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a small update with the beginnings of Encounter code and our first NPC (Audræ, the Blacksmith). Her stats aren't displayed or used anywhere yet, but she's setup to grow over time (that is of course, once the Time/Date system is implemented. (Javascript is terrible at handling scifi or fantasy DATES... it has a very narrow range of years, and of course can't begin to handle worlds with different orbital and rotational periods.)

You can use the command:
db.NPCS['oakT.Audræ'].ent({days:1374*3});
-in the javascript Console (via your browser's Developer Tools)

She's currently the only NPC (and not all will be set for FMG like she is). The "days" parameter lets us simulate time as the number of days passed since the game began. She grows a fair bit with each Season (104 days), and quite alot with each Year (13 seasons; 1374 days). She also begins with Elite level dice (d12) as her base, and a size higher (d14) on her STR & VIT scores (that will later be explained via the Abilities/Feats system). Her exact lineage is unknown, but there must be something interesting in her past, as she's the only one designed to not only gain stats over time, but even increase dice classes with the triangular-root of years passed (eventually ascending to deific power levels).

She has her class-specs already chosen (a feature that will be added later, but is like having a sub/secondary-job that creates a hybrid class; you can only actively train/develop one class at a time, but you can draw on the abilities of any of the 5-- and each can have their own specialization. The 5 Classes & spec hybrids are all based on the core 5 Stats). She's split evenly between her STR and VIT, and done the same with her classes-- Warrior(STR): Gladiator(VIT) and Monk(VIT): Wrestler(STR), respectively. Her off-classes- Mystic(LCK): Bodybuilder(STR), Scholar(WIL): Dominatrix(STR), and Rogue(AGI): Wildling(VIT) -are similarly based on those stats.

As we're now implementing with HardLife, the NPCs in Alpha are responsible for selecting their own IMAGES. (this allows us to have custom variants on each NPC, and gets away from having to create complex naming specs for every possible combination) Right now her images are setup on a probability table... she'll usually be outfitted for work as the smith, though she does like to take her top off while working in the heat of the forge, and periodically as a warrior/guard for the town and surrounding areas. She can also be spotted in simpler athletic attire, or in the buff.

I spent most of yesterday working on her in DAZ, so she doesn't have any progress-stages yet (graphically). I'll most likely use the STR Rank to select progress, which is the die- Size (d14) and Count (9, initially)- so despite her small frame and demure stature (~5'/160cm tall), she's already a powerhouse at Rank 23 STR. Don't let her low stat-rolls fool you (she's set to auto-roll 34% since she's not yet stored persistently in the game-state, but she fills that in with regular training).

Be aware she's hiding a bit of a secret weapon... an equine attribute that'd put the local beasts of burden to shame. Once I add content-filters to the game, you'll be able to turn off futa content leaving her female. And while her siege-cannon size isn't canon, her ability to shrink and expand her clit to rival her sword is.

Back to running the console command I showed above, under the STATS section, for each stat you'll see the following entries:
dc = die-count, how many dice she has in that stat
rk = stat-rank (count+size dice), this is how powerful EACH POINT in the stat is
st = stat-level (the effect of which is multiplied by rank)
wn = wounds (not currently used)
mxe = max-energy (stat*rank/10); Stamina for STR, Health for VIT; etc.
en = current-energy levels, used to perform actions or endure attacks

Her race is currently marked as Human, since I needed compatibility and haven't worked out her true origin... but I suspect Amazonian blood somewhere in her lineage, and possibly some feral/furry traits as well. (like her oversized hammer)

Oh, and back under ATTR:
d = base dice-class (d12 initially for her, d10 for most humanoids)
ht = height in meters
sc = scale (a separate multiplier for height/size, intended for use with spells/potions)
fit = degree of fitness/muscle-mass (not finalized, but 1.0 would be considered classically fit/healthy, anything beyond that is just gaining mass)

if you look at your own ATTR, you'll also notice:
m = maturity scale (3 for adults, 2 for teens/elderly, 1 for kids/venerable)... essentially your base die-Count for stats (assuming you have no other specialization/bonuses); this is the minimum number of stat dice you should have (unless you spent them on Feats/Abilities... which aren't available yet, so again please ignore that screen during character generation)

HardLife continues to march forward, but Alpha is really close to being a proper playable demo/mini-game. (it still needs resource collection/allocation... currency in particular along with things to buy, time of day and stamina/energy usage/recovery, and some ways to gain XP and train/level stats, and of course basic combat)

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