# ~Gel Lyfe~

## TOP PRIORITIES:

- Translate real time to game time
- Decide what it means for a hour to pass in game
  - Also what a day means, besides age
- Communication Success formula
  - Based on Int & Discipline
- Figure out END_GAME
  - What triggers it???

# Moods

## Main Moods

### HAPPY:

    * Reqiures Happiness 61-100
    * MainAnimation = happy
    * Rasies change of int gain when studying?
    * Long term happy prevent END_GAME?

### NEUTRAL:

    * Requires Happiness 40-59
    * MainAnimation = netrual
    * Smallest of the main mood windows
    * No real loss or real gain

### ANGRY:

    * Requires Happiness 0-39
    * MainAnimation = angry
    * Will not study
        * Need another penelty?
    * Long term anger triggers END_GAME?

## Sub Moods

### HUNGRY:

    * Requires _isHungry (Fullness<50)
    * SubMoodBox = "candy"
    * Every hour _isHungry Happiness -10
    * Long term hunger triggers END_GAME?

### SLEEPY:

    * Requires _madeWaste (Sleepiness >= 90)
    * SubMoodBox = "ZzZz"
    * Will not study

## Special Moods

### WASTING:

    * Requires _madeWaste
    * Untriggers _wasteReady
    * InteractionsBox = "waste"
    * Every hour with waste lowers stats
        * Discipline -10
        * Happiness -10
    * Long term waste WILL trigger END_GAME

### SLEEPING

    * Requires isAsleep
    * MainAnimation = "sleeping"
    * Last 6-9 hours
    * No real way to interact

# Modifiers

## Main Modifiers

### Happiness:

    * Controls main animation
        * 0-39 = ANGRY
        * 40-59 = NEUTRAL
        * 61-100 = HAPPY
    * Shifts the most out of the main modifiers
    * Kinda decides the overall health of the gel
        * Need to make this more of a factor for END_GAME

### Discipline:

    * First factor in determining how well the slime communicates
    * Only factor on how much it is willing to study
    * Hardest stat to raise?

### Intellect:

    * Second factor in determining how well the slime communicates
    * Can only be raised by studying and nothing else
    * Can not be lost (may change with age factor)

## Sub Modifiers

### Fullness:

    * Every hour 10 fullness lost
    * <=50 = _isHungry
    * Every hour _isHungry 10 Happiness is lost
    * _isHungry untriggered when fullness >=75

### Sleepiness:

    * >=90 = _isTired
    * Every hour _isTired loses 5 happiness
    * Every hour adds 5 points
    * Studying, when is successful, adds 10 points
    * Resting resets Sleepiness
    * Resting can last 6-9 hours (random)

### Waste:

    * Only increases when !_isHungry by random value (10, 20, 25) every hour after eating
    * Leaves a small window for player to WIPE
    * Ability to communicate based on Int & Discipline

# Menu Options

    * Save after every selection
    * Have to wait for slection to play out before selecting a new one

### INFO:

    * Displays basic info on the gel
        * Age (HoursPassed/24)
        * Happiness (percent)
        * Discipline (percent)
        * Current Hour (out of 24);
    * Many stats are hidden
        * Fullness
        * Waste
        * Sleepiness
    * Pauses timer when viewing

### FEED:

    * InteractionBox = food
    * Fullness +25
    * Happiness +10;
    * Discipline -5
    * Over feeding (Fullness>100) leads to punishment

### STUDY:

    * InteractionBox = book
    * Can only be done once per hour
    * Requires a discipline check
        * On fail, cant try again till new hour
    * Int +1
        * May increase more based on Age & Happiness
    * Sleepiness +10
    * Happiness -5
    * Forces time by one hour

### REST:

    * Can only be done when _isTired
    * Puts player in Sleeping Mood
        * Last 6-9 hours (random, may make discipline be a factor)
        * Can only view INFO & CONF
        * Happiness change determined by level
            * HAPPY = Happiness - 15;
            * NEUTRAL = Happiness +10
            * ANGRY = Happiness +10;
        * Fullness -50;
        * Sleepiness =0;

### CHEER:

    * Happiness +10
    * Discipline -10;
    * Plays a short Encouraged animation before going back to current mood animation

### SCOLD:

    * Discipline +10
    * Happiness -10;
    * Plays a short Sad/Ashamed animation before going back to current mood animation

### WIPE:

    * Can only do once per hour
    * Three outcomes
        * Early Wipe
            * Happiness -10
        * Good Wipe
            * Discipline +10
            * Happiness +10
            * !_wasteReady
        * Late Wipe
            * _madeWaste
            * Discipline -10
            * Happiness -10
            * removes waste from InteractionBox

## CONF:

    * Lets player change basic settings
        * SE Volume
        * Brightness?
    * Pauses timer when viewing