Hey everyone, I made a significant step today in the game. I managed to finalize the formula for doing damage in a spanking scene. Now, this post is going to get pretty number and math heavy, so if you aren't interested or are at risk for headaches from thinking too hard, avert your eyes now.
What you see above is a screenshot from Mathematica, a technical computing software used for data analysis, visualization, and demonstration. So I decided to use it for this perverted endeavor. I used the software to help me visualize the many variables affect on the damage output, and it helped me with the final product. As I covered in a prior post, there are a few variables that are involved in doing damage. These are Strength, Weight, Protection, Impact, and now: Soreness.
What, how much damage they took matters in how much damage they now take? Yes, this is a new inclusion to the formula that I came up with after reflecting on decay functions from my differential equations course. You see, in real life, a spanking gradually starts to hurt less. Endorphins start flowing and blocking your pain receptors after a period of time (usually too late for many brats). I have yet to see a major game that incorporates this, likely because the effect itself is quite difficult to quantify. I used an exponential decay relationship which is common in many aspects in nature, such as the cooling of a hot drink in a room, or the radioactive decay of a sample. Long story not-so-short, now as you spank in the game, your spanks will add less soreness over time.
Strength will range from 1-10, with 5 naturally being the human average. The strength is then multiplied by the weight, which will range from 0.2 - 2, and is divided by 0.2 increments. That value is then multiplied by a fraction which is affected by protection and impact. Impact subtracts from protection, and the lower the resulting value, the less damage blocked. Finally, the whole thing is divided by 60 in order to get a percentage value that works with the values I have set up. THEN that total is multiplied by e^-Soreness*0.0069 which is a fancy way of saying: As soreness increases, make the other number smaller unless soreness reaches 100 (the maximum) then the final damage added will be halved.
A problem with this was finding the start point. What is considered a "severe" spanking differs to many people, so I needed to strike a balance. I calculated this under the assumption that it will take around 100 spanks from an average strength individual using their hand on the spankee's bare bottom to raise the soreness to the maximum. I know that that will be considered too much or too little by some peoples standards, but this is the middle ground. In the future, it might not be impossible to adjust this to your preferences.
Hoo~ That's enough for now. I'm going to look at setting up NPC stats or something.