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GelNotes.md
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GelNotes.md
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#~Gel Lyfe~
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---
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##TOP PRIORITIES:
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* **Translate real time to game time**
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* **Decide what it means for a hour to pass in game**
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* **Also what a day means, besides age**
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* **Communication Success formula**
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* **Based on Int & Discipline**
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* **Figure out END_GAME**
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* *What triggers it???*
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---
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#Moods
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##Main Moods
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###HAPPY:
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* Reqiures Happiness 61-100
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* MainAnimation = happy
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* Rasies change of int gain when studying?
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* Long term happy prevent END_GAME?
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###NEUTRAL:
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* Requires Happiness 40-59
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* MainAnimation = netrual
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* Smallest of the main mood windows
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* No real loss or real gain
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###ANGRY:
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* Requires Happiness 0-39
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* MainAnimation = angry
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* Will not study
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* Need another penelty?
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* Long term anger triggers END_GAME?
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##Sub Moods
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###HUNGRY:
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* Requires _isHungry (Fullness<50)
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* SubMoodBox = "candy"
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* Every hour _isHungry Happiness -10
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* Long term hunger triggers END_GAME?
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###SLEEPY:
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* Requires _madeWaste (Sleepiness >= 90)
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* SubMoodBox = "ZzZz"
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* Will not study
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##Special Moods
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###WASTING:
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* Requires _madeWaste
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* Untriggers _wasteReady
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* InteractionsBox = "waste"
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* Every hour with waste lowers stats
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* Discipline -10
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* Happiness -10
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* Long term waste WILL trigger END_GAME
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###SLEEPING
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* Requires isAsleep
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* MainAnimation = "sleeping"
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* Last 6-9 hours
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* No real way to interact
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---
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#Modifiers
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##Main Modifiers
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###Happiness:
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* Controls main animation
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* 0-39 = ANGRY
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* 40-59 = NEUTRAL
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* 61-100 = HAPPY
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* Shifts the most out of the main modifiers
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* Kinda decides the overall health of the gel
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* Need to make this more of a factor for END_GAME
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###Discipline:
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* First factor in determining how well the slime communicates
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* Only factor on how much it is willing to study
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* Hardest stat to raise?
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###Intellect:
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* Second factor in determining how well the slime communicates
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* Can only be raised by studying and nothing else
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* Can not be lost (may change with age factor)
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##Sub Modifiers
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###Fullness:
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* Every hour 10 fullness lost
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* <=50 = _isHungry
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* Every hour _isHungry 10 Happiness is lost
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* _isHungry untriggered when fullness >=75
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###Sleepiness:
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* >=90 = _isTired
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* Every hour _isTired loses 5 happiness
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* Every hour adds 5 points
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* Studying, when is successful, adds 10 points
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* Resting resets Sleepiness
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* Resting can last 6-9 hours (random)
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###Waste:
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* Only increases when !_isHungry by random value (10, 20, 25) every hour after eating
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* Leaves a small window for player to WIPE
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* Ability to communicate based on Int & Discipline
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---
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#Menu Options
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* Save after every selection
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* Have to wait for slection to play out before selecting a new one
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###INFO:
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* Displays basic info on the gel
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* Age (HoursPassed/24)
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* Happiness (percent)
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* Discipline (percent)
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* Current Hour (out of 24);
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* Many stats are hidden
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* Fullness
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* Waste
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* Sleepiness
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* Pauses timer when viewing
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###FEED:
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* InteractionBox = food
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* Fullness +25
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* Happiness +10;
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* Discipline -5
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* Over feeding (Fullness>100) leads to punishment
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###STUDY:
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* InteractionBox = book
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* Can only be done once per hour
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* Requires a discipline check
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* On fail, cant try again till new hour
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* Int +1
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* May increase more based on Age & Happiness
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* Sleepiness +10
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* Happiness -5
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* Forces time by one hour
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###REST:
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* Can only be done when _isTired
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* Puts player in Sleeping Mood
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* Last 6-9 hours (random, may make discipline be a factor)
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* Can only view INFO & CONF
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* Happiness change determined by level
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* HAPPY = Happiness - 15;
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* NEUTRAL = Happiness +10
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* ANGRY = Happiness +10;
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* Fullness -50;
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* Sleepiness =0;
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###CHEER:
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* Happiness +10
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* Discipline -10;
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* Plays a short Encouraged animation before going back to current mood animation
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###SCOLD:
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* Discipline +10
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* Happiness -10;
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* Plays a short Sad/Ashamed animation before going back to current mood animation
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###WIPE:
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* Can only do once per hour
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* Three outcomes
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* Early Wipe
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* Happiness -10
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* Good Wipe
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* Discipline +10
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* Happiness +10
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* !_wasteReady
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* Late Wipe
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* _madeWaste
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* Discipline -10
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* Happiness -10
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* removes waste from InteractionBox
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##CONF:
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* Lets player change basic settings
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* SE Volume
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* Brightness?
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* Pauses timer when viewing
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