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Post by APLover on Apr 1, 2020 21:41:08 GMT -6
It is still live and I'm chipping away at it when time is available but things have been really crazy lately and ive been completely swamped so its not going super fast.
But it's not dead. Just going disappointingly slowly lol
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Post by APLover on Jun 5, 2020 23:08:59 GMT -6
Hey everybody, Just an update on the game, I'm still chipping away at it and recently made some pretty big changes to the foundational code that allowed for the implementation of stats and whatnot into the game. I figured out a way to gate certain paths based on variable and reworked everything to use datamaps which will make adding new things in the future a bit faster. In addition to that I'm working on the first quest system to allow for tracking things like that.
I've also started reworking the way that aging is handled in the game as a way to incorporate the stat changes and was wondering what insight or ideas people on the forum might have.
The stats I've currently put in are Strength, Endurance, Dexterity, Agility, Wisdom, Intelligence, Charisma, Perception, MaxHP, HP, Money, Inventory, PhysicalAge, MentalAge, TrueAge, and the first of the unique debuffs, Incontinence.
Any feedback on them would be appreciated but even more so would be thoughts on how said stats or something similar might be affected as a player ages.
As I'm reworking the aging mechanic itself i have the chance to make a method to dynamically reduce stats as a player hits a certain age or have a chance for a stat to be reduced by a certain value as they go up a certain number of years.
So what id be interested to hear about is what ages people think things like this should happen. for example losing a point of charisma from age 25->30 as your looks fade or losing a point or two in strength when you go from 45->50.
And then in general just hearing about ideas people have. preferable nothing involving images at the moment. While i intend to add more robust images in the future the issue now is that i have to make a separate kisekae image every time since twine is sorta primitive meaning a character selector would need an image for every age, times the number of possible player choices.
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keith943
Elder Member
Stop your messaging habits, please.
Posts: 1,054
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Post by keith943 on Jun 6, 2020 11:38:14 GMT -6
Could you also work in that you can visibly watch the character as he or she ages it could even be anime since you had already done that in the end of the game.
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Post by APLover on Jun 6, 2020 23:26:23 GMT -6
For right now id really like to focus on getting groundwork stuff worked out since doing images for all the possibilities is really labor intensive. And I've got no way at all to make an anime of it so thats pretty mush right out. Unless i make gifs and add them in but again id need to make a gif for each possible scenario which would be a lot.
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keith943
Elder Member
Stop your messaging habits, please.
Posts: 1,054
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Post by keith943 on Jun 7, 2020 11:25:05 GMT -6
I understand I just was curious as something extra to go with the description but not a necessary part.
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keith943
Elder Member
Stop your messaging habits, please.
Posts: 1,054
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Post by keith943 on Jun 7, 2020 11:28:05 GMT -6
Or maybe I am getting confused with another text based game on the forum I apologize.
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Post by APLover on Jun 10, 2020 22:07:39 GMT -6
I can add in images to any of the sections now so it is possible but for now the biggest hurdle im at is making something robust that i can start adding to more easily in the future. I'm also hoping that once i make the foundational "engine" well enough that other people on the site can contribute their own story ideas and stuff and we can get them in the game.
To that end I'm wondering what everyone thought about the stats I put in earlier and what people though about possibly changing the, to something simpler. Currently i have it set up with the full rpg style range of stats strength
endurence intelligence
wisdom
agility
dexterity
charisma
perception
But I've also been thinking about simplifying that and changing them to
fitness
beauty
senses
I'm hoping to get a dialogue going about what people thought about the characteristics that change as you age and the best way to represent them as stats. Part of the advantage of using the stats now is that it opens the way for the player to try and do things only to be blocked out by not having the strength needed to or not having sharp enough senses now that their old to hear something.
Just in general hoping to get a community chat going about what people think of it.
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Post by Luestra on Jun 10, 2020 22:41:38 GMT -6
While the full set of stats would probably be a better representation, the simple one is broad enough to work everything in, in my opinion. The simple set might be better since you could work in the same amount of flavor text with less to worry about programming.
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Post by APLover on Jun 12, 2020 0:24:38 GMT -6
While the full set of stats would probably be a better representation, the simple one is broad enough to work everything in, in my opinion. The simple set might be better since you could work in the same amount of flavor text with less to worry about programming. Between those two different schemes right now theyre basically the same work to code. Now that I've figured out data mapping I can real easily add or remove an attribute form the stat list no prob. So no need to worry about programming difficulty or load. My biggest concern after i finished putting them in was if they were too detailed for people to get into. You said the first batch would be a better representation though so do you think you would enjoy having that many to look at or would it be too much. Another thought i had after reading your response was a rework of the existing stats from Strength, Endurance, Dexterity, Agility, Wisdom, Intelligence, Charisma, Perception, and switching to Strength Fitness Dexterity Mobility Wisdom Beauty Perception Basically renaming a few and removing intelligence, though if people might get a kick out of some splashes of brain drain at some point having int stay in may be nice.
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Post by Luestra on Jun 12, 2020 8:34:46 GMT -6
Fair enough, I didn't know how much work might need to go into the stats so its nice to know it isn't that much between the two you suggested. Personally I wouldn't mind seeing that many stats in the game but since that's just me it might be better to hear what other people around here think.
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Post by APLover on Jun 12, 2020 10:10:10 GMT -6
At this point since I'm getting ready to implement it the work for any scheme is pretty minor. If i build the frame and then decide to swap all of it around it will be another story but right now I've got a lot of wiggle room so hearing that more might actually be more is nice. At the very least putting them in will let me cover my bases really well so anything people come up with in the future can be folded into the game.
I'm not getting much feedback from people aside from you though so I may just end up having to run with it and hope people like it. Or maybe I'll try and figure out one of those poll things for people to see.
While I've got a chat going about it what's your opinion about stats changing as the character ages. with the update ive got going on i managed to make a pseudo-function to call that runs aging code where i can plug in automatic stat changes based on age but im torn between something like
at the transition form 20 -> 21 players/enemies lose one point of charisma/beauty
vs
at the transition form 20 -> 21 players/enemies have a 20% chance to lose one point of charisma/beauty.
Basically the choice between using random rolls so that each time a character ages their stats will end up a little different or making it uniform and having any difference in stats be decided by how you build your character or how they take care of themselves.
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Post by Luestra on Jun 12, 2020 10:49:40 GMT -6
Yeah, worst case scenario is just having to release it without much input and just hope that people give feedback after the fact. But I'm definitely interested in the stats and all. I feel like the stats changing as they age makes a lot of sense and would add a lot to the feel of it if that makes sense. I feel like the first option would be best in this case, given how people could either get really lucky with that 20% chance or really unlucky.
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Post by APLover on Jun 12, 2020 11:17:00 GMT -6
Then in that case I'll roll with the full stats and add in the random roll component to it. that should make things a bit more dynamic.
Once that's done most of the frame work will be out of the way and I'll have to go back to filling in the blanks in the current descriptions. There are a lot of sections of just descriptive writing that still need to be done since I procrastinate on them the most. XP
What's your opinion on stat scales by the way.
my first instinct had been to go the fallout route with 1 being totally awful 5 being average and 10 being amazing but that scale is a little limited as far as tweaking goes.
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Post by Luestra on Jun 12, 2020 11:43:50 GMT -6
Nice, and as for stat scales I figured the 1-10 route might work, but if you think that the scale is too limited then perhaps bumping it up to 20 might help?
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Post by APLover on Jun 12, 2020 12:12:50 GMT -6
I'll make the pilot version 20 then.
That's one that will be a tiny bit harder to tweak down the line but I don't imagine it would need to be done. A range of 20 is a lot of room to play with if I start things off with 10 as a base line.
That will give plenty of room for a player to have their stats decrease as they age without just forcing every stat to one or zero immediately.
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