LifePlay-Revival/DesignIdeas.txt

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Stats (0 - 100)
From Red to Green
Short-term
1. Mood
2. Energy
3. Arousal
Long-term (regular activity increases, if not, deteriorate)
1. Attractiveness
2. Fitness
3. Intelligence
4. Interpersonal Skills
5. Perversion
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Relationship
1. OpinionOfPlayer
2. PlayerOpinion
4.
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Inventory
1. Money (in local currency)
2. Apparel (buff to attractiveness, with tags for work, formal, casual, sports etc)
3. All other items
Effect:
1. Hungry
2. Ill
3. Injured
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Array of Structs as default variable in Person class:
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Stat (String) - Value (Float) - enabled (bool)
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BuildingVisited struct
UID (int) - Building (StreetMapBuilding) - Persons (Person[])
PlaceBuilding struct
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Place (String) - Buildings (StreetMapBuilding[])
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RelationshipPersons struct
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Relationship (String) - Persons (Person ObjectReference[]) - enabled (bool)
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Start game with a base person with invisible render
Read data and populate this array in base person
Dupicate base person - first dup is player - set him visible
Add player only stats
Duplicate base person again whenever there's a need to create a new NPC. Clear if not touched for a while.
Base Person
- StatValue array of structs (Mood: 69, Energy: 88, PlayerOpinion: 59, etc)
- PlaceBuilding array of structs (Home: 7999, Office: 6899, etc)
- RelationshipPersons array of structs ("Friends": Jack, John, Maria references)
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LPCharacter: A character specification - look, requirement, relationship - find or generates based on condition
- Max Characters Per Building (Landlord: 1, Colleagues: no max)
- Once generated, they have AI
- Age,and morph targets: base, variance up, variance down
- Gender: % Male
- % shemale if female
LPScene:
- Where:
- Doing What: optional
- First identify actor involved: name LPCharacter (GenerateNewEvenIfExist: 50%)