Nyello peeps,
Kay here~
No pictures this time, since I haven't been working in the engine too often. A large portion of this week has been spent writing down the specifics of the game and figuring out how everything is going to work on paper. The other half was spent in a long and dark time on desmos working out how a few equations are going to work out "on paper". I've lost count of how long I stared at graphs and equations that I don't want to do it again for a long while.
Now that that's out of the way, here are the things I managed to complete this week.
Event spots
In short how they'll work is each location has an event (or several in one spot), and depending on if certain conditions are met, you'll be able to perform the event there.
Said events could be a date, conversation, quest continuation, sex scene, or something else.
If the player meets the requirements for more than one event at the same location, then a little menu will pop up letting the player choose which event they want to do.
Quest system
Yep, there's quests.
My goal with quests is to tell an interesting story rather than to just be an annoyance. So while the skeleton is down, it's going to be a long while before I consider the quest system to be up and running.
It certainly needs a lot more work.
Small-Talk System
This is one of the more simpler systems in my opinion. If you're near a
character or if two characters are near each other then they do some simple
chatting on their own even if you're not actively interacting with them. Of
course, based on the character's current stats and mood, you'll get different
responses. Make sure not to ignore them or else they might get a bit angry!
Following System
Follow the leader!
The plan so far is to only have 1 or 2 be able to be carried around with the player, which means the rest will actually be in world following behind the player. Most of the heavy work with this system will come in play testing. Don't want to have it be like skyrim followers trapping you because they refuse to move from a door they're blocking....
General Emotions and Statuses Systems
This one's the big one, and the one that's taken up most of my time in both writing, and in graphing equations.
Rather than go over each one in detail, I'm just going to list which sub-systems I have completed with a small blurb on what they are.
- Stamina
- Comes in 2 variants: long and short
- Long is how much stamina the player has total
- Short is how much the player can immediately use.
- Restoring short stamina drains long stamina
- Same system applies to your companions
- Sleep
- If the player is too tired then they can't perform certain actions
-
If Long stamina is still full then you can perform actions regardless
- HP
- Dunno if I need this in my game
- may be expanded upon or removed entirely
- Some other stats
- Same as HP, may not be needed
- Level
- from 0-100, used in calculating some other things
- XP - can be gained from doing lewd things or from "other ways"
- Friendship
- Goes from level 0 to 5
- However you can have as many points in Friendship as you can possibly gain
- When you get closer to the Garde, you get a certain amount of XP in friendship
- Get enough XP and you get a point
- Affected by Familiarity
- Affection
- If friendship is high enough then you start getting points in affection
- Works basically the same as Friendship
- Nature
- Applies a flat bonus or debuff to most other stats based on the personality of the Garde
- Love System
- Doesn't start until Affection, Trust, And Friendship reach a certain level
- Goes from level 0 to 100
- The XP needed to level up changes based on above listed stats
- Trust
- Trust goes up quickly with familiarity
- Distrust happens if you do bad things
- Distrust will slowly go away over time and take away from overall trust
- If Trust reaches 0, then most other stats will also becomes 0
- Similar to friendship (goes from levels 0-5), but lots of distrust will net you much less XP in trust
- Familiarity
- Simplest stat
- The more you interact with the Garde, the more familiar she'll become of you
- Moods
- Many have positive and negative values
- Highest valued mood is considered the main one
- They all tend to 0 as time passes
- Depending on how you treat, the default of 0 might be higher or lower, so mood numbers may tend to go towards those values over time instead of 0
A few things I still have to finish up for this section is the Lust System, Relationship System, and a few other misc things.
Over the next week or so I plan to work on the Interaction, Sex and positions, Day/night Cycle, experiment with maybe a minimap, Ships, peeking system, a literal farming system, and cosmetics.
Once all of these things are planned out then I hopefully can get back into engine and actually work on the things that I initially said I was going to do in my previous blog post.
Anyways, that's all for this week!
Bai bai~ ๐๐๐
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