Wednesday, November 6, 2013

Found some missing thing

Sorry for the maybe a little too long silence. Development going steady, just little uneventful so far. :)

But today, as I start to implement full new race into the game, I found one missing thing in DNA. Though legacy of the parents affect children stats, I just not have any genes that affect actual look of the specific body parts. Like for ears: they can be "human",  "cat-like", "sharp-pointed" etc. Right now description can only relate on the generic.race gene, but it contain just single race marker - for character itself. So, no hybrids? It will be no fun. :(

So after some thinking, I come up with new groups of genes. Every body part will have gene  "<part_name>.look" that will contain in the text field actual description what that part look like. For example:

ears.look -> "cat-like". With appearance template "Character have <%proxy.getStatText("ears.look")%> ears." it will be shown: "Character have cat-like ears."

 Good thing: I not need to code anything in the game engine. What I need - just add these includes in the appearance templates.


P.S. Yes, new release will have designed DNA and support for new race, and at least one named character of it will can be encountered.

12 comments:

  1. I'm fine with no hybrids. At least right now. Implement what you can into the game while you can, good sir.
    Although I would love to see Hybrids... But I digress.

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    Replies
    1. I already tested this variant. It seems, this solution works just fine. So, now it's quite possible. :)

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    2. That's wonderful.
      I look forward to the next update. :D

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  2. I was testing items in Dev mode when I found some other things you might want to add.

    (abdomen.max_food) or an if/else script on food items
    This doesn't exist currently, but it probably should. If the player can gather enough food at one time, they can stuff themselves to absurd proportions with no regard for limits. You could easily have this number adjust similar to how the game already calculates stretch marks.

    "(.recalc)" commands for consumables/special items
    as mentioned above, the player is capable of eating any amount of food. Currently they don't see any changes because of this until the recalc command occurs when the game's time advances. This makes for drastic changes which aren't exactly realistic.

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    Replies
    1. "max_food" not needed, as overfilled abdomen cause health loss the same way as too big pregnancy. If character overeating too much, he/she will have consequences.

      But recalculation right after consuming something - this is good point. Right now recalculation is done as hour pass. You are right, It's not enough in some cases, thanks.

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  3. Is there any chance we can get weight and size separated in the organ system?
    As it stands, no matter what gets written into the game, there is no way of supporting body/breast/belly expansion without weight gain. Having it separate could also allow certain events to adjust weight differently, such as tentacle pregnancy weighing more or less, fat weighing less than muscle, etc.

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    Replies
    1. Weight already calculated for every organ separated. Weight of ograns adds to the final gene "generic.weight" as effects, so it show full weight. But we easily can know how much organ weight by itself using these genes:
      breast.weight
      uterus.weight (include weigh of foetus(es), amniotic, placenta - they can be reached separate too).
      pouch.weight
      penis.weight

      Fat in organs added as effects. The same way can be done alteration of weight for special cases. (Negative values can be used too). If we need to emulate air inflation for example, we just use two effects: one for volume, and second for weight (negative).

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  4. would an ETA on the next published update be possible?

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    Replies
    1. Wow, what a perfectly executed question doge.

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  5. Hey, I was wondering...
    Are there going to be different races in the next update?

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