- SimBrothel: PytFall Development -

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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 1:49 pm

Ok, one thing at a time, this is a complex topic Sad

- BE isn't a problem, I must have messed something up during my last battery of tests, it seem to reports correct health under all circumstance so killing characters off after battle isn't an issue.

DarkTl wrote:Since we planning to use things like min mp=5 to cast spells with cost <= 5 infinitely, I figured that min hp=5 could make the girl immortal, so I avoided it in both items and traits.

Maybe we will have some passive skills eventually to somehow avoid death with health<=0, but for now it should be sufficient.

That's prolly not gonna happen, this would take a decent amount of coding for a not so awesome feature. We can still do something like this in the game itself at some point, but not inside BE.

DarkTl wrote:Maybe we will have some passive skills eventually to somehow avoid death with health<=0, but for now it should be sufficient.

So you mean girl dieing at 0 health is sufficient for now?

DarkTl wrote:
One more thing is joy and suicide. Theoretically, joy should have some impact on girl's performance (like, -10% with 0 and +10% with 100), with 0 joy she gets depression effect, and, for example, after 5-7 days of depression she kills herself (1-2 days for girls with pessimist trait).

1) Slaves only? Free girls should tell player to f*ch off long before their joy reaches 0. I'll try to code in the effect for slaves today.

2) Girl's performance in what? I've explained how jobs work and we don't have anything remotely like that, we could recode jobs logic once again, it might make sense to set up a performance rating and check vs that to pick texts, certainly would improve system that we have now but logic can be improved indefinitely, maybe we should leave this for later?

DarkTl wrote:
As for resurrection, we could either use a simple temple in the city for a fee or some remote sanctuary in the catacombs.

Fee? Maybe some really rare item or something?

DarkTl wrote:Another thing is girl's body/remains. I guess you could use quest item type to keep them in MC inventory. If player simply wants to dispose of it, we could add cemetery location to the game.
Or, since resurrection is expensive (maybe depending on girl's level), he could use them to make a clone once (btw, clone's lvl should be dropped to 1).

'''Brrr''' Don't really wanna see that in MC's inventory Smile

How about button appearing on Main Screen in the game whenever there are bodies to be disposed of. Choices would be "Throw it out", "Lay to rest in the woods", "Lay to rest in the cemetery", "Lay to rest in the cemetery + Hold a wake". We could add "Sell as food" but I don't wanna go the way of Valet Pletej Smile

Each choice would come with it's penalties/bonuses and price (or no price) attached?

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 2:08 pm

Xela wrote:
We can still do something like this in the game itself at some point, but not inside BE.
Yup. It would be almost cheating inside BE.

Xela wrote:
So you mean girl dieing at 0 health is sufficient for now?
Yup.

Xela wrote:
1) Slaves only?
Yup.

Xela wrote:
2) Girl's performance in what?
In jobs. I'm not sure if we have to modify jobs logic though, maybe two effects like depression for 0 and on a roll for 100 will be enough.

Xela wrote:
Fee? Maybe some really rare item or something?
Ok, but you probably have to create this item by yourself, I doubt our xml system can handle this.
Still, some old altar deep in the catacombs with powerful mobs around will be useful too in the future.

Xela wrote:
How about button appearing on Main Screen in the game whenever there are bodies to be disposed of. Choices would be "Throw it out", "Lay to rest in the woods", "Lay to rest in the cemetery", "Lay to rest in the cemetery + Hold a wake". We could add "Sell as food" but I don't wanna go the way of Valet Pletej Smile

Each choice would come with it's penalties/bonuses and price (or no price) attached?
Sounds good. And let's use one-off cloning instead of sell as food Smile
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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 2:28 pm

Oh, I forgot about the MC.
First of all, the whole party should be wiped out to have him dead. Otherwise players will prefer to not use him/her at all.

I'm not sure how else we should handle this, maybe some kind of autoresurrection for usual game mode and game over for hardcore?
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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 2:35 pm

Oki, I can prolly sneak in an hour of coding right now, rest will have to wait till tonight.

We've never even discussed difficulties, so that's for the future, otherwise we can write any logic we like for events right after BE.

Also I wasn't really planning to allow user guided combat (BE) without MC, but we can go either way so that's up for debate.

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 3:15 pm

Oh, another issue are artificial girls. Theoretically, they cannot be resurrected, but anytime could be restored in a workshop for a fee (unless they, for example, have health less than -1000, that probably means smashed into atoms Smile).
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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 3:24 pm

? To much, if this goes on Artificial girls are to expensive for the game to have considering the coding time. Lets just say we pull them from afterlife and that Droids have afterlife. Also, min['health'] will never allow health to go that low unless it was previously set to it.

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Re: - SimBrothel: PytFall Development -

Post by artiste-flo on Sun Sep 29, 2013 12:00 pm

hello I want to know if this game still being created or if the project was to Give Up (hoping for a quick response)
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Re: - SimBrothel: PytFall Development -

Post by Xela on Sun Sep 29, 2013 1:49 pm

artiste-flo wrote:hello I want to know if this game still being created or if the project was to Give Up (hoping for a quick response)
We're still going strong... I am working on Arena right now, Dark is making TouHou packs and CW is working on GirlsMeets texts. Our Russian sister game is also being developed, Alchemy there was improved and rougelike dungeon exploration engine is being written.

Decision was made couple of weeks ago to wrap up all systems and release an Alpha so we're working towards that goal.

Edit: Some new/old development screenshots:


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Re: - SimBrothel: PytFall Development -

Post by Guest on Wed Oct 02, 2013 4:49 am

Cool! A new project that looks very promising. I haven't been here in months but I got redirected here through reddit and I'm sure glad I did. Keep up the good work. Very Happy

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Re: - SimBrothel: PytFall Development -

Post by Xela on Wed Oct 02, 2013 1:16 pm

Gerard wrote:new
front post:
by Xela on Mon Dec 10, 2012 8:09 pm
but thanks anyway Smile

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Re: - SimBrothel: PytFall Development -

Post by RationalPerv on Sat Oct 05, 2013 2:15 am

Little Doubtful about it (Can you blame me? I've seen a lot of sequels that don't lead to much.) Still...Good luck..

I know this is a bit of self advertising...but still..please...take a lot at some of the ideas I had

http://sim-brothel-v2.bigforumpro.com/t725-rationalperv-s-15-suggestions-to-improve-the-game-ideas-for-sequel

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Re: - SimBrothel: PytFall Development -

Post by Xela on Sat Oct 05, 2013 4:00 am

RationalPerv wrote:Little Doubtful about it (Can you blame me? I've seen a lot of sequels that don't lead to much.) Still...Good luck..
Yeah well, usually depends on the amount of people involved in the project itself.

RationalPerv wrote:I know this is a bit of self advertising...but still..please...take a lot at some of the ideas I had
SimBro games are my favs and I've played all games that branch out from Poolkas original SimBrothel/SlaveMaker so ideas themselves are plenty Smile

1# We'll use a mix of Levels and Stats (fame/reputation) for these purposes in PyTFall There is no chance that a girl who just got into the game is at the same level as her max stat will be capped by her level.

2# There is a much simplified version of financial screen in PyTFall, I know how to add graphs but that's one of the last priorities right now (I've never used that option in SimBro 1x). Demographics wouldn't be to difficult to add either, but I am not entirely sure if that's in the spirit of the game, why the hell would a player know everything that happens in the world???

This might make a decent tool for modding thou, since most modders might not know how to access the data through the console.

3# We'll prolly have something like that at some point, it's usually really hard to bring to the player and incorporate into the game. Arena already has something like this and free prostitutes also already refuse to see costumers below their standing, slaves can be forces into it but their joy will decrease fast.
We already have castes for costumers, it can be expanded in the future I guess.

4# Girls missions are already possible, I am to busy with coding the core game at the moment to add those.

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Re: - SimBrothel: PytFall Development -

Post by Chon Waen on Tue Oct 22, 2013 9:57 pm

I would say the demographics analysis would be more of creating an easy to read and analyze set of information regarding:
 1) Your girls attributes as a chart:
    Blondes: 2  Brown: 3 Blue: 0 Slutty: 2  Big Boob:3  Proper:1  etc.
 2) Levels of your girls
 3) Obedience of your girls as a record (number of work failures/unit time)
 4) Average Health of girls/unit time
 5) Customer Attacks by location per unit time
 5) Potential customer reported wants per unit time(if he wanted mean and left because he couldn't find what he wanted or couldn't afford it its still reported)
   example: Past 4 weeks: 10% want Lolita, 20% Trendy, 20% Blonde etc.

I think worldwide demographics would be over the top since you shouldn't know what exactly is on the potential hire list till you look, and trying to code for what you have located but not hired/won on the fly would probably be a royal pain.  However, a tool to help players figure out what they need to shore up and where would be highly useful and appreciated (whether or not they can actually accomplish a good fix for their business would be the real challenge!)

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Re: - SimBrothel: PytFall Development -

Post by Xela on Tue Oct 22, 2013 10:18 pm

Chon Waen wrote:I would say the demographics analysis would be more of creating an easy to read and analyze set of information regarding:
 1) Your girls attributes as a chart:
    Blondes: 2  Brown: 3 Blue: 0 Slutty: 2  Big Boob:3  Proper:1  etc.
Trait based count... this could actually be useful and would take less than half an hour to code, decent idea.

Chon Waen wrote:
2) Levels of your girls
Also really easy to code but not sure if this is required or useful.

Chon Waen wrote:
3) Obedience of your girls as a record (number of work failures/unit time)
Prolly a pain in the ass to keep track off, can be done without to much fuss but is not likely to be very useful.

Chon Waen wrote:
4) Average Health of girls/unit time
This is kinda absurd Smile

Chon Waen wrote:
5) Customer Attacks by location per unit time
Not very useful...

Chon Waen wrote:
5) Potential customer reported wants per unit time(if he wanted mean and left because he couldn't find what he wanted or couldn't afford it its still reported)
example: Past 4 weeks: 10% want Lolita, 20% Trendy, 20% Blonde etc.
Another 5... this is not very useful either, problem is that it's absolutely random at the moment and this will make sense only if/after trait based advertisement/reputation system is implemented.

Chon Waen wrote:I think worldwide demographics would be over the top since you shouldn't know what exactly is on the potential hire list till you look, and trying to code for what you have located but not hired/won on the fly would probably be a royal pain. However, a tool to help players figure out what they need to shore up and where would be highly useful and appreciated (whether or not they can actually accomplish a good fix for their business would be the real challenge!)
Keeping track of characters player has located is a lot easier than keeping track of what costumers wanted over a period of time (for example). I am not really in favor of adding demographics but you have a point, overview of girl's classes and traits for example might not be a bad addition to the game.

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Re: - SimBrothel: PytFall Development -

Post by Xela on Fri Nov 08, 2013 1:09 am

We're improving screens for the alpha:




This was the very first version of this screen:


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Re: - SimBrothel: PytFall Development -

Post by KaiSakurai on Sat Nov 09, 2013 2:42 am

alice margatroid from touhou series *-*
well reimu still pwns alice....
reimu rulez!!! <3<3<3
(u added reimu yet? if not u will do it for sure rite??? =P)
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Re: - SimBrothel: PytFall Development -

Post by Xela on Sat Nov 09, 2013 7:05 am

I don't know much about touhou, there are 5 girls made by Dark and reimu doesn't seem to be one of them Sad

Dark is handling those packs + you can add girls to the game really quickly with basic tags.

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Re: - SimBrothel: PytFall Development -

Post by KaiSakurai on Sat Nov 09, 2013 6:22 pm

which girls?
1 is alice i guess....
who r the others?
flandre?remilia?sakuya?marisa?reisen?tewi?cirno?and so on?etc?etc?etc?xD
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Re: - SimBrothel: PytFall Development -

Post by Xela on Sat Nov 09, 2013 7:59 pm

Touhou1 (Alice Margatroid, Hoshiguma Yuugi, Izayoi Sakuya, Kochiya Sanae, Mizuhashi Parsee)

All tagged... next on the list is to find out what the best way to use tags in jobs would be.

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Re: - SimBrothel: PytFall Development -

Post by tresson on Sat Dec 07, 2013 2:18 am

So any new updates at all?

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Re: - SimBrothel: PytFall Development -

Post by Xela on Sat Dec 07, 2013 5:14 pm

RL gets in the way but we're slowly adding content (three people are contributing now). It's slow but there is definite progress.

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Re: - SimBrothel: PytFall Development -

Post by lunchbox85 on Wed Jan 08, 2014 11:02 am

Hey, so I do not want to rush y'all or anything but is there an estimate on when there might be an alpha? I know y'all are busy with RL of course so I understand it may be some time still, but I was curious.

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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jan 09, 2014 1:26 am

lunchbox85 wrote:Hey, so I do not want to rush y'all or anything but is there an estimate on when there might be an alpha? I know y'all are busy with RL of course so I understand it may be some time still, but I was curious.

I am done with estimates Smile We seem to be creating more and more work for ourselves even for the Alpha but it should not take to long. There are a couple more people making small code and content contributions to the project now, it's moving in the right direction, only rather slowly...

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Re: - SimBrothel: PytFall Development -

Post by Xela on Sat Mar 01, 2014 11:59 pm

Been kinda quite up late... but this forum is where PyTFall started Smile

We're nearing an Alpha, still in need of texts but codebase is getting bigger. I'll post some new/old pics again, some of these are animated so pics are frozen frames:


































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Re: - SimBrothel: PytFall Development -

Post by MrWeird on Mon Mar 03, 2014 10:03 am

This looks great! This forum has become awfully quiet in recent weeks! Glad someone is still working on some games! Keep it up!! Looking forward to the alpha!

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Re: - SimBrothel: PytFall Development -

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