interaction stats

Update will be tomorrow since I had to do some other stuff today.

In the meantime, I thought I'd go over the system I've been brainstorming for character interactions. There would be two types of stats, as well as traits and physical attributes that interact.

Individual stats
These are the internal stats that every entity will have. Some examples are:

-HP
-ATK,
-Charm
-Hunger
-Arousal
etc

Relationship stats
Every entity will also have a relationship status with entities they have met. These stats will dictate some behavior between the two entities. The stats are one-way, so two entities will not necessarily feel the same way about each other. For now, these stats are,













-Love/hate (red heart)
-Submissive/dominant (arrow)
-Appeal
-Lust
-Fear
-Disgust

These stats would raise or lower quickly depending on the context, whereas love/friendship/hate would be long-term. Aka a character could be afraid of you, and run away, but it would not negatively effect love, and the fear would subside.

Appeal
This is how appealing an enemy is to the other. For example, a slug would have a high appeal to a cat that has "likes slimy things". A high appeal would make positive interactions have more impact, and make an entity more likely to interact.

Lust
This is an entity's current lust for the other. An entity with high lust would be more likely to request sex, or attempt to force themselves on the other. This is not the same as "arousal", which is how aroused an entity is on a global level. For example a mind controlled enemy might have high lust for a specific entity, but nobody else.

Fear
Fear would increase if an entity is attacked, or the victim of negative actions. If fear is high enough, the entity might fight defensively, run away, leave the area, or cower.

Disgust
This is the opposite of appeal. If a cat has the trait "hates slimy things", then it would have a higher disgust level towards a slug. However, an entity can have a high disgust level while also having a high appeal level.

Love/hate
(red heart) This represents your overall relationship with the enemy, be it love, hate, friendship, or neutral etc. This would be increased over time by things like giving gifts, or doing things that the other likes in general.

Sub/dom
(arrow) This represents the overall sexual dynamic. Raping an enemy a lot would make them more submissive, and being raped would make them dominant (the dynamic might also occur through talking). Consensual offers would keep it even.

Traits/attributes
Traits would be things that affect stats , or how they are used.
Here are some examples,

Shy: Fear increases slowly around entities with whom they have high appeal or lust.
One track mind: Appeal lowers as lust increases.
In Heat: Arousal increases, and lust is set to 100%, once per X days.
Elegant combat: Fighting raises appeal.
Loyal: When married or in a relationship, lust for entities other than their spouse is always 0.

Current questions...
All that said, I'm still unsure about some elements of these stats. For example, should traits only be one-way? That is, should a trait like "elegant combat" be capable of raising appeal towards you, or should such a traits be limited to:

Likes fighting: Finds entities who are fighting appealing.

Anyhow, that's all for now. Feel free to post your own suggestions for traits, or how they might be used. 

46 comments:

  1. May I suggest changing the color of the disgust icon to a greenish-yellow? or just straight up green?
    since it's the color that is usually associated with it, so people can easily associate it with that

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  2. I like it!
    Sounds like a fucking nightmare to implement though.
    Also, to give a very vague answer: that depends fully on how traits are acquired. "Likes fighting" sounds like something that could occur naturally on entities while "Elegant Combat" sounds like something you would have to learn.
    Maybe split it into two categories: Inherent traits, like any race has a pool of Inherent traits and they gain 0-2 of them upon creation, and Acquired traits that get earned via actions. Like gaining "Elegant combat" by using a elegant weapon for an extended amount of time. Or gain "hates slimy things" by repeatedly getting raped by slugs.

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    1. Races would have inherent attributes they are likely to have. Such as a slug having slimy. Then, a few would be totally random.
      Some traits would be possible to gain, though I'll have to wait and see what kind of traits would make the most sense to gain.

      In the player's case, my plan at the moment is that you would start with random traits. However you could choose to get rid of a trait by rolling a different one, where you might get a choice of three random ones to choose from. Then you'd be stuck with it a bit, and could re-roll again later.

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    2. ya sqantingly cute11 May 2020 at 04:39

      while the idea of random traits for the player could be cool, id much prefer if you could choose them.

      for example choosing what creatures you like or don't like could act as a sort of trade off mechanic.
      say you add "hates slugs/slimy things" this could increase the damage you do to slugs, or perhaps even make you immune to "charm" attacks from them (if you add in those of course), but this is at the cost of increasing disgust towards them and also making taming harder and could have extra negative effects/debuffs if you end up fucking one.

      meanwhile if you add "likes goblins" taming/befriending them is easier, and if you fuck one, it has positive effects/buffs to the player, but make them susceptible to "charm" attacks and it will decrease the damage you can do to them.

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  3. If "disgust is the opposite of appeal", then why not just merge these two stats into one bar? That's the only part that lost me.

    Also if arousal is global but lust is per-target, I would have imagined that being in heat would have all to do with arousal but maybe not so much lust.

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    1. To be fair, if one were be to removed, it would be disgust.

      That said, disgust is there mostly so that instead of seeing one sum total made up of buffs and debuffs, they are separate. So if you have;
      Appeal: 50
      Disgust: 70
      You see both, rather than a total appeal of 0.

      It also means if appeal is 50%, and disgust is 50%, if appeal is raised to 60%, the entity could do things that require 60%, rather than only having 10%.

      It also opens the door for contextual traits or situations where it's more descriptive to say that a trait or action causes disgust.

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    2. -Appeal + disgust can coexist and result in some "guilt".
      -"forbidden love" trait looks more like lust + disgust.
      -"stockolm syndrome" would rather be fear + appeal I guess.
      But yeah, traits that overall make one act like a tsundere or be really dodgy of the other entity unless they're alone may add a fun layer of "chase you, chase me" interactions (and some voyeurist opportunities when things finally happens)

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  4. This is very ambitious Kyrieru, i'd like to buy this on steam if it's permitted there just like Eroico

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  5. Will the player have a choice in their own character's traits, and will it affect gameplay?
    for example: if the player has "likes slimy things" would they be able to have consensual sex with slugs that doesn't involve tripping yourself?
    perhaps instead of tripping you get a different animation to present/invite/seduce? (can be used as idle animation when in heat?)

    Could it also work as a sort of content filter?
    example: "hates goblins" making you unable to initiate sex with goblins and being raped would actually be the gameover/failstate, instead of a random grapple or trip.

    With that said, i think "likes X" traits on mobs would be better than a trait on the player that raises appeal to everything, it adds a little personality to the mobs.
    But it doesn't have to be one or the other, some traits could work both ways. Like "likes slimy things" makes you slightly more appealing towards slugs, because after all. You like them.

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    1. "hate (specie)" looks like a more complex aquired trait:
      -more likely to attack said specie on sight even if outnumbered
      -can't interact positevly with said specie
      -no matter if S or M, sexual interactions raise disgust
      -after word spread, said specie as a whole have raised fear/disgust against the hateful entity. (making them more likely to run away)

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    2. I almost forgot, you could rename "love/hate" to Affection.
      Hate is 0, Neutral is 100, Love is 200. (default = 50?)

      As for trait suggestions
      "Loves X" = Unable to resist X racial trait. Will accept all sexual advances of those with the trait (Affection locked at max)
      "Likes X" = increased affection gains to those with X racial trait (affection starts at 150)
      "Dislikes X" = reduced affection gains, increased loss to those with X racial trait (affection starts at 50)
      "Hates X" = Will never have sex with those with X racial trait, Rape can still happen, but only when HP is 0 (affection locked at minimum.)

      "Slut" or "Nympho" = accepts consensual sex regardless of likes and dislikes, rape increases affection.

      "Simp" = will defend females regardless of traits and stats, gives gifts/offerings to female players (will run away if it sees females having consensual sex with other mobs)

      "Sadist/Masochist" = raises lust and affection when hitting or being hit (nullifies dom/sub stats when both have a respective trait. the sadist will always dominate the masochist and maybe have a "unique" animation?)

      "Prude" = will not undress or have sex in public/in front of others.
      "Exhibitionist" = Sex in public raises affection, randomly loses clothes.

      "Voyeur" = stops and watches sexual acts. raises/maxes arousal (but doesn't interrupt or try to join in)

      "Asexual" = doesn't accept sexual invites, ignores sexual acts, arousal/lust locked at minimum.

      "Squeamish" or "meek" = will attempt to run away when attacked, runs away when seeing rape and tries to stay away from bullies.

      "Uncouth" = interrupts consensual sex. Tries to join in or take over when seeing rape. Dislikes those with "Virtuous" trait.

      "Bully" or "Yankee" = will attempt to fight/rape weaker or injured but scared of those with a higher combat stat(HP+ATK+DEF)

      "Local Gang" = All with this trait in the area will become aggressive if one is attacked.

      "Virtuous" or "Moral" = Will never rape and will interrupt rape, dislikes those with the "Uncouth" or "Bully" trait.

      "backstabber" or "coward" = Will try to attack from behind or when the target is distracted by something (while fighting something else)

      "Adoring fan" = Will follow the player everywhere. Will run away when a fight happens.

      Practical traits:
      "Stoic" = Less or no Knockback when being hit. (nullified by strong)
      "Strong" = hits harder and knocks enemies away further (nullified by stoic)
      "athletic" = runs faster and reduced stamina costs
      "glutton" = Hunger meter goes down faster

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    3. So...
      "Prude" "Voyeur" "Adoring fan" makes for a harmless stalker.
      "Uncouth" "Voyeur" "Adoring fan" makes for a dangerous one.
      "Virtuous" "Coward/Strong" "Adoring fan" makes for a nice bodyguard.

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    4. @11 May 2020 at 07:42
      no because the voyeur would just watch, and the adoring fan runs away from battles.

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    5. Well, they run away not defending you then come back to watch as soon as their panick state is over because of "Voyeur" if you're already getting some action.
      Prude would just watch,
      Uncouth would trigger once Voyeur have made them come back,
      Virtuous would defend you once...Wait why I have wrote Coward on this one..? But anyway, it would be cool if Virtuous is a special case that override the panick state and just make them fans fight by your side.

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  6. Heres an easy one!

    "likes F" F being a any type of food so that if you say "Likes berry(s)" player character gets a buff or something from eating that food because its their fav

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  7. The idea of traits determine gains and loss of relation stats and stats determine behaviors is great.

    But, personally in my experience having too many different relation stats may cause a lot of weird things to happen plus more difficulties to fix them when the game becomes more complex.

    For instance from what I see from the description stats like appeal not only serve as love gain modifier but also makes the entity to perform good interactions and do it more, so I presume as the opposite disgust also encourages performing hostile interactions?

    So the pools of good/bad actions available and the frequency of them are being determined by two inter-entity stats at the same time (Love isn't explained much, but I guess it also serves as a limit for action pools?). Whilst sex actions only have to pass Arousal first, which is an internal stats, after that can Lust have its turn.

    An entity with both high appeal and high disgust may decide to be a jerk at first, then seconds later it gifts something good to you. This seems a bit chaotic (but might be a good idea for a trait) , which ruins the purpose of the relations system since technically it is for players to decide how others behave.

    So maybe appeal and disgust determine action pools only, Love decides the frequency, something like that? Or just merge disgust with appeal, make the neutral count 50, 0-45 is bad and 55-100 is good. These are just my thoughts though, looking forward to see how the game handles it!

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    1. "An entity with both high appeal and high disgust may decide to be a jerk at first, then seconds later it gifts something good to you. This seems a bit chaotic (but might be a good idea for a trait)"

      Yes, it's called a Tsundere. If there's a jealous trait, it may even evolve into Yandere behavior attacking anything you'd interacted with once you're out of sight...

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    2. Yes, this relation system looks like it is created with these kind of people appearing in mind. Only that a trait can easily cover the high appeal high disgust situation, without needing two variables to keep track.

      Other than that, having Appeal only is suffice to handle the rest of combinations, so merge Disgust with low Appeal sounds better.

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  8. is there new H depen on relationship ?

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  9. Personally I would implement disgust as negative appeal (-100 to 0, with the attraction bar being blue if negative, yellow if positive) or low appeal (0 to 50, the same thing as negative if you're not showing exact scores to the player), in interest of KISS.
    I fail to see what disgust can do that negative/low appeal combined with lust can't. X could have a "Likes disgusting things" trait (I do myself), but you already have lust to determine how much X want to bang Y. So in that case X would have high lust for Y if it has negative/low appeal, basically inverting the appeal stat for X as far as H is concerned. The only difference is behaviour outside H.

    Consider extreme cases:
    1: 0% disgust and 0% appeal: X finds Y unremarkable, doesn't interact much with Y
    2: 100% disgust and 0% appeal: X finds Y absolutely disgusting, stays away from Y if possible
    3: 0% disgust and 100% appeal: X finds Y hot, interacts with Y as much as possible
    4: 100% disgust and 100% appeal: X finds Y disgusting, but hot
    Only case 4 has a need for separate bars, and it would also need a strange combination of traits. When determining behaviour, X would either act like in Case 1, 2 or 3 or just act completely random.
    If the bars were merged, low/negative attraction with high lust would restrict non-H interactions but open up all H interactions (perhaps with a disgusted face or something). That's easier to implement, if anything.


    About trait one-sided-ness, depends on whether you want everything to be based on traits alone. The simplest example would be appearance traits that affect others' appeal to the trait's possessor.
    You could have ones like "Ugly" that causes everyone else to have -20 appeal toward its possessor, while "Beautiful" would add +20. Easy to understand, but maybe too simplistic. Especially considering the whole "interspecies" thing going on. This is like the "Exotic combat" example you gave.
    Alternatively you could do it by appearance type and the appropriate "Likes X" or "Hates X" traits. So a creature would have a "Cute", "Athletic", "Slimy", etc trait that does nothing by itself, and other creatures would need "Likes Cute" or "Hates Cute" to modify their appeal to the creature possessing "Cute". This could make the UI cluttered, though. Creatures would have a *lot* of traits.
    Or you could mix it up. "Slimy" could give a global -20 appeal (or +20 disgust), but those with "Likes Slimy" would have +70 attraction to "Slimy", and those with "Hates Slimy" would get an additional +50 disgust. This way only outstanding traits would be covered, making the UI less cluttered while still providing some complexity.

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    1. Hidden stats are a thing, not everything have to be shown on screen. When it comes to aquired traits, having only the 4 biggest scores (which can mean the lower scores if dislike/hate is strong) showing, while other traits/behaviors are hidden yet can still hapen rarely, is a good option.

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    2. When looking at NPCs, sure. But how are you supposed to know your own character's stats? If there's a ton of traits when you check the character page there's going to be a ton of "Likes X" and "Hates Y", otherwise your character's stats and likes will be a mystery.
      Personally I have nothing against huge stat sheets. But IMO a dozen impactful traits/stats that matter are much better than a million "+2% to cook egg" ones.

      Also, making Like/Hate traits based on previous interactions alone restricts player options. If you create a character with "Hates X", but actually want her to interact with X a lot, then she's bound to end up with "Likes X".

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    3. You choose your character's actions. That's the point of being the player. That's a NPCxNPC thing, except for attributs that would give you bonus/malus. You'd probably be able to force "disliked" actions upon your character's choices, just that the character takes malus till they get used to it.

      As a player, you want to avoid useless traits and optimise ones useful to you. Same when you breed a half-blood character, you do it so they get a better innate-trait than the human, but you need the mate to have such good traits to pass down to the next generation.

      The exception being when you're about to give consent to move to the next generation, since your current character (parent) become a NPC once you take control of the next character (child) so these traits may be useful to them.

      Keep in mind that this project doesn't seems to be one you keep playing as a single character. The game dynamics are different from a classic, linear/level based game. This one is about persistance of entities. It's more of an experiement

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    4. You choose your actions, but you're also supposed to define your character. A lesbian doesn't like dick, simple as that. Forcing "disliked actions" would only cause her to develop a phobia. Same thing for a slug/orc/whatever. I don't say this from a realism angle, but because "determined but unlucky" characters are the sort I like to play.

      But yeah, there needs to be some way of changing and acquiring traits. My point is that it shouldn't be just "get raped by dogs a bunch and you become a zoophile". There needs to be some resistance and persistence. A way to lock in your traits, so to speak.
      A consumable that makes you more open/closed-minded would work, or just a simple option you can tick next to your desired traits to lock them in.


      I don't think passing control to future generations will be a thing, though it would be cool. IIRC only the current red-hair girl will be fully developed, while all other characters (including the potential male MC) will have less animations, skills and such.
      Though you will be able to control your kids of any species (and probably their kids as well), that's supposed to be more of a temporary side thing. Creating full sprites for everyone would be a chore.

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    5. >"Forcing "disliked actions" would only cause her to develop a phobia"

      Stockholm Syndrome would like a word with you lmao

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    6. Doubt it. That's not how Stockholm works.

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    7. The solution is quite simple.

      For one, you're probably not gonna tease and dive on all male characters if you play a lesbian, so you don't actually force male-related actions over your character most of the time.

      As for when said actions are forced on her, the struggle bar is your best friend. Not struggling would mean that you make your character accept the situation.

      Logically, if you break a grapple it should raise a bit of disgust toward said creature who assaulted your character who wasn't ok with the situation. Since you'll be breaking free way more times than you'll fail to, the action is still disliked even if experienced once in a while.

      The "get raped by dogs a bunch and you become a zoophile" cliché isn't really true if the player forces "don't struggle/accept" on the character, since the player themselves are turning the charactr into a zoophile by their gameplay choices. If one choose to struggle and break the action, their character may instead become aifraid of dogs indeed.

      The character can still be unlucky and have controlled traits naturally. It all depends on your gameplay descisions as the player, if the game mechanics allows it. And by the looks of it, this game's system may have a good base to prevent the cliché you cited (while still allowing to trigger it on purepose)

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    8. Your solution is exactly the problem, though. Not diving, that's logical. But to not gain the trait that makes your character enjoy specific content then you must avoid said content almost completely. It restricts player choices.
      I want it to be possible for your character to hate it, despite having to engage in it regularly. She could stop struggling because she's waiting to regain stamina and break out, and not just because she's accepting the situation.

      I'm not saying acquired traits are bad, they're fine. But that there needs to be a way to *not* acquire them. A stubborn trait, a lock-in option, consumables, whatever. Otherwise, your character inevitably becomes a 120% slut and strugglefuck content can be viewed only when starting out.

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    9. Ok, so at this point you're just ignoring on purpose what was said before. Scores are obviously succeptible to repetition, and traits looks like they're gonna be modifiers, not just fancy titles to unlock.

      Let say you start neutral, +1 on being filled up, -1 in breaking the grapple. A ratio of 1/1, meaning you still make your character experience the thing half of the time while keeping a neutral balance, a score of 0.

      Now, let's say you successfully gained the "dislike X" trait, +0.5 on being filled up, -1 in breaking the grapple. You can experience it twice as much, then break free once, and still get a score of 0.

      If you aquire "hate X" trait...Let's say +0.5 on being filled up, -2 in breaking, guess what happen. You can put your character in that situtation 4 times in a row, break out once, and still get a 0 score.

      As long as you're below the ratio that gives the trait a positive score per batch of actions, you still head towad "hate X" even if in fact you make them do it to the end way more times than they actually struggle out.

      But if you're just passive, or should I say actively putting them in that situation regularly past the ratio you should be aware of, well indeed her trait will skyrocket toward "loves X". It's simple maths.

      So, it's actually the opposite of what you just stated.
      It's not harder to get such content as you go on. It's easier if you play in a way that will grant the traits you want your character to have. Then you can "enjoy watching her getting her nighmares come true" 4 times more often than in early game without any points going toward "loves X" as long as you're not passive 100% of time.

      And even so, if there's a "phobia X" trait past "hate X" that locks the gains to +0, you get total freedom over letting her experience full struggle and pain 100% of time without the trait ever going back to "like X" or even "dislike X". It's simple to understand and apply in gameplay.

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    10. Not sure how I will handle gaining traits from behavior, yet. One possibility might be that you have major and minor traits, with major traits being permanent (you would have to re-roll to a random one to change it.), and some minor traits that come and go more easily, and can be affected by behavior. Or perhapa you can make any trait a major trait, essentially "equipping" it, ensuring it doesn't go away.

      Though I think it might be more fun if the player is encouraged to content with chaotic random combinations they end up with, causing them to play differently.

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  10. The system is interesting but can easely become a nightmare to implement.
    A first step would be to start with two layers of innate traits.

    1)The default innate trait, like "Slimy" (slug and octo) or "Beastman" (cat) would be a general appeal/disgust modificator for the whole specie or group of species, only affecting entities with "like/dislike X". All embers of the specie would have it.

    2) As new traits are introduced in the game, one to three more slots can be filled with random traits from a poll specific by species. Some being super common, others being rare. Of course, some traits can be avaiable in different species, that may have more appeal to eachother if both entities share a same trait.

    Slug:
    "Slippery" (raise speed when it's raining)

    "Toxic skin" (color palette is different than usual members of the specie, physical attack on them may cause poison to the attacker. Nice way to add variations without adding another monster)

    "Drooling" (said entity will continously spawn slimy substance that reduce other's speed if stepped on, except when it's raining.)
    As application goes, spawning a single object that vanish after a few seconds and another one when not overlapping the previous one (creating a brief trail of drool) may be enough to be effective without causing too much lag.

    Cat:
    "Agile" (higher speed stats)

    "Nyctalope" (can see better at night, negating darkness malus in caves and dark places)

    "In heat" (skyrocket lust once in X days)
    Why in-heat as a random innate traits instead of default? Because half-blooded members of a specie may be less/not affected by it. It's a nice way to acknolwege their existance without creating a new set of creatures.

    Gob/Orc:
    "Defiance" (raise attack stat when not initiating a fight, lower fear gain, boost disgust gain)

    "Simple minded" (lower all interaction gains other than their favourite type (sex/talking/etc))

    "Sexual endurance" (don't shoot the whole load at once, making them able to affect more than one entity per time it recharges.)

    Octo:
    "Jumper" (higher jump stat than usual for the specie)

    "Clingy" (the grapple animation last longer, harder to break grapple)
    Their animation staying on character's face was kinda unique, it's too bad it seems to have been taken out of the game. It would be cool to have it as a pre-sex animation for octos with this trait.

    "Amphibious" (can survive outside of water without stats to be lowered)
    It's kinda fair for creatures appearing outside of their suitable biome to suffer a stat malus, halving all but their HP and Def. Some may rarely have evolved to negate the malus, others are still affected by it. It also makes them reveal their true threat potential once you reach their biome, wich is a nice challenge/balance idea.

    As you see, it's easely interchangeable. A Frog creature for exemple would have "Amphibious" as their default specie trait then "Jumper", "Simple minded" and "Toxic skin" as their random innate trait.

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    1. A second step would be aquired traits. Again, four slots seems like a good balance. One or two per default on creation (so the entity have a bit of "backstory" liking/diskiling things) and the others once enough of a same interaction is performed seems ok.

      But tastes changes over time, so it would make sense that when a new trait score is higher than the lowest current aquired trait, it overrides it. Feedback loops makes for an interesting dynamic:

      A simple life made of always the same routine may result in stable aquired traits that are really hard to override, while a life on the go with multiple things happening may result in way more changing entities tastes and state of mind.

      Simple exemples may be "like beastmen" (and other species-specific traits) which a specie may have toward their own kind to make it easier for groups to form. They can instead dislike their specie if enough negative acts have been done against them by their kind, resulting in loners.

      Like/Diskike, unlike appeal/disgust, may be a trait type you want to have combined in a single stat per thing liked/disliked. The catch being that the said trait changes into « love/hate » once a thresold is reached, effectively locking the trait in.

      Love/hate would start neutral (0p) then only change back to « like/dislike » when reaching the most negative score (for love) or more positive score (for hate), still allowing for changing tastes or redemption when it comes to hateful creatures.

      Hateful (toward a specie) like stated in another reply, could have this effect:
      -more likely to attack said specie on sight even if outnumbered
      -can't interact positevly with said specie
      -no matter if S or M, sexual interactions raise disgust
      -after word spread, said specie as a whole have raised fear/disgust against the hateful entity. (making them more likely to run away or assault the entity)

      As opposed, fanboys, I lean species lovers may have this effect:
      -more likely run away instead of retaliating when attacked
      (unless any of them or the loved specie likes fighting)
      -more likely to interact positevly with said specie
      (even if they keep being assaulted)
      -no matter if S or M, sexual interactions raise Lust
      -after word spread, said specie as a whole have raised lust or odds to interact toward the "easy to pray on" entity.

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    2. The third step would be a staple of the social/romance genre, personal tastes! Which can be broken down in different layers and categories. Each entities have:

      1-a favourite and hated food
      (Fav double the points, Hate halve points and raise disgust a little)
      -If the entity is hungry, it gives bonus points
      -If it’s not hungry it may decline the gift.

      2-a favourite and hated gift type.
      (Fav double the points, Hate halve points and raise disgust a little)

      Within a same gift type:
      -points depend on the item rank
      (better quality/rarity = more points)

      -one hidden favourite item give double the points.
      (may be visible if the relationship stat is high enough)

      3- One favourite interaction type listed as hobby
      (some love talking, having intercourses, or be given gifts. Hated interaction type can be a mess to deal with, so it's better to keep it neutral and deal with it throught aquired traits.)

      That's all for my wall of text, have a nice day! ^^"

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    3. In true artist's fashion, the end is never the end...So, there's a visible balance issue that would be funny if rolled (even if he odds are really low) when it comes to personal tastes:

      Food (apple/ ???)
      Gift (Foods/ ???)
      Preffered: (gift ID: apple)
      Hobby: (be given things)

      This, if rolled, would probably make skyrocket the favour score when an apple is gifted to the creature! So, I guess a limit per interaction have to be set...But still, it would be hilarious to see a creature love something this much.

      As for the overall balance aspect, and for the sake of not having a huge cluster of traits, I may not totally agree with some of my previous points anymore now that I re-read everything.

      Innate goes down to 2-3 traits to allow for more variations over the specie. 4 would make alot of them have the same traits:

      -Default
      -Random1 (normal or rare)
      -Random2 (hidden (no trait) or normal)

      Aquired stay to 4 traits because of the everchanging nature of the category's dynamic:

      -Backstory (roll on creation, can evolve, can't be override?)
      -Aquired1 (chance to be be rolled on creation, can be override)
      -Aquired2 (interactions only)
      -Aquired3 (interactions only)

      Personal tastes are straight-forward, the question is to show or not the preffered gift and hobby as relationship deepens.

      Food: (F/H)
      Gift type: (F/H)
      Preffered: (gift ID)
      Hobby: (action type)

      Using three tabs to avoid ending with a huge window, most of the infos would start hidden then it would expend showing the remaining traits as relationship goes deepen.

      -"personal tastes" would be the only things visible in the first tab. ("????" for things you have not found yet. F/H can be discovered throught talking or experimenting gifts)

      -Default specie trait would always be shown in the Innate tab, since it's basic knowledge about the specie

      -Aquired traits have their own (3rd) tab

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  11. To be honest, how would this benefit the player? Are you telling me that eventually, the player could have it's own "mate" to fuck with?

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    Replies
    1. It's more for NPCxNPC interactions, to make the wold more alive than just having everyone gang against the player like in a traditional game.

      Also, having a relationship to breed half-blooded characters who have better stats than the starting character and monster's traits seems to be one of the planned mechanics. Not only you'd switch to the new character, but have the parents as NPCs working at the base/home in the backgound doing the gardening and stuff while you adventure.

      So it make sense that other groups of creatures can settle down and cooperate to transform some map tiles into villages as well.

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    2. So, if I'm not misunderstanding your reply here.. If your relationship with a breed (A cat in this case) is more than just lust and love, you are able to give her a home and eventually switch your characters? That sounds like a good idea to be honest. Thank you for reaching out to me

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    3. I'm not sure how playing as other characters will work yet, but for interactions some of the current plans are;

      Marriage,
      Having kids,
      Allies by befriending entities. (that you could have follow you, or would give you gifts, or services.)
      Forming villages.

      And overall the benefit would be that you can persue and interact with entities that have traits you prefer, and interactions between entities will be more diverse.

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  12. I had no idea that you could make the NPCs friendly to you. Also, is there a way to save/reload incase you die/exit the game? I keep accidentally pressing escape, or have the night monsters kill me if I wait out the night by pausing forever.

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    Replies
    1. For now the game is in too early state for it to be possible, most of it have been discussed by various commenters over the last updates but not been implemented.

      Even just usso ing/holding the wood item still makes the game crash randomly sometimes so thinking of saves and long-term ingame goals is a bit silly until at least phase 2 is over. (the roadmap is currently in phase 1)

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  13. Now that we're a bit closer on the topic of stats and the like, I'd very much like to see a focus on other entities having a more involved "stamina" stat. Something that's tied more to an entities sexual stamina and their "jizm" meter as well.

    Sometimes part of losing all your health during fights is the appeal of having the protag passed around between those who beat her.
    I could see one goblin going at it for (in-game) hours pounding her and then finally letting her go to rest and recharge, meanwhile the other goblin waiting their turn starts it all over again and fills her up.

    Something else once that pregnancy is in place, male entities I assume would have a "virility" stat. This could either simply add the probability to which that entity would knock a female up, or even replace the stamina AND jizm meter entirely to encompass it's own "super stat" that does all three, only it'd mean that chances to knock-up, stamina and the amount of jizz they could shoot would all be tied to a single value.
    In other words, a goblin with super high virility would breed female entities for ages, shoot the most seed into them and guarantee them a future child before resting to allow another entity to take over.

    On the subject of letting entities take over, I imagine in the future, they wouldn't let that happen so easily if factions are gonna be a thing.
    It's fine now, but I don't picture goblins actually making an attempt to breed females whilst they're still fighting say some slugs nearby.
    Perhaps that's where "lust" would come in and only the goblins with the highest lust stat would be crazy enough to try and fuck female entities while hostile enemies were close-by. Those entities might even interrupt H animations by attacking them. Unless a slug and an orc somehow became best friends, it probably wouldn't happen.

    With that in mind, do you think something like the "love/hate" stat could have effects on other species as a whole? Or maybe if not species, just factions if the become a thing in the game.
    Say a slug does something nice for a goblin like gives them food, the small faction that goblin is a part of also grows to like the slug a little more but just not as much as the direct subject.

    I'm sure this is all stuff you've thought of before but I'd like to know your opinion on it.

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  14. Interesting update.

    Disgust- Disgust I don't see a problem with. You could implement traits such as maybe "strange fetish" that plays on disgust instead of appeal.

    Alternatively, I think it could play as a more dynamic stat(disgust quickly changes like arousal), based on conditions(such as traits or actions). While disgust is high, appeal(or love/hate) cannot, or has a harder time raising with your gifts/positive gestures.

    Further examples could come from traits, for an example a "Nudist" trait: disgusted by clothes. While interacting and wearing clothes their disgust rises, and conversely if you go nude, it lowers--allowing for better impact in trying to raise the relationship.

    Traits- If you're going for a "enemy vs enemy vs you" environment I think the concept of "Likes Fighting" is more appropriate--but again, it could also play on disgust. If "Likes fighting" raises lust/appeal, use that dynamic disgust stat so distribution isn't necessarily equal to all parties.

    Cheers.

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  15. Mamono Assault Force11 May 2020 at 20:14

    On the topic of "Likes Fighting" Versus "Elegant Fighter", I think that both existing individually can have an effect on their own, but if the thing that "Likes Fighting" meets something with "Elegant Fighter" then you could create a chemistry with that kind of reaction. Which causes the entity with Likes Fighting to basically build up attraction insanely fast.

    I think having unique interactions between traits that identify with one another can create some interesting and dynamic encounters. Since finding that matching chemistry is far less likely to happen than just meeting another entity that "Likes Fighting". Surprises that can happen in a sandbox environment keep things interesting. And low probability, interesting events can ensure that a player will never feel (or take a long time to feel) like they understand what's going to happen next.

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    Replies
    1. I'd say to arrange the traits per famillies. Having a shared familly trait raise stats gain while sharing the exact same trait give an even better bonus.

      That also works for trait like jealousy, which will make both entities fighting over a thrid one hate oneother faster as heck. Another exemple; "Beastmen" have this specie trait shared, but if cat hate dog, that mean the disgust/fear gain from the rivalry trait is boosted just like friendly traits would be (dog and wolf are still both beastmen)

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  16. If stances, like combat and social were added, you could have traits like:

    "Aggressive" enemies will attack regardless of player stance or provocation.
    "Pacifist" enemies will *not* attack regardless of player stance or provocation, perhaps appeal lowers if the player is in combat stance.
    "Milquetoast" enemies will be neutral towards the player in social stance, and would try to run away if they see the player in a combat stance.

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  17. as I mentioned before, I think we could have an option to turn off the cum limit of enemy. I still don't understand why there is limit in enemy cum.

    ReplyDelete