perfume?

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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mojomuppet
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perfume?

Postby mojomuppet » Thu Oct 15, 2009 3:14 am

Suggestion...perfume. I mean I haven't been playing that long but if you have flowers, oil, and a mortar and pestle, couldnt you use that to make it and it just show up with what you are wearing?

Maybe it could wear off like food does, so you would not always have it. Also add the extra step of making essence/drying of said flower then mixing it with oil.

Dunno just a thought.
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Dudel
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Postby Dudel » Thu Oct 15, 2009 8:39 pm

Can Cantrinians smell? :lol:
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mojomuppet
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Postby mojomuppet » Thu Oct 15, 2009 11:41 pm

She wears a perfume that smells of roses.

I dont see why not :?: I hear people say that food smells good.
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Snake_byte
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Postby Snake_byte » Fri Oct 16, 2009 3:18 am

So,
-she's wearing this,
-she's wearing that
-she smells of roses
?
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Dudel
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Postby Dudel » Fri Oct 16, 2009 3:37 am

mojomuppet wrote:She wears a perfume that smells of roses.

I dont see why not :?: I hear people say that food smells good.


I was poking.

Its a good idea but would it, maybe, be easier as a consumable that "gets used"? O.o

Just kinda "a woman in her twenties uses some perfume."

No?

Iuno... spit-balling. Its a nice idea but, as with clothes, few people would notice if the perfume was on the character screen.
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viktor
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Postby viktor » Sat Oct 17, 2009 12:42 am

i look at that screen all the time on people, so i can see what large items they are carrying, and sometimes take not of the clotjes.
implimenting perfume, ya it would get people usin it. holding it like you do food and getting used at a certain rate that way sounds interesting, it would just need a tick to be used on,
Judock Harald
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Postby Judock Harald » Sat Oct 17, 2009 4:46 pm

[character] smells of [ingredient 1], with a hint of [ingredient 2] and [ingredient 3], it remembers you of [location of made]

Laila smells of cocosnuts, with a hint of wood and nuts, it remembers you of the woods.
Peter smells of mud, with a hint of oil and rubber.

haha :-)

The luxery the perfume is, the more ingredients it can contain.

He smells of aloë, with a kint of mint, sunflowers and thee.
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Dudel
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Postby Dudel » Sat Oct 17, 2009 5:47 pm

That's overly complicated.

It'd be easier, at least to start, to leave them as simple smells for the flowers that were used.
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EchoMan2
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Postby EchoMan2 » Mon Oct 19, 2009 6:01 am

Please, please Implement!!!!

X says: "*grins happily* Never mind the reek, this is so much more comfortable"

You see X take leather shoes.

You see X take knit cotton socks.

You see X drop knit cotton socks.

X says: "Aah, finally! *undoes his shoes suffering a bad smell*"

You see X drop leather shoes.
[/quote]
Cogliostro
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Making parfume out of certain flowers, herbs and oils.

Postby Cogliostro » Wed Mar 31, 2010 5:04 pm

This is another suggestion along the lines of adding peaceful applications for the herb system. The parfume could be made using a portable machine (I know there is a portable thingy for doing something with herbs but I forgot what it is, and no one ever uses it, so perhaps it'd be the ideal place to add this stuff). A range of several different scents (types of parfume), appropriate for women and for men.

Once made it appears like any other wearable clothing item in the inventory. If you "wear" the parfume, it adds the description of the scent to your character's desc page, and could we make this text be in a few different colours, so that it stands out nicely (being that it's a grand luxury item)? Characters can't take off the parfume and new applications overwrite the existing one. If possible, make the parfume-clothing-item wear out in time on its own too.
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Tincho
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Re: perfume?

Postby Tincho » Wed Mar 31, 2010 10:34 pm

A character could build a new storage object (we might call "bottle of perfume"). In this object, like all storage objects, the character could store a resource. The object would have an button ("use"), when pressed, the bottle consumes a certain amount of the stored resource. The events screen will display the message "You see a woman in her twenties that use some perfume", and the character screen will display the message "She smells of <resource>.".

To make this system work, it should be not possible to store certain types of resources in a bottle of perfume. Otherwise, a character could smells of small bones :S.

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