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Pet.GB/GelNotes.md

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2016-10-04 07:10:44 -04:00
#~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