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Author Topic: Party House Experiment > Development on Pause  (Read 18531 times)

Alexhans

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Re: Party House Experiment
« Reply #75 on: May 20, 2010, 05:39:38 am »

I kept hearing about this party house from you but I assumed it was a feature for Cloudscream. 

Damn, I need time.  Posting to watch. 
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James.Denholm

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Re: Party House Experiment
« Reply #76 on: May 20, 2010, 05:57:34 am »

Intoxication. It could be an example of dynamic status effects. Depending on the substance and how much is consumed and individual tolerance levels it could have different effects.

Perhaps the... uh, increasing of attributes based around personality from the median? What I mean is, for example, let's say that we have two characters, one with a low aggression, one with a high aggression. Let's assume that the tolerance of each is the same.

So, after each character has the same amount of alcohol, the aggressive character would get more aggressive, while the shy character would get... shyer. This would be opposed to a system where both characters would be more aggressive, by merely adding a positive number to the aggression values.

To use numbers to aid this demonstration: Let's say the characters have aggressions of 7 and 4. After the same amount of alcohol, these characters may have new aggressions of 3 and 8, both "1" away from the average, which is 5. On top of this, you could have a system where you actually add a differing value derived from the difference from the average - For example, while a 6 may be increased to 7, a 9 may be increased to a 11. And, of course, tolerance can affect this also. Indeed, the consumption of alcohol may permanently increase the character's tolerance by a small amount, if long-term simulations are viable.

Just a suggestion, take from it what you wish, but I think that with a social interaction simulation like this, such a feature could be very important.
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Outcast Orange

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Re: Party House Experiment
« Reply #77 on: May 20, 2010, 08:21:53 am »

Intoxication. It could be an example of dynamic status effects. Depending on the substance and how much is consumed and individual tolerance levels it could have different effects.

I would love to do dynamic effects, and will have to for a few things.
I kept hearing about this party house from you but I assumed it was a feature for Cloudscream. 

Damn, I need time.  Posting to watch. 

Sounds good. Feel free to read this thread for more info.

Perhaps the... uh, increasing of attributes based around personality from the median? What I mean is, for example, let's say that we have two characters, one with a low aggression, one with a high aggression. Let's assume that the tolerance of each is the same.

So, after each character has the same amount of alcohol, the aggressive character would get more aggressive, while the shy character would get... shyer. This would be opposed to a system where both characters would be more aggressive, by merely adding a positive number to the aggression values.

To use numbers to aid this demonstration: Let's say the characters have aggressions of 7 and 4. After the same amount of alcohol, these characters may have new aggressions of 3 and 8, both "1" away from the average, which is 5. On top of this, you could have a system where you actually add a differing value derived from the difference from the average - For example, while a 6 may be increased to 7, a 9 may be increased to a 11. And, of course, tolerance can affect this also. Indeed, the consumption of alcohol may permanently increase the character's tolerance by a small amount, if long-term simulations are viable.

Just a suggestion, take from it what you wish, but I think that with a social interaction simulation like this, such a feature could be very important.

Alcohol lowers intelligence, charisma, and reaction time.
That would allow both aggressive people and shy people to be more reckless with their decisions, and stuff like that.
I've never heard of alcohol making shy people shyer, it seems to have the same effects on everyone.
You get very loose in the mouth (mistaken for courageous, outgoing, and aggressive) and you make bad decisions.
I've never had an alcoholic beverage, so I never had the opportunity to become intoxicated, so feel free to object.

I'm still summing up the advanced portals code.
It is a real headache, so I'm considering reverting back to the simpler system, and rethinking it once more.
The way I'm doing it right now requires way too much code to implement.
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James.Denholm

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Re: Party House Experiment
« Reply #78 on: May 21, 2010, 05:00:27 am »

Well, don't take my word as gospel because it's merely regurgitated from my parents (clearly the world's most reliable source), but my understanding is that people tend to (supposedly) go one of three ways when under the affects of alcohol - They either get boisterous, get sick, or get quiet.

Now, obviously that's grossly simplified, non-cited, and potentially biased, but that's my take on things.
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

Alexhans

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Re: Party House Experiment
« Reply #79 on: May 21, 2010, 07:26:36 am »

Quote
while the shy character would get... shyer.
Generally... The shy guy would open up and embrace strangers and the agresive guy might or might not do the same.
Quote from: Orange
I've never heard of alcohol making shy people shyer, it seems to have the same effects on everyone.
You'd be surprised. :P 

Some people get really emotional... The "No one likes me" self-pity attitude.  It's quite fun on hindsight.
Quote
You get very loose in the mouth (mistaken for courageous, outgoing, and aggressive) and you make bad decisions.
Ok... I do drink and have never been drunk but you're sounding like a catholic teacher XD.  One thing I've noticed, though, jokes don't have to be good or even jokes to get a laugh... :P

Quote
Now, obviously that's grossly simplified, non-cited, and potentially biased, but that's my take on things.
Grossly.  It's way more fun to watch.  For example, they can decide they are really good dancers and climb a trash container to show their skills. XD

Orange, I will read this entire thread tomorrow and give you a real (maybe even useful) opinion.  This was just for fun.
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Outcast Orange

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Re: Party House Experiment
« Reply #80 on: May 21, 2010, 11:08:28 am »

Hmm... it still just sounds like there intelligence is grossly lowered,
 causing them to make bad decisions and have bad reactions
 to anything they think about or encounter.

I'll try tackling an ugly code problem today,
 which should rejuvenate my willingness to work on this.
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Outcast Orange

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Re: Party House Experiment
« Reply #81 on: May 22, 2010, 01:05:53 pm »

Okay, so I've destroyed the ugly codes, and become even more intimate with my program.
I'll be reattempting the method room connections are accessed and checked,
 since the last method made the code into spaghetti.

This method will accept the two rooms in question as parameters and return the connection status specified.
The last method was icky, because you had to input the connection ID, and the present room,
 so it would return the other room. That meant that rooms stored connection ids,
 instead of the ids of the rooms they were connected to.
Sound like a headache? That's why I'm redoing it.

Hopefully I should finish working locked doors by the end of the hour.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: Party House Experiment
« Reply #82 on: May 23, 2010, 12:54:07 am »

Okay, so room connections have states, which can be set in the house text file.
They can be either open, closed, locked, jammed, or hidden.
I'll add broken too, but it won't be used for quite some time.

A person assumes a door to be closed (but unlocked) unless it is open, or has been tested.
They store the room connections in their memories, and use the information during path finding.
If a door is hidden, they don't even register it.

I'm going to add an item system, and inventories to store the items.
Then all the basics of the game system will be present.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

James.Denholm

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Re: Party House Experiment
« Reply #83 on: May 23, 2010, 02:33:28 am »

To quote a fellow by the name of Chris, who works at Introversion: "... writing a system wrongly is often the best way to learn how to do it right. "
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timmeh

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Re: Party House Experiment
« Reply #84 on: May 23, 2010, 09:43:23 am »

@Outcast Oranage - Very nice!  When this is finished and cleaned up, I'm really looking forward at figuring out how you handled path-finding and exploration and such....

@James.Denholm - :P  That is an awesome quote!
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Acanthus117

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Re: Party House Experiment
« Reply #85 on: May 23, 2010, 09:44:53 am »

Wow, this is awesome. Keep up the awesome work!
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Outcast Orange

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Re: Party House Experiment
« Reply #86 on: May 23, 2010, 07:58:26 pm »

Spoiler (click to show/hide)

Any questions?
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[7:54:34 PM] [Armok]: woooooo

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qwertyuiopas

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Re: Party House Experiment > RENAMING
« Reply #87 on: May 23, 2010, 09:04:42 pm »

Will you have it eventually able to handle two doors between a pair of rooms? This could come from a situation like a large room with an L-shaped hallway running along two sides...
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Outcast Orange

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Re: Party House Experiment > RENAMING
« Reply #88 on: May 23, 2010, 09:13:55 pm »

Hmm... maybe later, if I want rooms to have positions and sizes.
I can see a room having two doors though, and if one is locked, the other is used.
That is supported.

Don't worry about the text in the picture, I'll try to make it look more civil, including the use of tags.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: Party House Experiment > RENAMING
« Reply #89 on: May 23, 2010, 09:51:12 pm »

Awesome! 

Quick question though, aren't the keys and the scrap paper supposed to be "concealed"?  Or are they just displayed for tech-demo purposes?  Same with the oil canister, since it's in the sealed clock.  If that's what the asterisk is, then the paper isn't showing as hidden... meh, guess I wouldn't know :P
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.
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