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Rules to make pet unalive #23

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matt-dray opened this issue Sep 20, 2022 · 2 comments · Fixed by #36
Closed

Rules to make pet unalive #23

matt-dray opened this issue Sep 20, 2022 · 2 comments · Fixed by #36
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backend 🍑 Things not shown to the user, supports the stuff they can interact with feature ✨ New feature or request question ❔ Putting it out there for discussion/ideas

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@matt-dray
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Some combination of

  • Age (older)
  • XP (lower)
  • Level (?)
  • Species (?)
  • Time since last interaction (high)
  • Happy (sustained low)
  • Hungry (sustained high)
  • Dirty (sustained high)
@matt-dray matt-dray added feature ✨ New feature or request question ❔ Putting it out there for discussion/ideas backend 🍑 Things not shown to the user, supports the stuff they can interact with thinking 🧠 and removed thinking 🧠 labels Sep 20, 2022
@matt-dray
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matt-dray commented Oct 4, 2022

Could this be done with an HP bar? For example, a pet has 10 HP and 1 HP is removed each time the hungry and dirty statuses reach the maximum value. Reach 0 HP and be unalive. Maybe HP isn't recoverable, but 1 HP is added per level gained. Maybe the HP score is secret.

There would be need to be an HP-loss system for prolonged hunger/dirtiness, otherwise you could reach the max status values and never be punished for it. Retrospective calculation of the duration of these max values could be a bit awkward; need to be aware of the scores at the last interaction, then how long it would take to reach the max, then the duration since that point was reached.

@matt-dray
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matt-dray commented Oct 9, 2022

I think all species should enter a fourth level, a 'senile' (choose a better word) mature level in which they're susceptible to be unalive. I think the sprite is the same for all of them: a sort of little melting-blob guy (source: my ageing face).

A pet can only die once it's reached level 4. Each day there is an x% chance of being unalive. That chance is determined by blueprint values. More XP, less chance. More hunger/lower happiness, more chance. More historical hunger/lower historical happiness, more chance (would need a hidden counter of 'length of time that the pet has existed in with max hunger/min happiness values'). Greater 'age' (days), more chance. More time since the first day of level 4, more chance. Etc. Time since last interaction could shortcut a lot of this, too.

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backend 🍑 Things not shown to the user, supports the stuff they can interact with feature ✨ New feature or request question ❔ Putting it out there for discussion/ideas
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