't resist ready content. The problem here is to finish it, not just propose. If you willing to finish it, do so and we'll add it.
I'll handle girlsmeets and interactions meanwhile.