NokiMo
bagoolworks
bagoolworks

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6/6/17 and Streamlining

As you all know, recently I've been looking into ways I can simplify the spanking scenes and still retain the depth about them. One step I took toward that today was the removal of the emotion stat that NPC's have. For those worried that this will remove a whole layer of complexity from the system, have no fear. You see, while musing on the HIT ASS matrix from yesterday, I realized that even with this layout balanced the way it is, there are some cases which I would have to change manually to capture certain features of npcs in the game. One such issue was that of the emotion value. Each action is set to change a certain amount of emotion during the spanking scene. Scolding and threatening take a big chunk out respectively. However not every person would be as receptive to scolding, and this would require me to have a different amount of change for each personality type, 25 in all. So instead of that I came up with a faster way of doing things. Instead of an emotion stat determining when the npc cries or is remorseful, that is just determined by a certain damage number. There will be about 5 different sets of damage limits for use on any npc. This way each action can stay with one effect, and there will still be many possibilities with each scene. How will the talk mechanic get affected you may ask? Well instead of dealing emotion damage, it will instead lower the damage limits on that npc by a certain amount! Essentially causing the same effect as before, but not dealing damage. 

Hopefully this new process will simplify things for me down the line and get the next demo out sooner.


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