66 lines
1.7 KiB
Text
66 lines
1.7 KiB
Text
Stats (0 - 100)
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From Red to Green
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Short-term
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1. Mood
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2. Energy
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3. Arousal
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Long-term (regular activity increases, if not, deteriorate)
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1. Attractiveness
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2. Fitness
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3. Intelligence
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4. Interpersonal Skills
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5. Perversion
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Relationship
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1. OpinionOfPlayer
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2. PlayerOpinion
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4.
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Inventory
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1. Money (in local currency)
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2. Apparel (buff to attractiveness, with tags for work, formal, casual, sports etc)
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3. All other items
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Effect:
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1. Hungry
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2. Ill
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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
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UID (int) - Building (StreetMapBuilding) - Persons (Person[])
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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
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Read data and populate this array in base person
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Dupicate base person - first dup is player - set him visible
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Add player only stats
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Duplicate base person again whenever there's a need to create a new NPC. Clear if not touched for a while.
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Base Person
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- StatValue array of structs (Mood: 69, Energy: 88, PlayerOpinion: 59, etc)
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- PlaceBuilding array of structs (Home: 7999, Office: 6899, etc)
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- 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
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- Max Characters Per Building (Landlord: 1, Colleagues: no max)
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- Once generated, they have AI
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- Age,and morph targets: base, variance up, variance down
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- Gender: % Male
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- % shemale if female
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LPScene:
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- Where:
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- Doing What: optional
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- First identify actor involved: name LPCharacter (GenerateNewEvenIfExist: 50%)
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