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Rules for XP accumulation #24

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matt-dray opened this issue Sep 21, 2022 · 2 comments · Fixed by #36
Closed

Rules for XP accumulation #24

matt-dray opened this issue Sep 21, 2022 · 2 comments · Fixed by #36
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backend 🍑 Things not shown to the user, supports the stuff they can interact with frontend 👀 Things that are shown to the user, that they can interact with question ❔ Putting it out there for discussion/ideas

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@matt-dray
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XP is accumulated automatically over time. It should also be accumulated when a positive action happens to improve its status (played with, fed, or cleaned).

  • How much XP should be gathered per action? It's completely arbitrary, obviously, but actions that collect XP should be relative to each other. XP for simply existing over time should be small; a battle win should reward lots of XP (Battle #8)
  • Is there a concept of negative XP? Rather, I think the 'punishment' for inaction should be zero accumulation. Otherwise maybe there should be an HP system instead (health is lost if the pet is unhappy, hungry or dirty, but gained if these problems are fixed by the player)?

(Don't think about this too hard; no-one is actually going to play with this package.)

@matt-dray matt-dray added question ❔ Putting it out there for discussion/ideas frontend 👀 Things that are shown to the user, that they can interact with backend 🍑 Things not shown to the user, supports the stuff they can interact with labels Sep 21, 2022
@matt-dray
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.update_blueprint() has a current default of xp_increment = 5L (i.e. 1 XP every 5 mins of 'life'), which keeps it ticking over and reduces the need for a user to attend to the pet all the time. I'm probably not going to test this passive accumulation very much.

@matt-dray
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Maybe apply a bonus XP for each day of life, rather than accumulated above periods of minutes.

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