One Yukkuri Place

A Fool's errand? Attributes for the sim!

Posted under General

This topic is for disusing what attributes the yukkuri should have in our sim.

As it currently stand my teammate and I have decided that Yukkuri will develop as you raise them, and depending what you do to it will effect its attributes. The attributes will effect the yukkuri's behavior and how it interacts with the player and/or other yukkuri/people/things. Such as whether or not it is a shithead, a nicehead, or somewhere in between. There will also be other stats that will effect it such as intelligence and strength. Intelligence would relate to things like if it was on a conveyer trap would it realize that it could jump off the sides, or would it not realize that and just continue to go straight. Strength would relate to its ability defend itself against a home invasion, such as would it be able to kill the invaders or would it be taken prisoner.

stats (possible)

Health/Constitution: Its physical well-being and how much it can endure.

Intelligence/stupidity

Altruism/Greed: Whether or not it will share with others.

Adventurousness: Whether it will want to explore, or go outside.

Nicehead/Shithead

If people could suggest some other stats or say which ones they like it would be appreciated.

Updated

Remember though, that yukkuris are stupid. You can be abusing it to death one minute, then start acting nice, maybe give it a sweet-sweet and it loves you again.

YukkurisMustDie said:
Remember though, that yukkuris are stupid. You can be abusing it to death one minute, then start acting nice, maybe give it a sweet-sweet and it loves you again.

Maybe a forgetfulness trait, to deal with the above circumstance?

What I had used myself:

-Durability
-Intelligence
-Hunger (how much it wants to eat)
-Athletic abilities

Reasons behind this:

-Durability is HP. Reaches 0, dies. You can also script events for low health/good health.

-Intelligence: you can select a bunch of conversation based on the intelligence roll. It's easy to create an array of conversation possibilities and use the intelligence meter to narrow the random roll down.

-Hunger: reach 0, hp goes down. You can also script "overfeeding" events which are nice.

-Athletic abilities: Again for events. This is good for adding a "flag" check for individual things they can do. When I was making this I was thinking along the lines of D&D, so you can have critical failure, failure, success, critical success.

That is great. I think that it would be good to use what poweryoga said, as well as the forgetfulness trait. Though if I remember correctly as long as you give them food they will forget about it even if it isn't sweets, plus I thought that this normally applies with Koyukkuris.

Well, Koyukkuri, and average or worse adult yukkuri.
Average yukkuri might still remember the abuse, but will probably 'forgive you' because of the food(even if they don't say anything to that effect, they probably THINK it.); The worse ones will probably outright forget the abuse.

I don't recall seeing you around for very long, so in case you don't know, the behavior scale we tend to use goes something like this(varies somewhat per person):

Nicehead
Above Average
Average
Trash
Scum
Shithead

If you're adding in forgetfulness I think that's fairly difficult to do. Reason being.... what constitutes "forgetful", and how are you programming/storing these events?

And which events do you "forget" if the yukkuri is "forgetful"?

This is one of those attributes that I feel are a can of worms and would be difficult to implement conceptually because it involves a lot of randomness and dynamic storage.

poweryoga said:
If you're adding in forgetfulness I think that's fairly difficult to do. Reason being.... what constitutes "forgetful", and how are you programming/storing these events?

And which events do you "forget" if the yukkuri is "forgetful"?

This is one of those attributes that I feel are a can of worms and would be difficult to implement conceptually because it involves a lot of randomness and dynamic storage.

If I was the game designer, I'd probably tie it in with the Intelligence stat. Memory is usually closely related to intelligence, so forgetting things (aka. losing memories) would reflect that.

Ah yes I guess if I do use a forgetfulness I will tie it to intelligence, but, Still poweryoga does still have a point, regarding the difficulty of coding it.

Oh and I have been on this site for a while, I just more recently created a profile and started to make comments and forums.

My teammate has just recommended that we place the attributes in 5 different categories

LIFE: Health, Condition, Accessory Condition, as well as Personality

NEEDS: Hunger, Tiredness, Boredom, Socializing (loneliness), Bladder, Hygiene, and Easiness

SKILLS: Hunting, Fighting, swimming (only for some), and social skills such as rub-rub, lick-lick, and stretch-stretch

MENTAL: Discipline, Niceness, Memory, Intelligence, and Sociability. These would affect how the Yukkuri acted.

PHYSICAL: Strength, Speed, Toughness, and Energy (affects how lazy or energetic they are)

I understand that it is a lot and I am thinking of ways to possibly simplify it.

Yes it does, but I just posted what my teammate sent me. I know that there are things that overlap in stuff in different categories, but I decided to just post what he sent.

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