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Feedback => New Features => Topic started by: Midnight_Amratha on July 16, 2010, 09:23:19 AM

Title: Development idea
Post by: Midnight_Amratha on July 16, 2010, 09:23:19 AM
like all the development games that unlock abilities, crewmembers and other previously inaccessible constructions, would the idea of gaining access to special girls when you reach thresholds in gold amount, girl amount and defeated opponents have any merit? also the access to special rooms/ activities when you have a certain number of brothels? perhaps the access to buy a brothel when you reach a special number or do a certain event?
 
i know it sounds more like a construction game than a basic customer-on-girl concept but the idea of just buying a new brothel when the first is stuffed to the rafters with girls doesn't have much in the sense of game concept to me.
 
i'm a bit unsure on which way you are aiming with the game.
Title: Re: Development idea
Post by: DocClox on July 16, 2010, 09:44:14 AM
like all the development games that unlock abilities, crewmembers and other previously inaccessible constructions, would the idea of gaining access to special girls when you reach thresholds in gold amount, girl amount and defeated opponents have any merit?

Well, I do want to greatly increase the control a girl designer has over where and when the girls can be encountered. I've not got the details sorted out yet, but yes, probably.


Quote from: Midnight_Amratha link=topic=474.msg8868#msg8868   date=1279286599
  also the access to special rooms/ activities when you have a certain number of brothels? perhaps the access to buy a brothel when you reach a special number or do a certain event?

Definitely. Some rooms are going to need an event to unlock them. Most brothels will be bound to a ward, and some may need additional events to unlock them.

Quote from: Midnight_Amratha link=topic=474.msg8868#msg8868   date=1279286599
  i know it sounds more like a construction game than a basic customer-on-girl concept but the idea of just buying a new brothel when the first is stuffed to the rafters with girls doesn't have much in the sense of game concept to me.

I agree. Currently you can expand the current brothel to as many slots as you like and keep adding girls. There ought to be a point where that hits diminishing returns. In particular I'd like to model the customer population, so you'd get to the point where everyone so inclined was already spending all their money at your brothel, and if you want to make more money, you need to open premises in another ward with fresh punters. 
Title: Re: Development idea
Post by: Lorde on July 16, 2010, 11:13:17 AM

 
i know it sounds more like a construction game than a basic customer-on-girl concept but the idea of just buying a new brothel when the first is stuffed to the rafters with girls doesn't have much in the sense of game concept to me.


Doesn't make for much of a sandbox right now either. I've said it before but I would welcome the challenge some limits would bring. And Unlocking things as I do better in the game would be very refreshing.
Title: Re: Development idea
Post by: Mehzerz on July 16, 2010, 12:32:10 PM
Definitely. Some rooms are going to need an event to unlock them. Most brothels will be bound to a ward, and some may need additional events to unlock them. 
Would it be possible to assign uniques to specific wards? That'd be pretty awesome.

Title: Re: Development idea
Post by: DocClox on July 16, 2010, 12:40:53 PM
Would it be possible to assign uniques to specific wards? That'd be pretty awesome.

I don't see why not. I'm thinking of giving each girl a lua snippet which takes infomation on the context and returns true if it's ok to appear there and false otherwise. Also probably a relative weighting for each girl so you can specify how commonly she might be found inside her tier. So you'd be able to specify some things like "only in Spark End, if the day is odd numbered and the player is holding the Universal Transmogrifier Device".


'Course, that'd be overkill for most girls, so I think it would have to accept things like "catacombs-3" or "pinchpenny slave market". Like I say, I haven't got it all nailed down yet.

[edit]

I'm also thinking about implementing an idea I think zodaic raised a while back, and having the unique girls pre-allocated to various locations. So some of them might be working in a rival's brothel, or linked to an event, and you'd have to hunt to find a specific one. Something to keep the "gotta catch 'em all" types happy :)
Title: Re: Development idea
Post by: Lorde on July 16, 2010, 01:13:21 PM


[edit]

I'm also thinking about implementing an idea I think zodaic raised a while back, and having the unique girls pre-allocated to various locations. So some of them might be working in a rival's brothel, or linked to an event, and you'd have to hunt to find a specific one. Something to keep the "gotta catch 'em all" types happy :)

I kinda fit into this category. Would be nice to be able to hunt for a specific girl instead of relying on blind luck.  :D
Title: Re: Development idea
Post by: Mehzerz on July 16, 2010, 01:21:49 PM
I don't see why not. I'm thinking of giving each girl a lua snippet which takes infomation on the context and returns true if it's ok to appear there and false otherwise. Also probably a relative weighting for each girl so you can specify how commonly she might be found inside her tier. So you'd be able to specify some things like "only in Spark End, if the day is odd numbered and the player is holding the Universal Transmogrifier Device".


'Course, that'd be overkill for most girls, so I think it would have to accept things like "catacombs-3" or "pinchpenny slave market". Like I say, I haven't got it all nailed down yet.

[edit]

I'm also thinking about implementing an idea I think zodaic raised a while back, and having the unique girls pre-allocated to various locations. So some of them might be working in a rival's brothel, or linked to an event, and you'd have to hunt to find a specific one. Something to keep the "gotta catch 'em all" types happy :)


Oh yeah, that would definitely be cool. I had an idea about meeting a girl in several locations, and through various dialogue choices you may get her or not.


Or meeting a young girl/boy and your various actions toward them would outline their path later on down the road. Whether they die, turn into a rival, gang leader, fall for you, ect. (That's more scripting though)


like all the development games that unlock abilities, crewmembers and other previously inaccessible constructions, would the idea of gaining access to special girls when you reach thresholds in gold amount, girl amount and defeated opponents have any merit? also the access to special rooms/ activities when you have a certain number of brothels? perhaps the access to buy a brothel when you reach a special number or do a certain event?



I always thought the MC could use some sort of abilities/stats or the like. (It's been discussed multiple times) I don't know about anyone else, but I always thought it'd be kind of cool to use my MC to delve into the catacombs, to fight my rivals personally. Now you can't expect everyone to want to go that route so an MC with stats you can define would be optimal. Mine would be more strength and combat based. But maybe someone would prefer a more deceptive cunning MC who can talk his way out of anything. So he'd be able to have more talk actions with girls, come across them quicker in the streets ect.


There's a lot that could be done. But I don't think anyone has really said their thoughts behind it. Only that they wanted stats. well what's the point of stats and abilities if he/she/it can't do anything with them?
Title: Re: Development idea
Post by: DocClox on July 16, 2010, 01:39:17 PM
I kinda fit into this category. Would be nice to be able to hunt for a specific girl instead of relying on blind luck.  :D

So that would change the placement mechanism from saying yes/no to a specific location, to saying "this is where this one should go". Or I could just cycle randomly through locations until I got one that worked. Slower, but only needs doing on a new game. Then again, new games take long enough already when you have a lot of girls... need to think about this one...

Or meeting a young girl/boy and your various actions toward them would outline their path later on down the road. Whether they die, turn into a rival, gang leader, fall for you, ect. (That's more scripting though)

Doable. I want to have a girl that you have to meet several times before you can acquire her. Your idea would use the same mechanism.


  I always thought the MC could use some sort of abilities/stats or the like. (

On the todo list . Well, it is now anyway :)

    There's a lot that could be done. But I don't think anyone has really said their thoughts behind it. Only that they wanted stats. well what's the point of stats and abilities if he/she/it can't do anything with them?

No point at all, really.  The sex ones are the most obvious in application: higher your skills, the more effective your sex actions are. I want to add some general skills anyway. A persuasion skill is likely to be among them, since my characters all tend to be talky types. Again, it's something I've not thought out in detail as yet.
Title: Re: Development idea
Post by: Lorde on July 16, 2010, 01:56:52 PM
So that would change the placement mechanism from saying yes/no to a specific location, to saying "this is where this one should go". Or I could just cycle randomly through locations until I got one that worked. Slower, but only needs doing on a new game. Then again, new games take long enough already when you have a lot of girls... need to think about this one...


Point taken.

I was thinking along the lines of playing out scenarios to unlock different girls. Example: The Alexandra sisters. Get one in your brothel, the other comes looking for her. Hilarity ensues. That sorta thing. Script writers can take care of the specifics. And Girl creators can take care of the placement. Least that's how I saw it.

Title: Re: Development idea
Post by: DocClox on July 16, 2010, 02:12:55 PM
Point taken.

I was thinking along the lines of playing out scenarios to unlock different girls. Example: The Alexandra sisters. Get one in your brothel, the other comes looking for her. Hilarity ensues. That sorta thing. Script writers can take care of the specifics. And Girl creators can take care of the placement. Least that's how I saw it.

Oh yeah - that certainly :)

Definitely we are going to see event only girls. Or maybe event override in this case. Hmmm.....
Title: Re: Development idea
Post by: laverinthe on July 16, 2010, 10:43:36 PM
Maybe you could have special girls be the Matrons of rival brothels that you obtain when the gang burns it down.
Title: Re: Development idea
Post by: DocClox on July 17, 2010, 02:13:21 AM
Or maybe just working there, and they get dragged off as booty (if you'll pardon the term) when you do a successful raid.

The downside of that, of course, is that when you get raided, you may lose girls to the raiders.
Title: Re: Development idea
Post by: laverinthe on July 17, 2010, 04:23:57 AM
And when you finally turn the tide and burn down their brothel, your previously kidnapped girl is returned to you.  Easy peasy
Title: Re: Development idea
Post by: Midnight_Amratha on July 17, 2010, 01:07:30 PM
the stats abilities idea on the Main Character is a nice way to go, only PLEASE don't allow a 100/100/100/100 personality it never sat well with me that the brawny guy was also a smooth talker, make the stats interact, so that if you push one stat, another or several others are deteriorating. that way your actions define the way girls react to you and also the co-operation of gang members and the bureaocracy and other whore masters in the game.
be mister nice guy will make the girls react favorably but cost you in the work morale of your gangmembers and consequently the respect from other whore masters. be a tough guy and treat all around you rough and you have unfailing respect from your gang members but the grudge of the public falls harder on you.
some consistency in the way the various factions interact with you :)
 
hope i'm not too demanding :P
Title: Re: Development idea
Post by: Lorde on July 17, 2010, 02:00:07 PM
the stats abilities idea on the Main Character is a nice way to go, only PLEASE don't allow a 100/100/100/100 personality it never sat well with me that the brawny guy was also a smooth talker, make the stats interact, so that if you push one stat, another or several others are deteriorating. that way your actions define the way girls react to you and also the co-operation of gang members and the bureaocracy and other whore masters in the game.
be mister nice guy will make the girls react favorably but cost you in the work morale of your gangmembers and consequently the respect from other whore masters. be a tough guy and treat all around you rough and you have unfailing respect from your gang members but the grudge of the public falls harder on you.
some consistency in the way the various factions interact with you :)
 
hope i'm not too demanding :P

This sounds like a good idea. An alternative for those who really want characters with 100 in every stat is to set it up so that you earn less for stats you aren't pushing as hard.

Say you have 4 stats... Say Strength, Charm, Inteligence, Cunning (Using these for example purposes) Increase strength early on and it gets a x2 bonus. All others increase at x1. Increase str a bit further and it gets a x3 bonus. Now increase charm and it will get a x2 bonus. But will never get a x3 bonus until it passes str. At which point charm has the x3 bonus and str is demoted to a x2.

The bonuses themselves should be limited to 1 each of x4, x3, and x2. And if a stat caps, it pretty much owns that bonus. Meaning your first stat that caps will eliminate the x4 bonus from the other stats.

This way I figure you emulate natural strengths and weaknesses while not having to hard code "Character types" (Bruiser, Charmer that sorta thing.) While at the same time emulating someone trying to increase there weaker talents through hard work.
Title: Re: Development idea
Post by: DocClox on July 17, 2010, 02:10:51 PM
I can see both sides of this one. I like to max my stats out whenever I can., but I agree that characters that need to specialize are more interesting.


Here's another possibility: how about setting it up so that using or training one skill tended to weaken another, but not quite so much as the gain.

Essentially, you'd be able to max the MC out, but keeping him there would need some careful ongoing management.


Title: Re: Development idea
Post by: Mehzerz on July 17, 2010, 03:44:30 PM
I said this in another thread but why not just give him "defined stats" Stats that you can only set in the beginning of the game. Similar to Fallout 1&2.
So a frail man will never become super strong hero guy. And super strong hero guy will never be able to be smooth suave guy.
You have your stats, and your skills. Stats define who you are, and skills determine what you excell in. Sex, combat ect.
Any skills that determine those particular stats... say combat for instance. You can be really good at combat but be very weak. So you'd lose any combat bonus you'd gain for having a high strength stat.


Example: Max strength is 100. Your strength is SET at 20. (Might be better to make the max stat 10 here for numbers sake) So no matter how high your combat stat is your lack of strength is going to lower this value. Which will be the sum total of your over-all combat potential.
So basically the skill is the total of your true potential in that specific field. You as a person will never and can never exceed what your 100% is. Of course weapons and armor will also add to this value but that's essentially my thought process behind it. My math skills are awful so I don't know how that'd work.
Title: Re: Development idea
Post by: Lorde on July 17, 2010, 04:03:52 PM
And super strong hero guy will never be able to be smooth suave guy.
You have your stats, and your skills. Stats define who you are, and skills determine what you excell in. Sex, combat ect.
Any skills that determine those particular stats... say combat for instance. You can be really good at combat but be very weak. So you'd lose any combat bonus you'd gain for having a high strength stat.

So in other words, skill based progression over stat based progression. Only problem I see is you would have to make the bonuses from base stats meaningful if they are never going to change. (Subsequently, make penalties for low stats just as meaningful.) Otherwise those numbers have a "Why are they even there?" feel to them.  :D
Title: Re: Development idea
Post by: Mehzerz on July 17, 2010, 06:08:33 PM
So in other words, skill based progression over stat based progression. Only problem I see is you would have to make the bonuses from base stats meaningful if they are never going to change. (Subsequently, make penalties for low stats just as meaningful.) Otherwise those numbers have a "Why are they even there?" feel to them.  :D


Not to mention you'd have to re-work the entire stats system, or just give the MC his own stat system which seems rather... odd? Probably more work than it's worth honestly. I just thought it was a neat idea.
Title: Re: Development idea
Post by: Dagoth on July 17, 2010, 06:22:33 PM
Actually, it might be good to have the player's stats work the same as the eventual girl stats/skills limitations (http://pinkpetal.org/index.php?topic=455.0). Like others have suggested with various ideas here, we could simply add in a choice at the start of a new game as to which profile the player wants to start with (something like "smooth talker", "street thug", etc.) which would set the player's initial stats accordingly. Then, those stats could be raised through actions, but with limitations to the maximum value depending on what the starting value was.
Title: Re: Development idea
Post by: megamanx on July 17, 2010, 06:32:20 PM
Or we could have it so it take so much long to raise them by the same amount that it is impractical to raise them much. Sort of like the dragon quest series you can make a mage the can deal decent physical damage but it is always easier to raise its magic damage, so you get a monk to do physical instead but they suck at magic damage but have huge health.
Title: Re: Development idea
Post by: fires_flair on July 17, 2010, 07:04:11 PM
maybe I'm just obsessed or something with getting girls with perfect stats, but hopefully if we go with the stat cap then something will get implemented so we can get ok, or poor girls with really awesome stats.
say if we did the traits as small stat boosters, which also set the cap (so instead of raising the stat by 40 a trait would raise it 4, or 5 would become 1/0.5), then as a girl gains levels/experience or fame she would become more skillful, thus the cap would be increased. either way i think we should move away from percentiles, so that the caps can actually be experienced, and so we can see how they work (where they cap out and such). the ultimate cap could also be increased, if it would make it easier to work out the dynamics.
Title: Re: Development idea
Post by: Mehzerz on July 17, 2010, 08:39:33 PM
Actually, it might be good to have the player's stats work the same as the eventual girl stats/skills limitations (http://pinkpetal.org/index.php?topic=455.0). Like others have suggested with various ideas here, we could simply add in a choice at the start of a new game as to which profile the player wants to start with (something like "smooth talker", "street thug", etc.) which would set the player's initial stats accordingly. Then, those stats could be raised through actions, but with limitations to the maximum value depending on what the starting value was.


I put my vote towards this idea. A simplified version of my suggestion. Hahaha
Title: Re: Development idea
Post by: sgb on July 17, 2010, 08:46:51 PM
I'm more in favour of the 'having stat limits based of profile' idea as well.  Most sim type games I've seen where you can pick your starting profile set usually ends up not mattering at all because Mr. Suave can easily end up being as strong as Mr. Thug, and vise-versa.  In other words if any profile can max any stat, there's ultimately no reason to even have the profiles.  There should be limitations to prevent each profile type from maxing their secondary stats.  While there should be ways for each type of profile to accomplish the same goals, the means of which that they use to get there should make for  different game experiences.  For example, Mr. Suave should have an easy time recruiting the best girls but have a harder time keeping rebellious girls in line.  Mr. Thug however would have an easier time maintaining discipline but would likely have to kidnap the best girls.
Title: Re: Development idea
Post by: megamanx on July 17, 2010, 08:56:41 PM
in those sim games it is just easier to gain in that department like Mr suave increases charm twice as fast as the other types
Title: Re: Development idea
Post by: Bluebeholder on July 18, 2010, 06:54:16 PM
Well there's always the option of having the MC work by an achievement system (eg escorting the 4 initial rivals out of the city; Forgiving trait +20% love growth).  It might be easier to implement than a similar-to-girls stats system and reflect the MC's influence over the entire organization.  This would also allow a character growth curve that extends for a longer period than the girls.  Theoretically this model also allows a clearer personalization and characterization of the MC rather than just the Suspicion/Evil axis.  Additionally I see it working well with rewards for the missions system. Finally it can work to encourage exploration of the different aspects of the game. 
Title: Re: Development idea
Post by: Midnight_Amratha on July 20, 2010, 08:31:45 PM
a second item to consider with the MC having stats are the impact it will have on daughters/sons and the eventual bonuses (or not) this will have.
 
inherited large starter bonuses.
 
just another thought.
Title: Re: Development idea
Post by: megamanx on July 20, 2010, 11:08:49 PM
a second item to consider with the MC having stats are the impact it will have on daughters/sons and the eventual bonuses (or not) this will have.
 
inherited large starter bonuses.
 
just another thought.
that could be a good thought as if you think about it if your parents are muscular you are more likely to be muscular as well so higher your stats are when the wife/significant other becomes pregnant with your child the higher the kids stats could start as
Title: Re: Development idea
Post by: Mehzerz on July 20, 2010, 11:20:48 PM
that could be a good thought as if you think about it if your parents are muscular you are more likely to be muscular as well so higher your stats are when the wife/significant other becomes pregnant with your child the higher the kids stats could start as
I thought the game already used the players stats to help calculate the daughters stats. Something that could be interesting to add though would be daughter only traits.
Title: Re: Development idea
Post by: Bluebeholder on July 21, 2010, 09:16:10 AM
that could be a good thought as if you think about it if your parents are muscular you are more likely to be muscular as well so higher your stats are when the wife/significant other becomes pregnant with your child the higher the kids stats could start as

I thought the game already used the players stats to help calculate the daughters stats. Something that could be interesting to add though would be daughter only traits.

And I thought Lamarckism was discredited.  :P
Title: Re: Development idea
Post by: Lorde on July 21, 2010, 11:28:41 AM
And I thought Lamarckism was discredited.  :P

Checked on Wiki for Lamarckism and found this.

 
Quote
He is often incorrectly cited[citation needed (http://en.wikipedia.org/wiki/Wikipedia:Citation_needed)] as the founder of soft inheritance.

That's just Hilarious. Isn't needing a Citation of an incorrect citation a bit ridiculous?

On topic: Discredited or not, Lamarckism Makes for good game play.  ;D
Title: Re: Development idea
Post by: Amoeba on July 22, 2010, 08:07:52 AM
And I thought Lamarckism was discredited.  :P

Breakthroughs in epigenetics (http://en.wikipedia.org/wiki/Epigenetics) suggest otherwise. Granted, it wouldn't work anywhere near the way it might in game, but it does seem to make some sort of difference.

On-Topic: I like the idea of player stats, but using the stats the girls do doesn't feel quite right to me. Perhaps instead of stats, traits that either trigger events, grant bonuses, or alter percentages? But then that wouldn't handle the player fighting like some want him to be able too... Yeah, I got nothing.
Title: Re: Development idea
Post by: laverinthe on July 22, 2010, 05:23:43 PM
Maybe picking a wife would be similar to picking a deity in DnD.  She supplements your powers n such.  Is that what you meant Amoeba?