Kantirocks Wrote:I'm posting the glossary of terms the Dev made that has most of the rules in it one here. But the goal is to get the Victim's EGO down to Zero, at which time you get a MIND BREAK. A roll happens here against their LIBIDO to see if they get a good end or a bad end. Another d6 is rolled and if it's under the libido, great job she becomes a mindless sex puppet to the Conspiracy (You organization), but if it's over the libido they usually die some horrible and perverted. But not all hope is lost! The Player can actually lose the game. If the Victim has 6 will and is SUSPICIOUS (Which has a chance of happening every time the player uses power [sending large amounts of electricity through someone's brain isn't exactly the safest thing to do] which is, you guessed it, another D6 roll but against the amount of power being used. If it's over the amount of power being used, then you're good, but if it's under then the Victim becomes suspicious) then the Victim can get help and the conspiracy/player loses.
Urges are how the player whittles away the Victims Sanity, by betting the Victims Libido (up to three at a time) against a roll (d6), where the number you have to meet of beat is 3 + amount of Libido wagered. This makes lvl three urges (which involve doing things in public and shit like that) hard to pull off, but that's where FETISHES come in. An urge that is associated with a Fetish that the Victim has gets a bonus to the roll. This is decided on what rank the the FETISH is. There is only three FETISH slots on the sheet because that's the highest number of Fetish ranks a victim can have. (3 rank 1 FETISHES, a rank 2 and a rank 1, or 1 rank 3) so the max bonus on an urge roll that a player can have is a plus 3. If the roll is successful, the Victim loses that much EGO and a little scene will play out in the text box, but if the the roll Fails the Victim resists the urge and loses the amount of libido wagered and they get a point in EGO. There are some other modifiers, like if the victim is drunk it's a plus one, or if the urge could cause bodily harm is usually a -1 and so on.
That good enough for a little while?Spoiler (click to show/hide):
Xela Wrote:May I suggest RenPy for this... you are likely to clock faster development times than with Java/AS and it should be a good match for this game.
BlueLight Wrote:Xela Wrote:May I suggest RenPy for this... you are likely to clock faster development times than with Java/AS and it should be a good match for this game.
it will take more time than if i did it in java even if it was better.i'd have to learn it and i barely have time code much less learn a language I've never heard of.
EDIT
ya, um i don't see how doing anything that looks like his gui is even possible in that frame work.
Kantirocks Wrote:I think I'll try Ren'py, it's pretty easy to use so far.
Kantirocks Wrote:(Java script editor)
BlueLight Wrote:Kantirocks Wrote:(Java script editor)
ah.... that thing... shivers!
Xela Wrote:BlueLight Wrote:Kantirocks Wrote:(Java script editor)
ah.... that thing... shivers!
LoL
It's not that bad and you can always use Editra if you want to sync RenPy code. If you don't care for RenPy plugin, you can use any editor you like.
Kantirocks Wrote:Could you help me with that?
Xela Wrote:Kantirocks Wrote:Could you help me with that?
There is a couple of ways to get it done. Hbox images that display on conditions (defined by a Python class for example or simple variables) is likely to be the easiest one. But why would you want to mimic that interface, it looks like it was made in the 90s. Are you going for a retro look?
I would have used bars, to be filled by AnimatedValue in opposite directions... that should look really cool
Kantirocks Wrote:Alright, We'll do this both ways: You do one in Java, and I'll do one with Ren'Py. Same scenarios and all that, and we'll post both in here. And then I'll throw a poll up asking which one everyone likes, okay?
Kantirocks Wrote:Xela Wrote:Kantirocks Wrote:Could you help me with that?
There is a couple of ways to get it done. Hbox images that display on conditions (defined by a Python class for example or simple variables) is likely to be the easiest one. But why would you want to mimic that interface, it looks like it was made in the 90s. Are you going for a retro look?
I would have used bars, to be filled by AnimatedValue in opposite directions... that should look really cool
I'm trying to keep some things from the original game is all, and I do like the look of it (and it's easier to keep track of to me, but who knows) I won't need it for awhile, but if you could maybe throw something together and just put it up on here so I can use it when I get there? Please?
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