XaiJu
Icarusmedia
Icarusmedia

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Energy Loss...

When I first started all events including sex ones were - 20 energy.

A patron didn't like that and so I removed it, now another patron thinks it would make sense so I thought I would put it to a vote. Exploring and finding nothing and travelling to an area require energy right?

For this one I'm putting ALL patrons in.

For moving to areas and for exploring you should lose....how much energy?

Comments

Your other Danish colleague Andreas suggested that, i will have to give that some thought as I intended the game not to have a day timer so you could play whenever and for as long as you like, I mean how annoying was it when we had to wait certain days in simbro for things to happen only once? I didn't want that for my game so was reluctant to put it in. However I had a very interesting thought about the energy situation....I'll message you.

Icarus Media

Haven't checked if Endurance increase Energy max, but sounds promising :-) Ya didn't comment on the whole space time continuum-energy thingie though? :P

DragonFire

We've all had days like that, exploring an alley 4 times, finding nothing and going back to bed...wait is that just me? Oh..... Energy can be increased now by improving endurance. I think I put that in version 0.4. :-)

Icarus Media

What I was against was Traveling / Exploring an area costed as much energy as performing a Physical/Sexual act with one client, which was 20 and set way too high in my opinion. Back then you could enter Alley, explore 4 times (with "There's nothing there") and go back to bed, feeling the waste of a whole day. A time of day factor may be a cool idea, energy cap could be increased somehow later on, but time is a stabile constant (Yeah yeah I know I know.. Demons, Angels, Magic.. or black holes and relativity theory, but ya know what I mean darn it!) ;P If realism is what we crave for games like this, it would take Valia X time to walk to an area and Y time & Energy to perform a physical act in such area.

DragonFire

A lot of the time complicated is good for realism, but bad for a game...

Andreas Heglingegård

Well, I just realized that making everything cost some energy could become a bit tiresome, but not doing it could easily make some broken things in the game (FX infinite money until seaguls right now), but maybe putting some kind of time mechanic into the game would make more sense, could also make events based on time of day which seems pretty neat :) But back to the topic of moving around and exploring, then traveling could cost you 5 or 10 minutes, and then different event should ofc pass the time too which would limit how much you actually could do in a day. Seen it in a lot of games and it typically makes the early game a bit more limiting which I like :)

Andreas Heglingegård

Good idea though, I may consider it depending on how the vote goes.

Icarus Media

Well it's good you are honing them, remember to always train your mind, body and....er...nevermind.

Icarus Media

well my mind works in different ways .... sorry :S

Jean-Sébastien Sirois

You always have to be different don't you?

Icarus Media

Here is my opinion if you move to a new area it should cost more energy (lets say 10), but when you are already in the area and explore it should cost less(like 5) if we want to make it even more complicated (mwhahahahahahahaha) Closer city Area should cost less, and Farther should cost more, cause you need to walk much more ;) hehe

Jean-Sébastien Sirois

Well then you two should get along extremely well, I'll leave you two to get acquainted. If he's around, probably gone to sleep, oh well he'll comment in a day or so.

Icarus Media

Well, I'm more into beer and talking :P

Andreas Heglingegård

That said you two Danes will just get drunk on mead and fight over it right? :-)

Icarus Media

See Andreas your idea was noted and is now a poll. Dragonfire I may be putting energy loss back in. Sorry bro.

Icarus Media


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