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Feedback => New Features => Topic started by: DocClox on November 24, 2009, 06:20:26 AM

Title: Personalising Interactions with the Girls
Post by: DocClox on November 24, 2009, 06:20:26 AM
Following on from a discussion here (http://pinkpetal.org/index.php?topic=124.msg1888#msg1888), the question is how best to improve interactions between player and his girls.

I'm going to make some fairly specific suggestions and recommendations here. None of this should be regarded as set in stone, and I'd appreciate counter-suggestion and ideas for alternative ways to approach the problem.

With that out of the way, here's a few preliminary thoughts on the subject:
Some of that is going to need some support coded into the game, which I'm willing to do. Probably bring forward my plans for Lua integration. I'll might also be willing to code up a script or two, just to get people started.

What I'd need is plot and dialogue. I can write, but I'm not too good with romance, and I'm never comfortable putting words into the mouths of other people's creations. So plot and dialog:

The plot has to progess by conversations. Assume for now that you can temporarily insert menu options, or  override existing ones. You'll also need to specify a trigger for the exchange. For instance: Girl been working more than 10 weeks, 5 weeks since last discussion, girl has in her possession a The Seal Of The Great Macguffin, girls is/is no longer a slave. that sort of thing.

If someone wants to write up the dialogue and specify the triggers for a girl, I'll see about enabling it in the game. I might not be able to do everything desired, or everything in the above list - I've not looked at it yet - but I'll certainly give it a shot.

[edit]

cleaned up stray helf-edited sentence at bottom of post.
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on November 24, 2009, 08:33:06 AM
Awesome Doc. Could you give me an example of a layout you're looking for as far as script submissions go? (Visual person here)
I don't know how much of a writer I am, but I'd like to help out anyway I can.


As far as random girls go, I'm guessing they'll have to be pretty sparse as far as interaction goes when compared to a custom girl. Which I not only expect I'd prefer. It'll add a whole new reason to have custom girls in the first place.
When a girl wants to talk to you (most likely random) I think a girl coming on to you should be done with multiple scripts so it doesn't feel so generic, whether it's a random girl or not.
Would it be mulitple scripts to do something like this? Or would it all be within one script?


Nina Williams has requested to visit you will you see her? 
Choices: Yes - Script continues  /  No - Nina Williams sighs and goes back to her room.
You don't see the harm in letting her in, so you open the door. "Can I help you?" You ask.
"Yes, well.... I've been thinking about you constantly. I can't get you off my mind. I NEED you now." She leans toward you dropping her clothes, she edges closer to you eyes locked onto yours.
(This is where it'll branch off.)
Deny her Normal attempt: You say you're busy and don't have time for personal affairs. She looks away embarrassed, quietly puts her clothes back on and leaves the room. Your guards escort her out.
Deny her Assassination: +80% chance of survival with guards/Combat skills + trait
You say you're busy and don't have the time for personal affairs. She glares at you coldly and angrily. Draws a knife taped from her back and charges at you. Player dies/You call your guards immediately and barely dodge the initial attack. The guards enter in quickly, they try restraining her without harm but she flails wildly and screams obscenities about you. They end up beating her into omission and drag her off to the dungeon unconscious.
Embrace her normal/love/assassination
Blah blah blah.
Title: Re: Personalising Interactions with the Girls
Post by: necno on November 24, 2009, 03:44:56 PM
Looking over the triggers many scripted events are already there. They just are not used.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 24, 2009, 03:54:35 PM
Yeah, I haven't really looked at this at all. Just trying to get some discussion going. Right now, I want to get people thinking about how to write these interactions, and maybe get some content we can use.

@Mehzerz:

I want to do a bit more work on this, but this is the sort of structure we're going to need. The syntax will most likely be different (and will need tightening up in any case) but this is the level of detail we're going to need

 
Code: [Select]
The sort of scripts we're talking about here can
be thought of as a collection of INTERACTIONS.

Interactions can be EVENTs and DIALOGs. Events are
popup messages shown on the weekly summary screen.
Dialogs are conversations, and may contain player choices

Interactions have CONDITIONs. Events will not be displayed
until their condition is true. A condition might be
employment_time > 5 (can happen any time after the 5th week
since she was bought/grabbed/whatever) or happiness < 30
(kicks in if she gets too miserable.  That sort of thing.
If you leave a condition out, it will always be true.

Each girl has a current interaction associated with her.
If it is an event, it will be checked at each start-of-week
to see if the Event's condition is true, and if it is, the
text gets displayed to the Player.

Each Interaction has a sequence number. At the end of one
Interaction, the girls current interaction moves on to the next
sequence number, unless the script says otherwise.


So:

1: Event
Condition: employment_time > 5
Text: "Nina Williams has requested to visit."

2: Dialog
Trigger: Menu->Ask->"Can I Help You?"
PC: "Can I help you?"
Girl: "Yes, well.... I've been thinking about you constantly. I can't get you off my mind. I NEED you now".
Text: She leans toward you dropping her clothes, she edges closer to you eyes locked onto yours

3: Option
A: Deny Her: "Sorry, babe, I never mix business and pleasure" Goto 4
B: Embrace Her: "I guess I can find time for a little R&R" Goto 5

# Advances denied: 30% she just sulks, 50% waits to try again, 20% violence
4: Random
%20 Goto 6
%50 Goto 7
%30 Goto 8

# Advances Accepted. End event sequence
5: Dialog
Text: "You spend a happy afternoon playing hide-the-sausage."
Goto END

# sulks
6: Dialog
Girl: "Your Loss"
Text: And she scoops up her gown and flounces out of the room
GOTO END

# try again
7: Event

Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 24, 2009, 04:57:29 PM
I would just like a documented scripting system that is (relatively) easy to read and write.  I suck at writing dialogue, but once we get a decent scripting system (no offense Necno, but I can't make heads or tails of the current one), I'd be willing to help script events.
Title: Re: Personalising Interactions with the Girls
Post by: letmein on November 24, 2009, 04:58:30 PM
I'm pretty certain the current one doesn't work anyway, so I doubt he'll be too concerned, z.

EDIT:  and holy cripes, there's a SR. MEMBER level?  Wow...   shiny fourth star, FTW.
Title: Re: Personalising Interactions with the Girls
Post by: Fstop on November 24, 2009, 05:44:37 PM
off topic: Hands Shiny Ribbon of Congratulatory Congrats ( +10 Ohh, +5 Awws, +15 Envy)
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 24, 2009, 05:58:40 PM
It works - the talk, torture, deadbeat customer, and rivals losing events are all controlled by scripts - it's just a mess.
Title: Re: Personalising Interactions with the Girls
Post by: letmein on November 24, 2009, 08:16:10 PM
The SCRIPTS work, but I thought someone a while back mentioned that the EDITOR was screwy.
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 24, 2009, 08:45:13 PM
The editor is clunkly not screwy.  Note, I might work on another method of creating scripts over thanksgiving, since I have no idea how long we are going to be using these scripts.  It will be mainly planning it out and some basic code.  I have a vauge idea of how I want to do it. I will keep you all up on this once I flesh it out more.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 24, 2009, 09:02:13 PM
Yeah, the editor is...special.  Like the kids who rode the short bus to school kind of special.
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 24, 2009, 09:20:19 PM
Special is the right word for it I think.
Title: Re: Personalising Interactions with the Girls
Post by: EternalEquinox on November 24, 2009, 09:45:57 PM
I'm pretty good at writing dialog and stories. If you give me a solid way to script i would prolly make interactions for most of the girls i have made and from others. Wouldn't mind doing some for the random girls either. All i need is to be told how to compile it and where to put it. It will give me something to do at work. lol
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 24, 2009, 10:49:39 PM
When we have a workable script system, I can do the coding for you if you write the dialogue.
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 24, 2009, 10:57:26 PM
I will try to have something by a week from friday.  It may not be good. but I hope it is better that what we have now.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 24, 2009, 11:15:21 PM
There's no rush.  I'd rather see a good system that took time to develop, implement, and test than something quick and dirty.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 25, 2009, 04:41:20 AM
Speaking of random girls, it might be nice to have a few fake random girls in the mix. Umm... I'd probably better explain that :)

The problem with random girls and scripted interactions is (as hasalready been pointed out) that you can't attach anything too complex to them, or else you'll see it time and again, until it gets tedious beyond belief. But it would be nice if occasionally, one of them would do something interesting.

So what I'm thinking is to create a unique girl or two that uses a random girl's pictureset and has a randomly generated name. As a player, you wouldn't be able to tell the random girls from the fake-random ones, just every now and then, one of the random girls would do something unexpected.

On the subject of scripts and script editors: main problem with the editor is that it snarfs up the indentation so you can't tell what depends on what. Second problem with it is that it only gives you about 15 lines to edit what are becoming 200 line scripts. Ideally, I'd like to be able to edit these suckers with a text editor rather than a custom app.

Also, I'm still planning on integrating Lua into the game. Maybe I should push forward on that? I can convert the remaining file formats over to XML after I'm done.
Title: Re: Personalising Interactions with the Girls
Post by: EternalEquinox on November 25, 2009, 06:29:50 AM
Sounds like a good plan to me. You idea is prolly the best for approaching the random girl dilemma. I will try to be fair and write for some of the popular girls and not just my own.
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on November 25, 2009, 06:56:03 AM
Hahaha. Cool idea Doc. Would you make random girl scripts moddable as well? I think it'd just be easier to give the random girls locked-in scripts that ALL girls would use. Even if they have set scripts there's tons of interaction they can provide the player with.
Seems there's plenty of willing writers on the forum so variations shouldn't be too hard to come up with. Since the coding needs to be worked on and how it'll work is still in development, I suppose the best way to get things rolling would be to make a list of the girls various interactions and their additional requirements. (If requirements are a possibility)
These requirements will be a good chance to add more to the various traits. If possible would even be nice to limit girls coming to you to 3 times a week (if possible) as well as making them quite rare to begin with.


Possible interactions:
Girl overcome with lust comes onto player Requirements: 70+ happiness, Nympho trait
Different script for:
Buys player an item Requirements: 90+ happiness, likes player, cool person


Something like this perhaps?
Title: Re: Personalising Interactions with the Girls
Post by: dcb42 on November 25, 2009, 07:03:22 AM
This is just off the top of my head; I want to make sure I have the format and syntax right. If so, I'll try and knock a few dialogue trees together; I also tried to make this as generic as possible rather than tailoring a dialogue to any one girl. I'll try and do that in general, really, to make them as 'plug n' play' as possible. :)

Code: [Select]
1. EVENT
Condition: Branded slave, 10+ days of employment AND PClove >0
Text: "$girl requests a moment of your time."

2. CHOICE
A: Deny her: "Slaves speak when spoken to. Take her away." goto 3.
B: Permit her: "I have a few moments; send her in." goto 4.

3. DENIED
Text: "$girl sighs heavily as she is led away."
PClove -20, Happiness -10, Spirit -20

4. ACCEPTED
Text: $girl is brought in, and looks at the floor shyly.
PC: "What is it you wanted, girl?"
Girl: "I... I just wanted to tell you... I hated being a slave... until I came here. I... thank you, Master."
Text: $girl looks up to your face, and her eyes are wide and vulnerable.

5. CHOICE
A: Dismiss her: "It's good you finally learned your place, slave. Get back to work." goto 6.
B: Praise her: "You have proven to be a fine slave, my dear. You make me proud." goto 7.
C: Use her: "I'm glad you've accepted your lot, my dear. Come, and serve me." goto 8.

6. DISMISSED
Text: $girl winces as though struck, but curtsies and hurries off.
Spirit -20, obedience +10, PCfear +20 (or, y'know, -20 - whichever one means she's more afraid)

7. PRAISED
Text: $girl's eyes light up at your praise, and she kneels before you before backing out of the room, her eyes on your face all the while.
Obedience +20, Confidence +20, PClove +20

8. USED
Text: $girl smiles faintly at your praise, and slips out of her clothing obediently, even expectantly.

9. VARIABLE
A: 20% chance she serves poorly. goto 11.
B: 60% chance she serves well. goto 10.
C: 10% chance she tries an assassination ("her joy was a ruse to get you to lower your guard").
D: 10% chance she has a gift, goto 12.

10. POOR SERVICE
Text: You spend an afternoon enjoying $girl's body, but she seems timid and cold, so preoccupied with not making you angry that she never takes the initiative to make the dalliance truly enjoyable. Finally you send her away, disappointed, and her shoulders droop as she slinks away.
Confidence -20, Spirit -20, Happiness -30

11. GOOD SERVICE
Text: You spend an afternoon enjoying $girl's body, and she is so inspired by finding pleasure in service that she goes above and beyond the call of duty, doing all that she can to please you. Finally you have to send her away, exhausted, and she beams with pride as she walks away on shaky legs.
Confidence +30, Obedience +20, Charisma +10, PClove +30

12. GIFT
Text: You spend an afternoon enjoying $girl's body, and she is so inspired byfinding pleasure in service that she goes above and beyond the call ofduty, doing all that she can to please you. So smitten is she that as she lies beside you between bouts of lovemaking, she whispers to you the location of a stash of gold that her family had hidden. after you have had your fill of her, you send one of your men to retrieve it.
Confidence +10, Obedience +20, Charisma +10, PClove +30
PC also receives a random amount of gold (100-200) and a random item.

So - yea? Nay? Formatted right? at all interesting? :)
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 25, 2009, 09:11:52 AM
On the subject of lua, yes but lets finish on what we have been work on so far. 
 
As for my editor don't worry about me rushing it, the scripting system is not too complex and won't take that long.  Also editor is not the right word for it, compiler would be better.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 25, 2009, 09:23:00 AM
If it compiles text files, I will be very happy :)

This is just off the top of my head; I want to make sure I have the format and syntax right. If so, I'll try and knock a few dialogue trees together; I also tried to make this as generic as possible rather than tailoring a dialogue to any one girl. I'll try and do that in general, really, to make them as 'plug n' play' as possible. :)

[snip]
So - yea? Nay? Formatted right? at all interesting? :)

Looks good :) It seems to have the detail and structure we'd need. The syntax is going to need to change anyway, depending on which scripting ststem we use when we come to add these in, but that gives us enough to work with
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 25, 2009, 10:33:16 AM
It will, that was the idea I have floating around in my head.  Now I just need to figure out the syntax for the text file that will be easy to use.  I also need to figure out how the triggers work.
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on November 25, 2009, 01:16:04 PM
This is just off the top of my head; I want to make sure I have the format and syntax right. If so, I'll try and knock a few dialogue trees together; I also tried to make this as generic as possible rather than tailoring a dialogue to any one girl. I'll try and do that in general, really, to make them as 'plug n' play' as possible. :)

So - yea? Nay? Formatted right? at all interesting? :)
I like how you make the PC sound in command. Really adds to a neutral/evil personality, the encounter you created sounds fantastic. However, the benefits provided seem WAY too high. The item portion is nice, but taking out her giving you money would be a good idea. You could have the option of the PC "tipping" the girl for her service. Which may lower her obedience, happiness and feel offended due to feeling belittled.

I think also depending on how successful an assassination can be. It'd be better to be much lower in percentage. If guards can effect how well an assassination attempt can be that's different. It should also be taken in consideration about how the percentage could possibly decrease or increase based off various traits and feelings. (low happiness, player hate, merciless, assassin, weapon, combat level) While a successful attempt would be significantly decreased if you have guards stationed. Perhaps you can even employ girls to guard you as well, to help decrease chances even further. (2 max perhaps)


Code: [Select]
1. EVENT
Condition: Branded slave, 10+ days of employment AND PClove >0
Text: "$girl requests a moment of your time."

2. CHOICE
A: Deny her: "Slaves speak when spoken to. Take her away." goto 3.
B: Permit her: "I have a few moments; send her in." goto 4.

3. DENIED
Text: "$girl sighs heavily as she is led away."
PClove -20, Happiness -10, Spirit -2

4. ACCEPTED
Text: $girl is brought in, and looks at the floor shyly.
PC: "What is it you wanted, girl?"
Girl: "I... I just wanted to tell you... I hated being a slave... until I came here. I... thank you, Master."
Text: $girl looks up to your face, and her eyes are wide and vulnerable.

5. CHOICE
A: Dismiss her: "It's good you finally learned your place, slave. Get back to work." goto 6.
B: Praise her: "You have proven to be a fine slave, my dear. You make me proud." goto 7.
C: Use her: "I'm glad you've accepted your lot, my dear. Come, and serve me." goto 8.

6. DISMISSED
Text: $girl winces as though struck, but curtsies and hurries off.
Spirit -2, obedience +1, PCfear +20 (or, y'know, -20 - whichever one means she's more afraid)

7. PRAISED
Text: $girl's eyes light up at your praise, and she kneels before you before backing out of the room, her eyes on your face all the while.
Obedience +2, Confidence +2, PClove +20

8. USED
Text: $girl smiles faintly at your praise, and slips out of her clothing obediently, even expectantly.

9. VARIABLE
A: 20% chance she serves poorly. goto 11.
B: 60% chance she serves well. goto 10.
C: 10% chance she tries an assassination ("her joy was a ruse to get you to lower your guard").
D: 10% chance she has a gift, goto 12.

10. POOR SERVICE
Text: You spend an afternoon enjoying $girl's body, but she seems timid and cold, so preoccupied with not making you angry that she never takes the initiative to make the dalliance truly enjoyable. Finally you send her away, disappointed, and her shoulders droop as she slinks away.
Confidence -2, Spirit -2, Happiness -30

11. GOOD SERVICE
Text: You spend an afternoon enjoying $girl's body, and she is so inspired by finding pleasure in service that she goes above and beyond the call of duty, doing all that she can to please you. Finally you have to send her away, exhausted, and she beams with pride as she walks away on shaky legs.
Confidence +3, Obedience +2, Charisma +1, PClove +10

12. GIFT
Text: You spend an afternoon enjoying $girl's body, and she is so inspired byfinding pleasure in service that she goes above and beyond the call ofduty, doing all that she can to please you. So smitten is she that as she lies beside you between bouts of lovemaking, she whispers to you the location of a stash of gold that her family had hidden. after you have had your fill of her, you send one of your men to retrieve it.
Confidence +1, Obedience +2, Charisma +1, PClove +10
PC also receives a random item.
13. CHOICE
A. "Now get out of my sight whore."
text: She looks at you sadly then quickly gathers her things and leaves without a word. [END EVENT]
Obedience +5 PClove -5 nmlsex +1
B. "You did well, I'm impressed."
text: She looks up at you with a smile on her face, takes her time to get dressed and leaves you with a kiss on the cheek. [END EVENT]
Obedience -3 PClove +5 nmlsex +1
C. "Not bad. Here's some money, buy yourself something nice slave."
text: You notice a slight look of anger that quickly dissipates. She gathers her things and snatches the money from you. [END EVENT]
Obedience -2 PClove -10 gold -100 happiness -10 constitution +1 nmlsex +5


Like I said, I love how you handle the players personality and I did my best to carry that while finishing up the event. I altered the benefits and added more negatives to the possible choices. It seems more fair in this one seeing as how easy it is to alter a girls stats in-game as is. We can't have events like this effect them too much.

I see these more as getting to know the girls more as people than just tools to help build your empire. I think the player should care about some of these girls. Making it harder to sell them or abuse them. So these should alter more how she feels about the player and her over all happiness.
I think an event should occur when you give a girl the "broken will" trait as well. I don't know how it should be written but it should be heart wrenching and make you feel awful. Adding various events to compliment this trait REALLY make you feel like she's truly broken and given up all hope. I can see other traits altering how scripts run but most not to the degree of "Broken will"
I really like where things are going. I'm excited to see them in-game at some point. :D
Title: Re: Personalising Interactions with the Girls
Post by: dcb42 on November 25, 2009, 03:58:42 PM
To be honest, I was mostly coming up with rewards and effects off the top of my head; I'm still getting a feel for the statistics and game balance, so people that actually grok the game structure better than me should feel free to adjust them. :D

I know absolutely squat about code - but I'd like to think I can write decent dialogue, so the way I figure it, I'll write up a bunch of events with that level of detail and hopefully it won't be too tricky for a coding-type to kludge them into the proper syntax... I hope? At any rate, I'll get to working on 'em.

Also, Mehzerz brings up a question I thought of last night - I know the events are being set up as scripts to run for a particular girl, but are there scripts we can attach to traits as well? Broken Will and Masochist, I have some ideas that could come up for girls with those Traits (maybe not an event every time you break a girl's will, but sometimes... and then possibly other events happening down the line). But I have no idea if that's even remotely feasible.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 25, 2009, 06:01:15 PM
well... you could have a script that only starts if a girl has a trait.

I think to do what you want, we'd need to be able to have multiple active scripts per girl. Not necessarily a problem, but I'd want to think about how best to organise things.

Be nice to be able to trigger scripts when a trait is gained, too. Or lost. Broken will, mind-fucked, pregnant...

[edit]

Something else to think about: I'd like to be able to add pictures to the event and dialogue boxes. Think about what you'd choose to illustrate some of these interactions. We don't need to have pictures for every stage in the process, but some scenarios are going to just cry out for illustration...


Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on November 25, 2009, 09:00:59 PM
Well working within isn't a problem as long it's clear what our limits are as far as these interactions go.
As for images, it shouldn't be too hard to find some generic images for many of the events and interactions. Once we figure out some of these scripts in more detail it's just a matter of finding them.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on November 25, 2009, 11:38:59 PM
You could allow general scripts that apply to all girls, and then write routines that check for specific traits.  If they're not present, the routine doesn't run.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 26, 2009, 06:47:31 AM
This one needs a MILF bought at the slave market.
Code: [Select]
1: Trigger: slave && bing tortured
Girl: You don't have to do this you know.
PC  : You think so, do you?
Girl: I'll do anything you want
PC  : Yes. Yes, you will.
Girl: I'll do it willingly, joyously even ...
PC  : You're about to say "but...", aren't you?
Girl: mmm... maybe I am.
PC  : You may not have noticed, but you're hardly in a position to make demands.
Girl: Oh, but I think you're going to like this one
Goto: 2

2: Choice
A: Decline Goto 3
B: Listen Goto 4

3: Text
PC  : "Possibly, but I think I'd enjoy it more if I spent the next few hours
      "teaching you the folly of trying to manipulate your master."
      "Lads, gag this bitch and then hang her from the ceiling. I'm"
      "in a mood to get creative".
Text: "Time passes as you lose yourself in your art; bringing pain that
      "leaves no trace; mixing pleasure with pain; turning her body against
      "her mind, and ultimately her mind against herself.

      "eventually there comes the moment you've trained yourself to look
      "for, the moment when she realises that her subjugation is inevitable
      "The moment when she accepts defeats.
     
      "Quickly you signal to your men to remove her gag, anxious now to
      "hear what it was she though you would find so compelling. But when
      "you look in her eyes, you see that you have pushed her too far,
      "too fast.

      "You curse yourself for a novice! Cunning, devious and manipulative
      "she had been possessed of qualities that would have made a magnificent
      "whore or her. Now that mind is gone, and all there is is obediant meat.
      "She will do as she is bid, and there are plenty of customers who will
      "pay for her use. But something irreplaceable has been lost this night.

      "And whatever scheme she had in mind, you will never know"
Goto END

4: Dialog
PC  : Lucky for you, I'm in a good mood today. What do you have in mind?
Girl: Do you know how I came to be a slave?
PC  : If I was interested, I'd have asked.
Girl: My husband's bitch of a mistress had me drugged, and branded in my sleep
PC  : That's illegal. If I ever decide to free you, you could prosecute her.
      Don't hold your your breath.
Girl: I'm not. You're *much* more interesting than that limp-dicked husband of mine.
      I just thought I could be more fun if I had the right company
PC  : I don't mind snatching the odd waif and stray off the streets, but
      a prominent society hostess? That doesn't sound like a solid business
      proposition to me
Girl: Oh, you won't need to abduct her. She's going to walk into one of your
      brothels wearing her best party frock, and announce that since she's
      always been a dirty slut, she's decided to dedicate her life to sluthood.
      And then she's going to strip herself naked, and apply the slave tattoo
      herself, and frig herself to orgasm while she does it.
PC  : That does sound like something worth seeing, I'll grant you that
Girl: You'll be able to sell tickets. I'll even give you the names and addresses to send the invitations.
PC  : And she's going to do this.. why?
Girl: Because otherwise her darling twin girls are going to spend a fortnight
      in the stocks outside your door in Sleaze Street, naked, gagged and hooded
      and with "TRY BEFORE YOU BUY" tattooed across their pert young posteriors.
PC  : You've got all this worked out, have you?
Girl: Oh, I had my own plans to take care of the bitch; she just made her move faster than I expected.
      Still, it'd be a shame to let all that research go to waste. What do you say?
Title: Re: Personalising Interactions with the Girls
Post by: Savagefrog on November 26, 2009, 03:59:40 PM
Good work there, that is the kind of script this game needs.
Title: Re: Personalising Interactions with the Girls
Post by: ker on November 26, 2009, 05:50:45 PM
About the Random girls and scripts.  Could you build a percentage system into the script?  Ie when a girl has been working for you for 10 weeks, there is a 70% chance of 'x' script happening.  You could build a modifier into the scripting engine that divides the percentage chance of a script happening by 10 for that girl.  So the script for a specific girl would have a fairly solid chance of happening, random girls still get enough personalization to make them interesting.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 26, 2009, 06:09:36 PM
could be done. Put a %chance on the initial condition and it won't fire until the dice roll is made (and until all the other conditions are met).

Only thing is that the chance is going to be evaluated each turn so it needs to be small. Or you could make it only happen a set number of turns after acquisition. That would be better in some ways since if it didn't happen then it wouldn't happen at all.

Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 26, 2009, 06:19:50 PM
Doc, can we make the trigger file be xml.  It would make my life so much easier and others' lives easier as well, since I cannot seem to make heads or tails of the trigger system from the old manual.
 
edit-- fixing spelling error.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 26, 2009, 06:22:36 PM
I expect so. I haven't looked at triggers at all yet, but I expect we can.

Let me have a quick look...

[edit]


Yeah, looks doable, if a little convoluted in places. You're right - there's a lot of what we need already here. Major omission so far is setting multiple trigger conditions - like PCLove > 90 AND 5% chance - but that's fixable

I'm working on the conversion now


[edit]

I'm adding a comment with all the possible fields and values at the top - it's taking longer than the actual conversion... :/

[edit]

Nope, there's always a trigger chance, so that's OK.
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 26, 2009, 06:53:21 PM
Yay,  ;D .  Off to go crash from eating too much and getting up way too early.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 26, 2009, 10:13:08 PM
Still needs work, but here's what I've got on the global trigger xml file. The XML itself is still pretty much absent, but I've written up most of the triggers and parameters in the comments, which some of you might find interesting. I've also added some examples and ideas about how they could be used.

Note that these are just the triggers for the scripts - the scripting itself will go in another file.
Title: Re: Personalising Interactions with the Girls
Post by: delta224 on November 26, 2009, 10:29:47 PM
That should work.  Anything would be easier to use than what we have now.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on November 27, 2009, 04:41:31 AM
OK, finshed XML attached. I'll get the code to parse it written up this evening (I have family stuff to do today).

It shouldn't take long in any case.

[edit]

I think for this one, I'll just load the XML rather than support both formats for a while. If anyone's got a custom trigger file and wants to hang on to it for a while, sing out now!
Title: Re: Personalising Interactions with the Girls
Post by: Command on December 02, 2009, 11:08:49 AM
How about have a part that involves a female rival you enslaved?
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on December 02, 2009, 11:14:50 AM
No problem with that. I just need to get the XML done. And the Lua integration.
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on December 02, 2009, 10:58:16 PM
Oh I'm sure we can add events for just about all the interactions that can take place within the game. Just don't want them popping up all the time, then it becomes a drag and what could have been a fun and rewarding addition to the game gets tiring, REAL quick.
Title: Re: Personalising Interactions with the Girls
Post by: Midnight_Amratha on December 05, 2009, 12:54:31 PM
One day you hear about a Rival WhoreMaster who happens to be one of your old escaped girls (named opponent not just generic).
You deside to take possession of your rightful property and set off along with a gang of your "trusty" men.

outcome a:
       After a long and gruelling fight, you manage to capture the Leader and sure enough, it's (name)! you manage to drag her back to your dungeon and deside to give her an object lesson in "bedside-manners". After a suitable time you break her and she is deemed ready for active duty again.

outcome b:
       After a long and gruelling fight, you find yourself defeated by (name)! You have to concede defeat and as a compensation she takes the most valuable of your girls for her own stable. She insists on a suitable time of peace where neither of you are able to encroach on the others' territories and you are forced to agree, just to be released.



not sure if that has any relevance on gang combats, just something i whipped together as a suggestion, feel free to embroider on it.
 
you could put a rider on this event saying it cannot happen unless a girl manages to escape.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on December 30, 2009, 10:30:25 PM
This one has been inspired in about equal parts by the Beeb's telly adaptation of The Turn Of The Screw and some truly odd fever dreams, courtesy of this damn cold.

A little preamble: it is my intention to generally nerf the slavemarket some time soon. Essentially I want to make the replacement rate for slaves a lot slower. This means a) that if the current crop are a bit lacking, you can't just wait a turn and get a full refresh - you'll need to wait until the girls are bought by someone else before they are replaced, and b) that if you buy all the girls one week, they'll be replaced slowly, over the course of several weeks.

Doing this, I hope to increase scarcity, and thereby make the make girls more valuable to the player. It also means that there's a point to events that open access to new markets, or new sources of slaves. For those concerned that such a change is going to somehow spoil the game, there will exist config options to restore the market to its current behavior.

That said...


"One of your squad leaders tells you of a possible business proposition. The manager of the city's bedlam-house is running short of room, and wants to talk to you about possible options for 'care in the community'"

A: Not interested (ENDS)
B: Talk to him

"You agree to a meeting on neutral territory, and are introduced to Doctor Thaddeus Nutt, proprietor of the Crossgate Bedlam Estate, known to your patrons as 'The Nutt House'. Nutt is a coarse, grubby little man, and the prospects of his actually  holding a doctorate seem highly unlikely. Nevertheless, having gone this far, it costs nothing to hear the man out"

Nutt: "Evening, your worship. Dunno how much your man here told you, but I'm developing a bit of a crisis in the cash-flow and accommodation areas. All down to the increasing strains of the modern lifestyle, I'm thinking..."

PC: "Get to the point, Nutt..."

Nutt: "Well, your eminence, I had heard that a man in your line of work was always looking for new talent, so to speak. And I happen to have some charming young ladies what I need to find new homes for. So I thought maybe we might be in a position to do each other a power of good, see?"

PC: "And what is it that you thought I might do with these charming ladies, Nutt?"

Nutt: "Well, I had thought you might be able to sell their bodies, chief. Thing is... " Nutt looks around furtively and drops his voice "... thing is, our two lines of business has more in common that most people might think.  Looking after a house full of headcases don't generate that much in the way of revenue, see? So if some young buck has a highly experimental therapy he wants to perfect, and if he's willing to make a small charitable donation to the running of the estate, then we lets him into the patient's quarters and we leaves them alone for an hour or so.

Nutt: "Purely as a matter of professional courtesy, we doesn't enquire too closely as to the nature of the therapeutic procedure, although from observing the after effects I would be forced to conclude that a great many in the medical profession think highly of the healing effects of sexual stimulation."

OPTIONS:

A: Declare War on the disgusting little toad.
B: Find out more
C: Terminate the discussion, before he contaminates anything.

A: Declare War

PC: "Doctor Nutt, you seem keenly interested in economic theory. Has it occurred to you that prostitution in Crossgate is not entirely a free market in the classical sense?

Nutt: "Well, about that, your Radiance..."

PC: "... or perhaps it would be more precise to think of it as the ultimate distillation of free market economics. 'The Law Of The Jungle' is a phrase many have found apt. The Invisible Hand (if you'll forgive the mixed metaphor) turns out to be Red In Tooth And Claw. Do you follow me, Nutt?"

OPTION: At this point, if the PC has a seriously badass rep, Nutt will try and cave. If the PC lets him surrender, he gains control of a mental institute outside Crossgate, which will open a new supply of girls, but which may prove a decidedly mixed blessing in the medium to long term.

We continue on the assumption that the PCs rep isn't up the challenge, or that the PC prefers to crush Dr. Nutt like a bug.

Nutt: "Here, I don't think I like how this is going! I came here in good faith thinking we could do business."

PC: "Oh, but we can. I'm looking forward to it. I was thinking 'hostile takeover'. With a distinct emphasis on the 'hostile'."

Nutt: Backing away hastily "You won't take me down easily! You're not the first to try it on, you know!"

END: Nutt appears as a new (and somewhat underpowered) rival. The Nutt House is built to be defended, and his guards are reasonably well trained, but he is unlikely to cause problems beyond a turn or two. Player acquires control of the Nutt House, with all the pros and cons that entails.

Backing up to "Find Out More"

PC: "An interesting proposal, but I'm not entirely sure I want to enter the world of long term mental healthcare."

Nutt: "Shouldn't be a problem; just treat them like any other slavegirl"

PC: "I believe I must have missed something. 'Slavegirl', Doctor?"

Nutt: "All our inmates are branded when we take charge of them. It's a power of attorney sort of thing. Means they can't raise legal objections to various treatments that while distasteful, may prove essential to the ultimate rehabilitation of the patient."

PC: "That would be 'distasteful' in the narrow, technical sense of  'being gang raped by a half dozen bored dilettantes from up on Nobbs Hill,' I take it?"

Nutt: "Well, I'm not aware of anyone who chooses to frame their research objectives in those precise terms, obviously, although... "

PC: "Skip it, I can imagine. So you're basically a slaver?"

Nutt: "Oh NO, sir! Oh no, no, no, no, no! The slave tattoo is purely a legal formality. As well as providing  a useful tracking mechanism, should one of our poor lost lambs manage to stray beyond our walls, of course."

PC: "And if the title to one or more of those lambs should pass to a third party?"

Nutt: "Then I would obviously hope that said party would uphold the ethical responsibilities that go along with the bond of slavery. In the unlikely event that the party chose to ignore those responsibilities and maximally exercise his rights under law, I would obviously be deeply shocked. Shocked and appalled, in fact..."

PC: "... but sadly unable to compel me to honour a  contract made with my predecessor in interest that was verbal at best. Is that about the size of it?"

Nutt: "More of an unspoken understanding, if truth be told. That's always assuming that word of the arrangement gets out, sir, which I don't see any reason why it should, if I may say so."

PC: "That's all well and good, but you still haven't addressed the whole 'madder than a box of frogs' aspect of the deal.

Nutt: "Oh, they're gone in the head all right, but that needn't stop you making a profit. Just chain them spread-eagled to the bed and let your patrons get on with it. You might need to stop the gobs on some of them, maybe tie a sack over their heads as well, but at the end of the day, quim is quim sir, as I'm sure you'll agree."

PC: "I'm not going to get many takers for that level of service."

Nutt: "So drop your price and make it up in volume. You'll make your costs back in three months, tops. Plus, you never know when you might need meat to get fucked by a viras plant, or a plaything for your soldiers where it doesn't matter too much if it gets broken ..."

Options:
A: Nutt, you are a loathsome little worm, and it will be my great pleasure to expunge you from existence.
B: Nutt, you are a loathsome little worm, and I want nothing to do with you or your operation.
C: Nutt, you are a loathsome little worm, and I've decided to invest in your business.
D: Nutt, you are a loathsome little worm, and I'm only accepting your offer so I can rehabilitate these poor, suffering creatures.
E: Nutt, you are a loathsome little worm. How soon can I take delivery?

Option A reverts back to the earlier Declare War case.
Option B leaves the door open for the PC to change his mind. In the meantime, Nutt may be expected to do business elsewhere, and the PCs rivals may receive some small bonuses.
Option C costs a lot of cash, but puts the PC in control of the Nutt House with Nutt as managing director. This gets most of the benefits of seizing the place by force, and few of the drawbacks since Nutt is experienced at navigating the political minefield of mental healthcare in Crossgate.

Option D gets the PC major disposition and suss bonuses if done right:

PC: "Nutt, I'm going to take these girls off your hands for no reason other than to see them returned to a state of happiness and sanity"

Nutt: "Good luck with that *cough*Bless you guv'nor, I knew you was on the side of the angels, right from the start, I did. You is only doing what I would do if only I had the finance for it, and it is a sad, sad indictment on the state of the world today that..."

PC: "Nutt?"

Nutt: "Yes sir?"

PC: "Get out of my sight before I have you castrated."

Nutt: "Yes sir. Getting out now, sir."

Option E sees the PC get a job lot of a half dozen slavegirls at about half the market rate. Subsequent examination will reveal
If the deal goes through, further events will occur involving Dr. Nutt. At this point the PC will be free to review the "Declare War" option should he or she so choose.

If dealings are generally successful, Nutt has a cousin who runs a home dedicated to the treatment of ladies of "tainted blood". These are the cases where great grandma was a succubus, but the demonic aspect manifests rarely and unpredictably. Or the offspring of young women raped by tentacle beasts, whose progeny only mostly take after their mother. To say nothing of werewolves, vampires, and other young ladies whose special needs mean that they are best kept out of society as a whole.


Right, glad that's out of my system. Maybe I'll sleep now...
Title: Re: Personalising Interactions with the Girls
Post by: Savagefrog on December 30, 2009, 11:30:53 PM
Great stuff, maybe a fever is not a bad thing after all. :)
Title: Re: Personalising Interactions with the Girls
Post by: kalador on December 30, 2009, 11:42:36 PM
I sort of like the "Declare War" idea myself.  After all, loathsome little worms deserve to be stepped on and squished like the worms they are. ;)
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on December 31, 2009, 12:07:22 AM
I can see great potential for scripts for individual girls involved in this deal, especially for the option where the player takes the deal with the intention of rehabilitating the girls.
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on December 31, 2009, 02:14:50 PM
That's a really great idea Doc. Girls certainly are easily replaced, getting various markets of different girls is a really good idea. I guess Mr. Nutts event would come fairly early on considering the low quality of the girls, where as another slave market of more... stable girls would come later.
I'm excited to see where the game will head after 1.29
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on December 31, 2009, 06:48:28 PM
Great stuff, maybe a fever is not a bad thing after all. :)
:D Although there were times last night when I'd have traded the idea for eight hours uninterrupted sleep. Still, mustn't grumble :)

I sort of like the "Declare War" idea myself.  After all, loathsome little worms deserve to be stepped on and squished like the worms they are. ;)

Oh, indeed. There's no fun in playing the Righteous Man if there's no evil to uproot :)

I can see great potential for scripts for individual girls involved in this deal, especially for the option where the player takes the deal with the intention of rehabilitating the girls.

I hadn't thought of that aspect of it, but yes: you could tell some good stories that way. How they came to be in such dire straits, and what you might have to do to win their trust. Plenty of potential there.

That's a really great idea Doc. Girls certainly are easily replaced, getting various markets of different girls is a really good idea. I guess Mr. Nutts event would come fairly early on considering the low quality of the girls, where as another slave market of more... stable girls would come later.
I'm excited to see where the game will head after 1.29
I'm looking forward to getting 1.30 out the door myself :)

I don't see them as low quality particularly - more in need of a little care and attention. But yeah I'd like to have all sorts of new ways to get girls. I'd like to see an annual Slaver's Fair that set up for four weeks in a year: Good prices for paid exotics, lots of girls available. Maybe the occasional invite-only auction. You'd need to ingratiate yourself with the right people to get an invite. Possibly even the occasional raid on  rivals-owned brothels to carry off some of the girls. Certainly, I think you should pick up some talent when you eliminate a rival.

So much to do. so little time to do it :)
Title: Re: Personalising Interactions with the Girls
Post by: Mehzerz on January 01, 2010, 01:41:27 AM
Well... low quality is a poor word choice on my part. But if these girls aren't "right in the head" would they all come as "mind fucked" ? I'd like to think they would be, and it'd be nice to see unique girls show up in every slave market. Including that one... though I don't think anyone has made a unique girl that came mind fucked. :p
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 01, 2010, 02:20:24 AM
Well... low quality is a poor word choice on my part. But if these girls aren't "right in the head" would they all come as "mind fucked" ? I'd like to think they would be, and it'd be nice to see unique girls show up in every slave market. Including that one... though I don't think anyone has made a unique girl that came mind fucked. :p

Not necessarily mind-fucked. I don't see them as all being that compliant. Probably see a couple of them like that, maybe one or two with Yandere/Merciless traits. I haven't thought this part of it entirely though as yet.

I do want to improve the control that a girlpack designer has over where and when his girls might turn up however, so it should be possible to design girls with this source in mind. Once I get the event written and working, anyway.
Title: Re: Personalising Interactions with the Girls
Post by: exodia91 on January 01, 2010, 03:07:10 PM
^^^ Indeed, if we get more control over where girls appear, and events are easily creatable and linkable, I might just have to redo most of my girls..... T_T
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 01, 2010, 05:17:48 PM
^^^ Indeed, if we get more control over where girls appear, and events are easily creatable and linkable, I might just have to redo most of my girls..... T_T

Anything in particular you'd like to see? Here's some of the possibilities as I see them:

Code: [Select]
        <Girl   Name = "Flossy Anne">
<!--
 !              give a place and a probability
 !              0 turns it off entirely
 !              chance is always a minimum - if there are 4 girls
 !              possible with 100% chance, they each get 25%
 !
 !              If there's only one girl and she has 100%
 !              then she'll always appear at that point.
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "15%"
                />
<!--           
 !              could set probabilities for events
 !              (assuming the event uses a random selection)
 !-->
                <Occurrence
                        Event   = "Raid on Rival"
                        Target  = "Sex Magicians"
                        Chance  = "90%"
                />
<!--
 !              could set some variant stats based on how she's
 !              encountered. In this case a previous master has
 !              clearly been taking regular liberties
 !-->
                <Occurrence
                        Place           = "Slave Market"
                        Chance          = "5%"
                        Status          = "Slave"
                        NormalSex       = "75%"
                >       
                        <Trait  Name = "Fake Orgasm Expert" />
                </Occurrence>
<!--
 !              and there's the possibility to make changes based
 !              on different mods
 !-->
                <Occurrence
                        Place           = "Slave Market"
                        Mod             = "Abby's Crossing"
                        Chance          = "55%"
                />
        </Girl>

We could probably use "*" to wildcard location names as well.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on January 01, 2010, 11:52:47 PM
So let me see if I get what you've written straight:

Let's say there are 4 girls, each with 100% probability of showing up in "Town" (presumably for the "take a walk" option).  Each girl ends up with a 25% chance of showing up, but does the overall chance of encountering any girl equal 100%, or would it be 100% of the base chance to encounter a girl?

Taken a different way, let's say there are 3 girls, each with a 25% probability of showing up in "Town."  Is the chance of encountering any girl 75% (should really be 3 25% chances: ~58%) or 75% of the base chance?

What happens with a location like the slave market where more than one girl could appear at the same time?  Would it populate each position as above?  Let's say there are 3 slots open in the slave market and there are four girls with a 25% chance each of appearing in the slave market.  Assuming the probability of any girl appearing is cumulative rather than multiplicative, the first slot would be filled, the second would have a 75% chance of being filled, and the third would have a 50% chance of being filled if the second slot was filled and a 75% chance if the second was not filled.

I'm not sure that made any sense at all.  I know what I meant, but I suspect it didn't translate well into words, so I might come back and rephrase my questions later.

I'd like to see the ability to change anything and everything about the girl depending on where she is found.  To extend upon your example:

Code: [Select]
        <Girl   Name = "Flossy Anne">
<!--
 !              Find her on the streets, and she has one background
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "15%"
                        Desc = "Flossy Anne barely escaped the clutches of the slavers after she was caught cheating in a high-
                                stakes poker game.  She arrived in Crossgate after being on the run for days, on the verge of
                                collapse from exhaustion.  She stumbled into you in the street, and in a state of near delerium,
                                she agreed to your terms of employment, without giving much thought to the future consequences..."
                        Status = "Free"
                        Tiredness = "100"
                        Health = "50"
                        Rebellion = "20"
                />
<!--
 !              Find her in the slave market, and she has another
 !-->
                <Occurrence
                        Place   = "Slave Market"
                        Chance  = "85%"
                        Desc = "Flossy Anne was sold into slavery after she was caught cheating in a high-stakes poker game.
                                She gave chase to the slavers, but was caught as she neared the city of Crossgate.  She is
                                bitterly angry over her capture and is determined to escape at any cost..."
                        Status = "Slave"
                        Tiredness = "70"
                        Health = "90"
                        Rebellion = "60"
                />
        </Girl>

[edit]

Here's a thought, it might be more intuitive if the percent chances for each occurrence are the chances that the girl appears in the game at that location as opposed to the other possible locations, rather than the percent chance that she is encountered at that location at a given moment.  In the example I gave, the game would determine where Flossy Anne appears (in this case, 15% chance in Town, 85% chance in the Slave Market), and once that determination is made, she won't be found in the other location no matter what happens.  You could then create conditional probabilities, like this:

Code: [Select]
        <Girl   Name = "Flossy Anne">
<!--
 !              Find her on the streets, and she has one background
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "15%"
                        Desc = "Flossy Anne barely escaped the clutches of the slavers after she was caught cheating in a high-
                                stakes poker game.  She arrived in Crossgate after being on the run for days, on the verge of
                                collapse from exhaustion.  She stumbled into you in the street, and in a state of near delerium,
                                she agreed to your terms of employment, without giving much thought to the future consequences..."
                        Status = "Free"
                        Tiredness = "100"
                        Health = "50"
                        Rebellion = "20"
                />
<!--
 !              Find her in the slave market, and she has another
 !-->
                <Occurrence
                        Place   = "Slave Market"
                        Chance  = "85%"
                        Desc = "Flossy Anne was sold into slavery after she was caught cheating in a high-stakes poker game.
                                She gave chase to the slavers, but was caught as she neared the city of Crossgate.  She is
                                bitterly angry over her capture and is determined to escape at any cost..."
                        Condition ID = "Enslaved"
                        Status = "Slave"
                        Tiredness = "70"
                        Health = "90"
                        Rebellion = "60"
                />
<!--
 !              She could have been enslaved, purchased by a rival, and then obtained by the player when he raids the
 !              rival's brothels or defeats the rival
 !-->
                <Conditional occurrence
                        Place  = "Rival's brothel"
                        Condition = "Enslaved"
                        Chance  = "50%"
                        Desc = "Flossy Anne was sold into slavery after she was caught cheating in a high-stakes poker game.
                                She gave chase to the slavers, but was caught as she neared the city of Crossgate.  Your rival "
                                + Rival ID + " purchased her in the slave market and severely abused her in his brothel.  She is
                                battered but not yet broken.  A loving hand could raise her up and earn her eternal gratitude and
                                loyalty while an iron fist could break her forever..."
                        Tiredness = "90"
                        Health = "40"
                        Rebellion = "10"
                        NormalSex = "75"
                        Anal = "90"
                        Bestiality = "80"
                        <etc>
                />
        </Girl>

Her appearances percentage chances would then be:

Town: 15%
Slave Market: 42.5%
Rival's Brothel: 42.5%

determined, say, when the .girlsx file is loaded into the game.  Each play through would have a chance for her to appear somewhere else.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 02, 2010, 04:04:02 AM
Let's say there are 4 girls, each with 100% probability of showing up in "Town" (presumably for the "take a walk" option).  Each girl ends up with a 25% chance of showing up, but does the overall chance of encountering any girl equal 100%, or would it be 100% of the base chance to encounter a girl?

OK, that wasn't terribly clear. First we check to see if you encounter a girl at all. If there's a 10% chance of a girl appearing then we check that first. If the check fails, nothing further happens this turn.

Assuming that the encounter check passes ... actually I think the sensible thing to do is check the encounter chance to see if she still appears. 25% of her appearing. If she passes that, great. If not, pull another girl out of the unused pool at random and check her encounter percentage. Keep on until a girl shows up, or we run out of potential uniques and have to use a generic girl.

If there is more than one slot needing to be filled, then for each subsequent slot, reset the unused pool and repeat the process, pulling girls at random until one passes (sounds like my life, that).

If a location isn't mentioned, it will default to 0% except for the walk around town which defaults to 100%. (Possibly other, similar locations as well - like town screens in other cities, for instance).


I'd like to see the ability to change anything and everything about the girl depending on where she is found.  To extend upon your example:

Nice. Definitely use that. In fact, I can't see any reason why you shouldn't change everything and anything apart from the location code (which would get silly). You could different picturesets even, depending on how she was found.

Here's a thought, it might be more intuitive if the percent chances for each occurrence are the chances that the girl appears in the game at that location as opposed to the other possible locations, rather than the percent chance that she is encountered at that location at a given moment.

I'll have a think about that. It would mean a bit of a change to the way the game handles girls, but that's not necessarily a bad thing. It would give the gotta-catch-'em-all mob an incentive to explore a bit, as well :)
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on January 02, 2010, 05:06:10 AM
Assuming that the encounter check passes ... actually I think thesensible thing to do is check the encounter chance to see if she stillappears. 25% of her appearing. If she passes that, great. If not, pullanother girl out of the unused pool at random and check her encounterpercentage. Keep on until a girl shows up, or we run out of potentialuniques and have to use a generic girl.

So then its like this:

Pass encounter check ->  Pull girl at random -> Pass girl's encounter check -> Obtain girl
                                                            -> Fail girl's encounter check -> Pull new girl at random -> Repeat until pass
Blech.  It works, but from a girl design perspective it is completely non-intuitive.  The result is more of a relative rarity control than anything else.

Quote
I'll have a think about that. It would mean a bit of a change to the way the game handles girls, but that's not necessarily a bad thing. It would give the gotta-catch-'em-all mob an incentive to explore a bit, as well :)

That was partly the intent behind the suggestion.  If we allow girls to be found in multiple locations, then players will simply pick their source of choice and then work it until they get everyone.  If the girls' locations are determined at the start of the game, then it removes one level of predictability from the game.

What if we had a merger of the two systems.  Use my system to control where a girl appears and use a rarity system similar to yours that determines which girl(s) out of the eligible pool appear(s).  Give either the base girl or each Occurrence setting a Rarity setting.  When it comes time to select a girl, use the rarity settings as relative weights for random selection (higher rarity setting = more common).  There are a number of ways of approaching the problem, one of the simplest is to sum the girls' rarity, then generate a random number from 1 to the total.  Starting at the beginning of the list of eligible girls, subtract their rarity in sequence from the random number until the total is 0 or less.  Whichever girl's rarity drops the total low enough gets selected.

Code: [Select]
        <Girl   Name = "Flossy Anne">
<!--
 !              Rarity is set to 10
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "100%"
                        Rarity = "10"
                />
        </Girl>
        <Girl   Name = "Ivana Humpalot">
<!--
 !              Rarity is set to 90
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "100%"
                        Rarity = "90"
                />
        </Girl>

In this case, both girls would be encountered in the town, but you are much more likely to encounter Ivana than Anne.  The total rarity is 100, so the engine generates a number from 1-100, and then starts the subtraction.  If <random number> - 10 <= 0, then Anne is selected, else Ivana is selected.

In the following example, merging both systems, Anne is more likely to be in the town than Ivana is, but if they are both in the town, Ivana is more likely to be encountered.

Code: [Select]
        <Girl   Name = "Flossy Anne">
<!--
 !              Rarity is set to 10, chance is set to 90%
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "90%"
                        Rarity = "10"
                />
        </Girl>
        <Girl   Name = "Ivana Humpalot">
<!--
 !              Rarity is set to 90, chance is set to 10%
 !-->
                <Occurrence
                        Place   = "Town"
                        Chance  = "10%"
                        Rarity = "90"
                />
        </Girl>
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 02, 2010, 06:49:34 AM
Blech.  It works, but from a girl design perspective it is completely non-intuitive.  The result is more of a relative rarity control than anything else.

Well, first and foremost it's a way to make a girl harder to find in a given location. Currently, this would be 100% for all girls on the town screen, and the only way to make a girl hard to find is to swamp her in a lot of other uniques. So my primary aim was to allow designers to make girls harder to find. For the town screen, arguably the way to do it would be to check the chance and if it failed, report that as a search failure, but if that happens a lot, it's going to make it hard to set the town screen generation rate. So better to assume that if a girl is generated, one gets delivered.

Of course, pre-allocating locations changes the scenario quite a bit.


and I think all we can really achieve. Otherwise we have the potential situation where there are 10 girls waiting to appear, all at 100% and no way to select between them.

Of course, as you point out, if we pre-allocate locations at start time then that changes things, and I can see advantages in that approach, too.

I'll have a think about it. If nothing else I'll need to have a bit dig through the code and see how much work it would be. I do like the idea of girls being hidden away in hard to predict locations, though
.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on January 02, 2010, 12:01:46 PM
Well, first and foremost it's a way to make a girl harder to find in a given location. Currently, this would be 100% for all girls on the town screen, and the only way to make a girl hard to find is to swamp her in a lot of other uniques. So my primary aim was to allow designers to make girls harder to find. For the town screen, arguably the way to do it would be to check the chance and if it failed, report that as a search failure, but if that happens a lot, it's going to make it hard to set the town screen generation rate. So better to assume that if a girl is generated, one gets delivered.

Yeah, I got that, and I'm fine with it.

Quote
and I think all we can really achieve. Otherwise we have the potential situation where there are 10 girls waiting to appear, all at 100% and no way to select between them.

Looks like something got cut out there when you posted, so I'm not entirely sure what you are referencing, but the rarity solution I proposed prevents the "no way to select between them" problem.

Code: [Select]
/*
 * pass the function an array of the available girls at the location
 * returns the index number of the selected girl
 *
 * pardon my pseudocode, it's been a while  >;o)
 */
 
 int selectGirl(girlArray[])
 {
 int total;
 int i = 0;
 
 /*
  * generate total rarity
  */
 
 for each (girlArray[]){
total += girlArray[i].Rarity;
i++;
}

/*
 * generate random number
 */
 
 int random = rand(seed, total);
 
/*
 * find selected girl
 */
 
 for (i = 0, random > 0, i++){
random -= girlArray[i].rarity;
}

/*
 * return the index location of the selected girl
 */
 
return i;
}
Title: Re: Personalising Interactions with the Girls
Post by: Command on January 02, 2010, 12:07:29 PM
I had an idea why not have some of those personalizing interactions to eventually lead to some sort of interaction with one of the outside groups like other gangs or even the law.
 
I had an idea about why not have some of these interactions lead you to get an option with the Guards for getting a contract to rehabilitate confescated illegally enslaved girls so they can be released into society.  Basically this would be a cheap way to get girls in the brothel but all of them would suffer from different problems more than most other ways to get girls, Like addictions, mental problems, broken down girls, girls who are terrified of everyone, some who are scarred.  The Girls also come with a personal requirement that they need to achieve so they can be given back to the Guard then the Guard rewards the player with rare equipment and gold.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 02, 2010, 02:58:00 PM
Looks like something got cut out there when you posted, so I'm not entirely sure what you are referencing, but the rarity solution I proposed prevents the "no way to select between them" problem.

Yeah, I don't know what I was thinking, either. This chest infection sucks.  Basically I think you have a very good idea here. I'll just need to think about it when I'm feeling closer to 100% :)
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on January 02, 2010, 04:09:50 PM
Eww...you're still sick?  That bites  >.<

Get well soon, man.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 02, 2010, 04:14:23 PM
I'm on antibiotics now and starting to feel a bit better at last. The last few days have been a bit rough though.
Title: Re: Personalising Interactions with the Girls
Post by: zodiac44 on January 02, 2010, 08:09:08 PM
Let's hope it isn't one of the one's with DR 10/Cipro  >;o)

[edit]

Shit!  My inner geek escaped his cell!
Title: Re: Personalising Interactions with the Girls
Post by: fires_flair on January 03, 2010, 01:53:34 AM
you guys have probably already though of this, but to prevent having the events every day would it be possible to have it so the girls would have something like this "event cannot happen if it happened 5 turns ago" specific to either the girl or player (which ever is easier)
now my ideas (you guys can set any bonuses):
you are observing the filming of the movie at one of your brothels when $girl approaches you
player actions 1
a) ignore her (go to girl reactions 1)
b) acknowledge her (go to girl reactions 2)
c) command her to pleasure you while you continue to watch the filming (go to girl reactions 3)

girl reactions 1
10% chance that she will continue to approach, going onto her knees and moving her hands to your (applicable term for fly) (go to girl reactions 3)
30% chance she will ask to pleasure you (go to girl reactions 3)
50% chance that she will be quivering in need and beg for you to satisfy her desire, while she satisfies hers (go to girl reactions 3)
20% chance she will not continue to approach you (end scene)

girl reactions 2quivering with need she approaches you saying "master I have a need and only you can satisfy it" (go to player actions 2)
girl reactions 3
player actions 2:
a) accept her invitation (go to girl reactions 3)
b) deny her (end scene)
c) refuse but tell her to stay calling over $girl and command them both to have sex in front of you (go to girl reactions 4)

girl reactions 4
10% they do as you say but do not derive as much pleasure from it as they could have
30% they enjoy it so much they interrupt the filming. The director calls a break, pointing the camera at them instead, while letting everyone else watch
10% you all enjoy it so much you demand their services for the rest of the day
50% they do as you say, but you are so affected that while they are making out you call them over and they both suck your cock at the same time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Player actions 1:
a) refuse
b) agree
c) bargain

gang reaction 1
gang reaction 2
(accept and) they thank the player and leave (end scene)
sex training with gangs now open (my own personal idea, they would get a bonus for group sex, without effecting the gang much (except for price))

gang reaction 3

Player actions 2
a) Accept offer (go to gang reaction 2)
b) Refuse (go to gang reactions 4)
c) Offer a discount instead (go to gang reaction 2)
d) offer free after hour visits (go to gang reaction 2)
e) give unlimited access to the dungeon (go to gang reaction 2)

player actions 3)
a) Accept (go to gang reaction 2)
b) Refuse (go to gang reactions 4)
c) offer free after hour visiting (go to gang reaction 2)
d) offer to cut $cost from their work when $number of girls (go to gang reaction 2)
e) give unlimited access to the dungeon (go to gang reaction 2)

player actions 4)
a) Accept (go to gang reaction 2)
b) Refuse (go to gang reactions 4)
c) offer a discount instead (go to gang reaction 2)
d) offer to cut $cost from their work when $number of girls (go to gang reaction 2)
e) give unlimited access to the dungeon (go to gang reaction 2)
player reaction 5)

a) Accept (go to gang reaction 2)
b) Refuse (go to gang reactions 4)
c) offer a discount instead (go to gang reaction 2)
d) offer to let them visit after hours for free (go to gang reaction 2)
e) offer to cut $cost from their work when $number of girls (go to gang reaction 2)

gang reaction 4
run through options again without refused option being considered.
Title: Re: Personalising Interactions with the Girls
Post by: Vorpal on January 03, 2010, 02:45:12 AM
It would make more sense to link the satisfaction chances to actual skill level.


Here's an indirectly related idea: keeping track of the origin of the girls. There can be girls that could show up either in the town or the catacombs, but even so, it would be nice to see whether she was kidnapped or hired. And for daughters of the PC, who the mother is. When the scripting gets more advanced, that could potentially open up the possibility of some interesting interactions.
Title: Re: Personalising Interactions with the Girls
Post by: fires_flair on January 03, 2010, 11:59:46 PM
ya, that would be a good idea, but i think you would still need base levels (and the ones I gave can always be changed)
 
um, I had and even better idea for how to have the events. don't have it as a girl trigger. use a generator like you do when you go for a walk and how you get the rarity. so have the events role a die if they meet all the criteria needed (like having a gang, or movie in production), then if more then one event meet criteria and would happen have the one that has not happened for the longer time period happen, and pick a girl out randomly (where applicable) of those available.
Title: Re: Personalising Interactions with the Girls
Post by: highx9 on January 09, 2010, 01:10:54 PM
maybe it has already been said on other posts, but it would be nice to have interactions with other "bands" too. I dunno, maybe aggree a truce with them, sell them your girls(or buy theirs). For example, you could make gangs able to steal girls from you(and you to still from them) and make a price, like a kidnap..
Title: Re: Personalising Interactions with the Girls
Post by: Command on January 11, 2010, 06:50:43 PM
I had a thought you could have random events where you have on occasion a slave to be actually a spy for another rival.  It would have some interestting dialog.
 
As well as give us a bigger reason to have a gang assigned to spy on you slaves and employees.
Title: Re: Personalising Interactions with the Girls
Post by: DocClox on January 11, 2010, 06:58:45 PM
I like the idea of having a girl work for the rivals.  Innn-teresting possibilities...