~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
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
* 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