Weekly Happenings -- Week 30
5 years ago
More Feast work! The English language is a pain in the bum.
I've been spending a fair bit of time improving how text is generated. The game now works in first, second and third person, and I no longer have a separate template for every combination of POVs. To do so, I had to figure out a way to correctly conjugate verbs.
Conjugation (at least in the English language) is how you produce the correct verb to go along with a subject noun. It's what makes "I eat" different from "he eats", as well as "I am" different from "you are" and "he is".
Fortunately, this isn't too complex; you just have to define the various forms of each verb and make sure the noun's pluralization and perspective is correct.
Entities actually change their name when viewed in second or first person, replacing the usual (im)proper noun with a set of pronouns.
So, with all of that combined, I can now write a single template and get every POV combination (including less sensible ones, like first/first) all at once.
Beyond language, I've done some more work on the UI, adding things like healthbars. Base vigors are now determined by your stats, and stain drains/buffs will harm/heal the appropriate vigors.
The current encounter now features a very large lycanroc.
I'm currently trying to figure out how to balance things. Right now, stat-based tests take the difference between the score of the attacker and the defender, then plug the result into a logistic function -- which looks like this. Unlike in something like D&D, this is not a linear curve, so significant differences in stats don't give guaranteed success/failure.
It seems like a pretty smart system, but I need to work out "normal" stats -- what an average person would be expected to have, and what a relatively powerful character would be able to attain. That will affect how steep that curve is -- the steeper it is, the more powerful the same difference in stats is.
Numbers are tricky, but at least they aren't as tricky as English verbs...
I've been spending a fair bit of time improving how text is generated. The game now works in first, second and third person, and I no longer have a separate template for every combination of POVs. To do so, I had to figure out a way to correctly conjugate verbs.
Conjugation (at least in the English language) is how you produce the correct verb to go along with a subject noun. It's what makes "I eat" different from "he eats", as well as "I am" different from "you are" and "he is".
Fortunately, this isn't too complex; you just have to define the various forms of each verb and make sure the noun's pluralization and perspective is correct.
Entities actually change their name when viewed in second or first person, replacing the usual (im)proper noun with a set of pronouns.
So, with all of that combined, I can now write a single template and get every POV combination (including less sensible ones, like first/first) all at once.
Beyond language, I've done some more work on the UI, adding things like healthbars. Base vigors are now determined by your stats, and stain drains/buffs will harm/heal the appropriate vigors.
The current encounter now features a very large lycanroc.
I'm currently trying to figure out how to balance things. Right now, stat-based tests take the difference between the score of the attacker and the defender, then plug the result into a logistic function -- which looks like this. Unlike in something like D&D, this is not a linear curve, so significant differences in stats don't give guaranteed success/failure.
It seems like a pretty smart system, but I need to work out "normal" stats -- what an average person would be expected to have, and what a relatively powerful character would be able to attain. That will affect how steep that curve is -- the steeper it is, the more powerful the same difference in stats is.
Numbers are tricky, but at least they aren't as tricky as English verbs...
Worse, translating is more difficult as there's some words or phrases that dont exist in other languages.
Let's not forget slang and meme generated words lol...
But math? Its exact, maybe hard to find good numbers, but its consistent and... has a formula. No pun intended.
I think I've covered my bases...although I'm sure I'll find some new discrepancies as I go along.