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5/23/17 Report and Persona-Effects

So continuing what I mentioned earlier about the requirements of a spanking scene, for a fun spanking the requirements are basically reversed. The goal is to raise the emotion level of the npc, which is pretty much done in the same way as lowering the emotion level in a punishment, since everything a normal person dislikes about a spanking, a masochist likes (not unlike real life). However, the requirements are less strict in a fun scene. This is because, naturally, it's supposed to be fun. You just have to go above a certain emotion level, I haven't put any of the numbers down, but I'm thinking it would be around 25 or 30, any higher would still pass. In fact, I'm trying to think of some sort of benefit to getting that high in a fun scene but I haven't come up with anything. If the emotion falls below 10 they will act apathetic just as in a punishment, and if it drops to below -10, they will act frustrated, bored, and detached. Failing a fun spanking will have their own penalties that won't be as severe as failing a punishment (usually). 

Now onto the second topic, persona effects. Up until now I had used a system in place for every action taken by the player during a scene where they spank. Each action had a certain effect on the npc's stats, which varied with how badly they were spanked up until that point. Taking a spanking action raised exhaustion, lowered emotion in punishments, raised the interest of the spankee, etc. Even things like baring the spankee had it's own effects to be applied. But after reflecting on this system, I realized that not every person will have the same reaction to an effect. A big buff lumberjack won't have nearly as much of an emotional drain from a series of hand spanks that a kindergartner would. And an amazonian warrior wouldn't be nearly as embarrassed by being bared as a teenage boy would. However, I didn't want to have to create a new balance of effects for each possible character who would be spanked, so I came up with this new system. Instead of an event having a single effect on the stats of the npc, the event will call a common event that reads the persona of the target, along with loads of other details, and generates the change in stats which would make sense in the situation. This will hopefully add a lot more realism in the reactions that characters take. However, say there is a situation where you have a lot of girls who work at a maid cafe, you will have a girl who plays the typical role of a maid, a girl who is timid at the job, and a girl who is rough and angsty since she hates the job but needs the money, if all of these characters use the maid persona, but have these varying personalities, how would you express that in code? 

The tomboyish maid wouldn't have the same reactions to getting spanked that the timid maid would. So to that effect, I realized that since I already tie both the reactions of a character and the effect that the character would have when spanked to the same value as a persona class, if I create a proxy class for when a characters dialogue in a particular situation doesn't match with the persona they have, I can drop that value in at the start of their scene, and have an action instead of jumping to their original persona value, to instead jump to the proxy one, even for only 1 different event. This means a character who normally is a timid servant while interacting with her normally, or when she gets spanked, can suddenly act like a dominant and aggressive character she starts to spank someone. A whole separate possibility, is for observed spankings, where if a character takes a spanking from a teacher, they will do so with some dignity and class since they are dealing with someone they should respect, but if they take a spanking from their parents, they will act more childish and frantic. 

This is just another thing I'm adding to an increasingly long list of features, but I want the job to be done right the first time, so I can work on the game afterward without any regrets being had about the set up. It will be worth it in the end, I'm sure.

Comments

I know, that was the joke.

Bagool

I was saying some of the triple A normal games.

Geo

Yeah, I don't want to go overboard myself. I had to really limit myself when deciding the criteria for which to filter the dialogue, otherwise I'd be writing variations for weeks. Since these are the last of the major developments for behind the scenes work, hopefully it will be the end at least for a while.

Bagool

It'll definitely be better than any triple A spanking game I've heard of, that's for sure.

Bagool

Wow. You have really thought about this haven't you? Like this just might be the greatest thing in the whole wide world and I would LOVE to play until the day I die. But seriously, please don't strain yourself with the amount of work you are adding onto yourself. I'm afraid you might go crazy. Anyways I am still wishing you luck on this project!

Jacob S

Seriously, this is looking to have more depth than some triple A games.

Geo

Holy crap, dude. This is some next-level stuff right here.

Durandal


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