Working title: Otherworld

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SekoETC
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Re: Working title: Otherworld

Postby SekoETC » Tue Nov 15, 2016 3:16 pm

I'll pm you, although currently we've probably tested all the aspects that have been implemented by now. Maybe you will spot something that we missed.
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vamking12
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Re: Working title: Otherworld

Postby vamking12 » Fri Nov 18, 2016 6:16 pm

I'm good with testing :D
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Re: Working title: Otherworld

Postby SekoETC » Fri Nov 18, 2016 7:55 pm

I sent you a PM.

I'm hoping to release the first version of the fight against an animal system this weekend. Hopefully I manage to work on it enough to release it.
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Re: Working title: Otherworld

Postby SekoETC » Sun Nov 20, 2016 2:34 pm

I've been working on the fight against animal system but it turned out to be a bigger task than I realized. Part of the problem is that there is no healing system, so if a character gets wounded, they will eventually die from bleeding out if they continue fighting. Currently bleeding only happens when a combat round is processed, but it should also happen gradually outside of combat. Outside of combat, minor wounds should stop bleeding on their own after a while, but level 9 and 10 wounds are always fatal. Currently the mass of blood lost is (wound_level^2.8)*(weight^0.15)/2. Originally the powers were 2.5 and 0.2 but it's more important to put weight on the wound level than the animal/person weight. Also I just added the divided by two because even level 5 wounds were pretty serious. One time I accidentally killed my test character. Currently there's nothing stopping the person from continuing to play after dying, but they can see their own dead body on the ground. I just added passing out from blood loss.
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muidoido
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Re: Working title: Otherworld

Postby muidoido » Sun Nov 20, 2016 3:32 pm

Looking forward to die! :lol:
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Re: Working title: Otherworld

Postby SekoETC » Tue Nov 22, 2016 3:38 pm

Testers: if you would like to join my development channel and bounce back ideas, PM me your email address and I'll send you an invitation. There has been no conversation in over a week, I stopped posting because no one else was replying. It was a good idea to have the compass setup for traveling, for example. I could use more ideas like that.
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muidoido
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Re: Working title: Otherworld

Postby muidoido » Tue Nov 22, 2016 10:15 pm

Image
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SekoETC
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Re: Working title: Otherworld

Postby SekoETC » Wed Nov 23, 2016 8:12 am

Do you think that's funny?
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pulkownikarnold
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Re: Working title: Otherworld

Postby pulkownikarnold » Wed Nov 23, 2016 1:56 pm

SekoETC wrote:Currently the mass of blood lost is (wound_level^2.8)*(weight^0.15)/2



This formula have no sense. :(
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Re: Working title: Otherworld

Postby SekoETC » Wed Nov 23, 2016 5:29 pm

Would_level = number ranging from 1 to 10 . This is raised to the power of two point eight.

Weight can range from about 100 grams to 300000+ grams. This is raised to the power of 0.15.

The first number is multiplied by the second.

The result is divided by two.

For example, if someone weighs 60000 grams and has a wound with the level 5, the numbers are 90.597 and 5.209. These multiplied together and divided by 2 makes roughly 236, which means the character is bleeding about 2.4 dl of blood per round.

Do you understand now?
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Re: Working title: Otherworld

Postby SekoETC » Fri Nov 25, 2016 5:03 pm

I went ahead and uploaded the current form of the combat system. I also made it so that you can't access most pages if you're dead. Actually I should go through most of the files to prevent playing a dead character, but that's going to be a lot of work, so I'm thinking of doing it gradually as I edit them for other reasons. It's not possible to dismember dead animals yet, but I will work on that next.
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Tiamo
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Re: Working title: Otherworld

Postby Tiamo » Fri Nov 25, 2016 6:03 pm

Wouldn't it be easier to make sure a player cannot access/play dead characters at all, instead of testing this for possible activities/pages (a dead character doesn't "exist" any more as a character)?
I think ...
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Re: Working title: Otherworld

Postby SekoETC » Fri Nov 25, 2016 6:10 pm

I want to allow people to wrap certain things up with a dead character, because time isn't linear. Characters consist of a spirit and a body, and if the body object is of general type "person", then it's alive, and if it's of type "dead body" then it's dead. The id remains the same and remains linked to the spirit. The game checks the type and restricts access if the character is dead, but the player needs to manually stop watching in order to let go. This allows them to for example save logs before they let go.
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Tiamo
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Re: Working title: Otherworld

Postby Tiamo » Fri Nov 25, 2016 6:18 pm

Ah, ok. Didn't realize that.
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Rmak
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Re: Working title: Otherworld

Postby Rmak » Fri Nov 25, 2016 10:25 pm

Do you have testers or are a lot of people just rubbernecking to see what you have done ?
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