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As I was going through some of my code to sort out the effects of mood modifiers, I noticed that Jesse's pleasure, (which is one of the main 6 variables that tools effect) doesn't do a fucking thing anymore. In early builds I had things set up so that the higher Jesse's pleasure, the more his happiness would increase over time. I at some point swapped that out for having just a hard coded value on each tool, (ex. if you rub his tummy his happiness increases by 5) Now it's just sorta there, and it's calculated, but doesn't do shit all. The way that the current mood system is set up is very on the fly, and just what I felt sounded right at the time I was coding. (Which sidenote, isn't a good practice) To fix that, I'm planning a new "simpler" emotion system. This will let me simplify a bunch of variables and calculations (hopefully). The current system uses a combinations of 5 variables just to calculate emotions, and facial expressions. Plus all the other variables to calculate pain, tickle, arousal etc. The theory for the new system is based on this emotional hexagon. You have 3 basic variables each ranging from -3 to +3, Mad/Content, Sad/Joy, and Fear/Confidence. Negative values being the negative emotion, and positive being the positive emotion. Based on those it will calculate what emotion Jesse is experiencing. (ex. if he's scared, and happy, he'll be shy or embarrassed) I may also add additional in between emotions as needed. I have things more or less planned for how to calculate the current emotion, as far as what happens during corner cases, and things like that. It's just a matter of implementing it and sorting out the actual math. (Which if I've done my work properly shouldn't take too long) So yeah, that's what I'll be sorting out over the next couple days. X3 If anyone has suggestions for other emotions and things you'd like to see let me know =)

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Fauxer

How do make jesse sad? No can figure out >.>

badaimrac00n

On the topic of emotions, it might make sense for all of the values, whether they're positive or negative, to be effected by Jesse's level of exhaustion. Being completely drained would make even the happiest of test subjects a near-zombie. On that note, though I'm not at the Assistant level, a tool to perk him up or "refill" him would come in handy...

draite

I'm actually adding an 'energy' level, that once it's depleted Jesse will just pass out. Then you'll get to play with sleeping Jesse X3 So I could look into having Jesse get irritated or sad if he's overly tired. Or kept up too long. A refill will be coming. He'll recharge after being allowed to 'rest' in the future.

draite

Why would you want to make him sad? ;w; And he can't be made sad in the current build X3