~Gel Lyfe~


TOP PRIORITIES:


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