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Author Topic: <-- Archived --> (Jobs Concept/Explanation)  (Read 13237 times)

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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #30 on: May 02, 2015, 05:37:24 PM »
Well, I suppose you can only do some very basic whoring in a building without any special equipment, and even that won't be good since girls only have their own rooms which are useable but not perfect at all.

So,
- buildings are not 100% brothels, they are just buildings for entertainment. You can build a bar and a stripclub and make money without whoring at all, though not as much money as with all options at once.
- buildings have slots aka rooms for girls. And they will have a separate group of slots for specialization.

*Not just the entertainment, we'll have other types soon enough. All new code must me future proof.

*I think both slots should be the same. Not all building will require rooms or updates... I think the system should be more like Alkeons, only with a much better interface and without grid (using slots instead).

For example, our basic building has 2 rooms for girls and will have 1 slot for specialization. After you turn it into a half-decent brothel by building brothel specialization, you will have those 2 slots for brothel upgrades available. No bar, no stripclub, nothing. But it is an old shack with 2 rooms, so it makes sense.
Or you can build a bar for a start and have less money AND less troubles with dirt and rapes  :)

In a more huge building you will build brothel+stripclub and will have more money and workers.

Yeah... it's more or less how it should work.

- cleaners and guards don't require specialization upgrades, since you can clean and guard anything.
- more jobs like sleazy waitress (after bar upgrades) that require waiting+strip skills. Singers, dancers, etc. And skills for them.
- advertising, besides default options like sign, probably should be done by your girls as well. I mean advertising jobs and upgrades for them.
- If managers will need a slot specialization, then it will be pointless to build it in small buildings. Just like it's pointless to hire a manager irl in very small companies with 2 employees. So let's do it.

*There can be upgrades for guards/cleaners as well.
*First jobs need to be simplified and become far better manageable.
*We need better system for demand/supply, advertising and etc.
*I think MC will "manage" smaller buildings for a cost of 1 AP for bonuses or there will be no bonuses but no significant penalties either if there is no manager at all.
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Offline DarkTl

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Re: Jobs Concept/Explanation
« Reply #31 on: May 03, 2015, 02:34:29 AM »
All girls that work with customers, except whores maybe since they do it anyway all the time, should be able to do little quick whoring sometimes depending on customer and girls traits.

I mean, if a girl has traits that a customer likes a lot and he has enough money, he could try to hire her for some quick whoring even if she's a waitress or something. Girl could agree or disagree depending on her traits, and she will keep all money if she is free. If she is a slave, then it's up to player to decide if she should agree to do such things, and what to do with those money too.

This way we will be able to show sex pics even for non whores from time to time.

I think it should be done at the rest phase, during girls free time. A part time job  :)

Offline Xela

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Re: Jobs Concept/Explanation
« Reply #32 on: May 03, 2015, 04:17:38 AM »
All girls that work with customers, except whores maybe since they do it anyway all the time, should be able to do little quick whoring sometimes depending on customer and girls traits.

I mean, if a girl has traits that a customer likes a lot and he has enough money, he could try to hire her for some quick whoring even if she's a waitress or something. Girl could agree or disagree depending on her traits, and she will keep all money if she is free. If she is a slave, then it's up to player to decide if she should agree to do such things, and what to do with those money too.

This way we will be able to show sex pics even for non whores from time to time.

I think it should be done at the rest phase, during girls free time. A part time job  :)

Maybe... I don't want it to be too random and not really sure how to divide income from that + if a girl is a waitress, customer can simply ask her out. I doubt we'll add this for the next release...
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Offline DarkTl

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Re: Jobs Concept/Explanation
« Reply #33 on: May 03, 2015, 08:50:06 AM »
That's just one of possible ways to maintain at least some amount of nude pictures shown to the player per turn, even if he doesn't have any brothels.
----------------------------------
Customers:
- gender;
- somehow they should combine themselves into groups for group sex when needed;
- amount of gold;
- preferences, only body and race traits;
- their own mini traits, like aggressive; also battle stats if they attack someone;
- wishes, like to have anal sex or just to have a drink.

Not sure what else can be useful for us.

Offline Xela

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Re: Jobs Concept/Explanation
« Reply #34 on: May 03, 2015, 01:23:29 PM »
That's just one of possible ways to maintain at least some amount of nude pictures shown to the player per turn, even if he doesn't have any brothels.
----------------------------------
Customers:
- gender;
- somehow they should combine themselves into groups for group sex when needed;
- amount of gold;
- preferences, only body and race traits;
- their own mini traits, like aggressive; also battle stats if they attack someone;
- wishes, like to have anal sex or just to have a drink.

Not sure what else can be useful for us.

We can model any amount of business... escort agency could have a couple of managers and any amount of girls + some muscle for protection (especially when in a bad neighborhood *which we do not yet have atm due to map issues). I still haven't done much since I don't have the code structure and concept in my head yet. When that's well cooked, I'll convert that into code updating existing code (hopefully, I went through it and it seems modular enough not to require a complete rewrite).
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Offline DarkTl

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Re: Jobs Concept/Explanation
« Reply #35 on: May 03, 2015, 02:21:16 PM »
About possible future jobs, I don't want to craft items like we do it in Skyrim, from raw resources and with fixed schemes. I'd rather have crafting system close to arpgs like diablo, when you can add more or less random affixes to already existing items that you can buy or find in SE using raw resources that you also can buy or find.
Like +1 to attack if you used ingot of iron for example.

Offline Xela

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Re: Jobs Concept/Explanation
« Reply #36 on: May 03, 2015, 02:24:04 PM »
About possible future jobs, I don't want to craft items like we do it in Skyrim, from raw resources and with fixed schemes. I'd rather have crafting system close to arpgs like diablo, when you can add more or less random affixes to already existing items that you can buy or find in SE using raw resources that you also can buy or find.
Like +1 to attack if you used ingot of iron for example.

Oki, I didn't give crafting any significant thought (yet).
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Offline darkfire681

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Re: Jobs Concept/Explanation
« Reply #37 on: November 16, 2015, 10:02:37 PM »
Are you still planing on making more jobs/classes, if so I have some ideas and a few systems that should be easy to implement/code. I've been thinking of making a game like this for a while but never could sit down and actually work on it.

Compound job system - this allows you to find/unlock new jobs based on your job proficiency/level ie.
you have reached level 50 as a Knight.
you have reached level 50 as a Mage.
new job Mage Knight unlocked.

Title system - this allows you to unlock titles based on certain actions ie.
you have slain 500 zombies.
new title Apprentice Zombie Slayer unlocked.
- active effects - (those that you only get if the title is equipped)
+20% attack vs undead
+ 20% defense vs undead 
- passive effects - (those you get even if the title is not equipped)
+1% will