Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Gradually decrease guilt for killing monsters such as zombie child #4323

Merged
merged 5 commits into from Nov 17, 2013

Conversation

Projects
None yet
5 participants
@axujen
Copy link
Contributor

commented Nov 13, 2013

#4314

both the guilt per kill and duration decrease as the kill count increases finally stopping altogether when kill count reaches 100, the guilt messages change every 25 kills (these can certainly be improved)

for (std::map<int, std::string>::iterator it = guilt_tresholds.begin();
it != guilt_tresholds.end(); it++){
if (kill_count >= it->first)
msg = it->second;

This comment has been minimized.

Copy link
@i2amroy

i2amroy Nov 13, 2013

Member

Won't you ned a break; here? Elsewise it seems like even if you are over 50 it will go on to evaluate as true and end up with the 25 message again.


int moraleMalus = -50;
moraleMalus -= kill_count * ((float) moraleMalus / maxKills );

This comment has been minimized.

Copy link
@i2amroy

i2amroy Nov 13, 2013

Member

Wouldn't it make more sense to simply do this here:

int moraleMalus = -50 * ((float) kill_count / maxKills);

to get a more linear progression? You could do the same thing for the duration a few lines below this with:

int duration = 300 * ((float) kill_count / maxKills);
@freezerbunny

This comment has been minimized.

Copy link
Contributor

commented Nov 13, 2013

I don't like simply linear.

I think it should be a chance to not care anymore that increases the more you kill, until eventually its so low you'd rarely be affected.

Explanation: Maybe some of the kids look more %$£^ed up than others, hence you don't really care about killing them. Others look completely normal, and some you find endearing. Hence a chance, in my opinion, feels better than simple linear progression.

Also TODO: Butchering a child zombie's body shouldn't be free.

@axujen

This comment has been minimized.

Copy link
Contributor Author

commented Nov 13, 2013

@i2amroy i do not know why i didnt think of that...
@freezerbunny do you mean the player has a chance to not care on each kill or simply has a chance to stop caring altogether?
I still like having it gradually decrease untill it stops but the maxKills amount could still be randomized.

@Rivet-the-Zombie

This comment has been minimized.

Copy link
Member

commented Nov 14, 2013

No matter how it's implemented, gradually becoming inured to the horrors of smashing guilt-monsters like child zombies is a neat concept. However it works out, I'm all for it.

@ghost ghost assigned kevingranade Nov 17, 2013

@kevingranade kevingranade merged commit 52df42b into CleverRaven:master Nov 17, 2013

1 check passed

default Merged build finished.
Details

@axujen axujen deleted the axujen:child_guilt branch Nov 17, 2013

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.