devolution

Author Topic: General Discussion  (Read 3821629 times)

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Offline DarkTl

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Re: General Discussion
« Reply #5295 on: July 27, 2015, 04:34:36 PM »
Let's see...
This is a very good one, I mean camera position and zoom. But it has huge people, might be difficult to get rid of them, and the whole image is kinda blurred.
Here is a very good background, but the tent is too modern.
That's a good example of a tent.
And at your second picture there is a good bonfire.

Offline Gismo

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Re: General Discussion
« Reply #5296 on: July 27, 2015, 04:45:12 PM »
Good pictures, let's see what comes out, thanks)

Offline Xela

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Re: General Discussion
« Reply #5297 on: July 27, 2015, 06:36:53 PM »
New push:

- Fixed some tags issues for WJ
- Added SimPy package
- Added special report list for SimPy simulations of jobs
- Fixed tags
- Testing Primitive SimPy simulation

===
I am going to try and take out a couple of simpler issues and call it a night :)
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Offline Xela

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Re: General Discussion
« Reply #5298 on: July 27, 2015, 08:34:42 PM »
SimPy is exactly what I was trying to create a 8 or 9 month back for 2 days but eventually gave up. First, very primitive simulation looks like this:



Video here: https://www.youtube.com/watch?v=Bk91DoAEcjY

They are very easy to improve and maintain! At some point, maybe even before the next version, we will be able to profile buildings, jobs, shopping functions and general life in PyTFall for hundreds of days in order to improve balancing. I'll also make sure that only useful information is exposed to the player and only developers/beta-testers can see full reports. Also, I think that it may be possible to add buttons to jump to specific events from the general report. Maybe we'll even turn text into buttons.

There is still a lot to learn about the module but it will work for us well! Cheers and Thanks to Doc for pointing out the module!

===
I've killed off three small Issues and refactored some code so I am gonna call it a night :)
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Offline Gismo

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Re: General Discussion
« Reply #5299 on: July 27, 2015, 09:33:35 PM »
SimPy is exactly what I was trying to create a 8 or 9 month back for 2 days but eventually gave up. First, very primitive simulation looks like this:

Nice work )

Here are the first sketches of the camp in the Woods -

Offline Xela

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Re: General Discussion
« Reply #5300 on: July 28, 2015, 02:45:35 AM »
Nice work )

Likewise )

===
I've added moar to the loop. It reports events like refusal due to occupation, ending the job on health/AP/vitality issues and restores girls to the brothel after they are done with customer instead of just running every girl ones.

Coding this is FUN!
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Offline DarkTl

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Re: General Discussion
« Reply #5301 on: July 28, 2015, 05:05:37 AM »
I remember how I struggled with compliment/insult options two years ago because I coudn't decided how it should work (definitely not pure dice). This time I actually googled how psychologists do it irl  :)

If I do it trait based, there will be dozens of dozens outcomes. So it should be stats/skills based.
That means we need to know not just stats/skills value, but how high/low they are compared to others.

I found some python code that works when you need to find 1 max stat.
Quote
    $ d=dict(x=char.charisma, y=char.character)
    $ list1 = max(d.items(), key=itemgetter(1))[0]
It does return the name of max stat, and not just value like max(). But it's not enough to find out how small or big stat is compared to others, ie what place it holds in stats top.
So in other worlds I need a list of chatacter stats names in descending order, with ability to check what stat at what place.

Here are the first sketches of the camp in the Woods
Oh yes. Those pictures are awesome!

I have one more request, if you have time and resourses. We could use background inside of a tent, ie a room with fabric walls similar to tent walls, and maybe a lamp like at this picture under the ceiling. The problem is that I cannot give decent examples. I suppose this could be an example if it had much, much better quality and no people.
« Last Edit: July 28, 2015, 05:14:33 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #5302 on: July 28, 2015, 05:25:36 AM »
If I do it trait based, there will be dozens of dozens outcomes. So it should be stats/skills based.
That means we need to know not just stats/skills value, but how high/low they are compared to others.

Code: [Select]
    $ d=dict(x=char.charisma, y=char.character)
    $ list1 = max(d.items(), key=itemgetter(1))[0]

should be:

Code: [Select]
    $ characters = [hero, char, chars["Nami"]]
    $ char_with_the_highest_stat = max(characters, key=attrgetter("charisma"))
    $ mean_from_all_characters = sum(i.charisma for i in characters)/len(characters)
    # You can do a simple calculation on how highest stat compares to the average.

*Not tested but it should work fine.
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Offline DarkTl

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Re: General Discussion
« Reply #5303 on: July 28, 2015, 06:52:10 AM »
Well, that's useful, but it's not what I asked.
You compare two characters. I mean compare all stats of one character and find out how small is, let's say, charisma compared to the average.

Offline Xela

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Re: General Discussion
« Reply #5304 on: July 28, 2015, 07:16:04 AM »
Well, that's useful, but it's not what I asked.
You compare two characters. I mean compare all stats of one character and find out how small is, let's say, charisma compared to the average.

You mean like every single stat that a character has? I am not entirely sure that is reasonable, what are you trying to compare (as in what info about the character you wish to acquire).
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Offline DarkTl

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Re: General Discussion
« Reply #5305 on: July 28, 2015, 07:22:13 AM »
Of course not all of them. Charisma, intelligence, character, constitution. And separately all battle stats to find out what is the best battle stat. That's why I mentioned lists, to be able to control what we gonna compare.

Offline Xela

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Re: General Discussion
« Reply #5306 on: July 28, 2015, 07:30:21 AM »
Of course not all of them. Charisma, intelligence, character, constitution. And separately all battle stats to find out what is the best battle stat. That's why I mentioned lists, to be able to control what we gonna compare.

Try:

Code: [Select]
stats = ["charisma", "intelligence", "character", "constitution"]
mean = sum(getattr(char, i) for i in stats)/len(stats)

My game is broken atm, so I cannot try this in console.
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Offline DarkTl

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Re: General Discussion
« Reply #5307 on: July 28, 2015, 07:41:31 AM »
Yup, it works.
And how to find out which of the characters stats in the list is max?

Offline Xela

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Re: General Discussion
« Reply #5308 on: July 28, 2015, 08:17:25 AM »
Yup, it works.
And how to find out which of the characters stats in the list is max?

It's simpler to create a dict like you've originally planned :)

Code: [Select]
stats = ["charisma", "intelligence", "character", "constitution"]
stats = {s: getattr(char, s) for s in stats} # Creates a dictionary if "charisma": 200 and etc.
mean = sum(stats.itervalues())/len(stats)
stat_with_highest_value = max(stats.iteritems(), key=itemgetter(1))[0] # returns a string.
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Offline Gismo

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Re: General Discussion
« Reply #5309 on: July 28, 2015, 12:47:42 PM »
Can not find something normal for a tent  :(