I'm not sure yet how to build an interesting, original (taking JoNT system is obviously not original) and not oversimplified ST system. I have some ideas about training options, but not about system logic
In this system unlike SM where your progress is.. ( linear ?? ) but like JoNT you dont have to unlock little by little.. you can force em to do it now but you will get penalty.. like fear/against increase.. or endurance/moral drop unless they got masochist trait or other relater stuff like those.. that will reduce penalty
And true there is obedience.. but is impaired by a lo of stuff so you will have to manage those thing.. even a max obedience she could refuse you if you did not manage the other things as well.. and obedience can drop too..
She could end completly in a broken state at some point.. but unlike JoNT i wont butcher/kill her.. ill just add some potion that you will need to make with alchemy to reset her to her original stats or just remove the broken state..
I have thought about it quite a bit and have a bunch of ideas that would take too long to properly put into a clear concept, main points and some simple examples are:
1) Getting an actor (*any character) to accept slavery and actual training
are two separate things.
2) Most actors just fall into line or require a bit of persuasion (promise of release in 10/20 years of loyal service (not relevant to gameplay since it's unlikely that someone will play for so long)), promise to be allowed to have a family, small wage or rather keep a small percentage of profits with promise that an actor will be able to buy freedom.
3) If 2) fails, imprisonment/torture, if that fails as well and doesn't result in escape/mindbreak/death (in very extreme cases) ==> Sale to work in the mines (close to death sentence) or some rural area (where slaves are being systematically mistreated by uneducated serfs that just take their anger on someone who's below even themselves).
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The general concept is closer to how it was in reality in ancient times, many educated/skilled slaves lead a much better lives than any surf (and cost up to 20x more than uneducated/unskilled once), in major cities, it was perfectly normal to free slaves and in Roman Empire, by law, masters had to provide freed slaves with a trade of their on some other source of income as well. Most people put into such a position would plainly fall in line.
JoNT/SM systems are f*cked up in this regard and while they do serve in a game that is solely based on ST (and you don't think about the content too much, just about the gameplay), they serve well. PyTFall is a broader concept and I don't see system like that working there.
I had a few ideas on training itself as well:
1) First possibility is training similar to schools.
2) Second possibility is to have auto-training similar to schools and a fun personal training that may be hard to make where an actor takes a requested action and MC, based on own relevant skills/stats can offer suggestion from a menu on how to an actor can be improved. Options here are almost limitless, system can start really oversimplified and gradually improve. This paired with a decent GUI, some animation, decent tag control can be fun as hell.
Also I am not opposed to adding a separate dungeon/some form of a torture chamber for player to play with as a mod or even main part of the game, I just don't want that to be directly related to ST.
My ultimate goal would be to make a Pytfall JoNT AA2 Love Girl combo in UE4.. all i need is logic and ST concepts as i can make the rest...
But first step ( and less time consuming will be making packs out of 3D rendered girls and 3D rendered BG i could use in UE4 while a develop a ST user mod system and get content for my mod or Pytfall in general)
I generally don't believe in indie 3D games of this scale, many have tried, not many succeeded and those who did usually modded an existing game like Elderscrolls/Fallout or something similar but starting with a 2D prototype is a great idea regardless.
Xela does the stats in Pytfall individually increase by a fixed amount each lvl or not ?
Depends on the version, in dev version they might. In Alpha max/lvl_max would increase on leveling up, I don't believe that extends to stats themselves. Health/MP/Agility are all maxed on on every level-up.
if so it will be easy to convert from Pytfall to my mod.. like lvl1 Boa:
17/60 charisma.. 2/5 Beauty
60/60 character.. could give 5/5 temper and 5/5 nature and 5/5 pride but her traits/arch type could reduce some of those numbers..
16/40 constitution.. 2/5 endurance..
6/60 intel.. 1/5 intel..
2/35 refinement.. 1/5 sensitivity..
dispo amount / something to give base obedience..
and so on..
i would just have to find a formula that compare the current skill with max skill and round them up or down for a 0-5 basis.. and that would work at and character lvl..
and it will only work 1 way.. Pytfall (unique/random)girls -> ST module.. every time they enter the dungeon.. that way the girl you send in will be the girl you worked on in Pytfall and not some predefined ( crap ) lol
http://stackoverflow.com/questions/929103/convert-a-number-range-to-another-range-maintaining-ratioYou can create a dict with stats {"st_intelligence": "intelligence", "st_beauty": "charisma"} and overwrite Girl.__setattr__/__getattr__ accordingly so the system works automatically.
I dont know if you had plans to sell slaves you trained to npcs or even slave markets but this could be 1 result of my ST mod.. and earn $$ in real game
Second ( on my mod ) would be to make her gain traits for the main Ptyfall after she met the requirement in ST module
Yeah, the trouble is that we scale a game a lot differently (time-wise) from JoNT as well. Training an actor in any skill properly may take an year or so, the way I wanted that to work is by making MC to look for skilled slaves, train them further/make sure that they are obedient and maybe resell them.
In new dev version we've introduced new "Base" (or class)-traits concept. Any actor can have up to two of these traits and they determine talents and occupation better than any other trait might to help with that system. I try to keep all the plans that can fit in my head and develop finalized versions of stats/traits/skills systems with those plans in mind...
OK but does the stats showing in girl profile have all those modifier on.. like she had 30 con lvl stat + 5 con from item to cap at 35 max lvl stat ( does girl profile will show 35 ? )
Yes, profile screen should show final values for stats and skills. As I've mentioned above, you can overwrite getattr/setattr special methods to convert your JoNT st stats directly on the fly so you'll always have the correct values. __getattr__ can be used to return proper values for JoNT module while __setattr__ can mod the PyTFall values directly if PyTFall stats are used and convert from JoNT to PyTFall (modding real PyTFall values) on the fly if you want to be able to increase JoNT values directly. This will work both really fast and convenient...