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 1 
 on: Today at 06:32:01 PM 
Started by CraigVof - Last post by CraigVof
Приобрести можно на веб-сайте http://mangystin.bxox.info
 
Рады предложить вам потрясающее средство для похудения Mangoosteen. С его помощью возможно сбросить около 10 kg за 14 дней.

Дерево мангкут произрастает на Шри-Ланке. Плоды дерева имеют потрясающие особенности. В баночке имеется более 20 плодов данного удивительного растения. Плоды дерева мангостан помогают растопить лишнюю жировую ткань. А также замечательно влияют на человека в целом. Технология производства средства, а также уникальная упаковка помогают сберечь все полезные свойства плодов.

Главным веществом сиропа Mangoosteen являются фрукты с дерева мангостин, в них имеется большое количество питательных веществ. Благодаря компоненту ксантону, которое в больших дозах имеется в плоде, значительно замедляются окислительные процессы в теле. Окись дифениленкетона является одним из наиболее сильных антиоксидантов. В плодах дерева мангустин к тому же имеются разнообразные группы витаминов и микроэлементы. Купить сироп Mangoosteen возможно на сайте http://mangjoo77.mangoosteen.com.


 2 
 on: Yesterday at 02:54:59 PM 
Started by CraigStern - Last post by CraigStern
-- wrote some new lines for characters to potentially be generated with

-- characters are now generated with a friendship threshold (dependent on their personality characteristics) that determines how soon during a developing friendship they'll give another character a nickname

 3 
 on: Yesterday at 02:51:28 PM 
Started by CraigStern - Last post by CraigStern
Ha! Nothing so ambitious as Dwarf Fortress; I'm mainly interested in simulating character personalities and relationships with this. ;)

 4 
 on: October 18, 2017, 06:03:38 PM 
Started by CraigStern - Last post by bugfartboy
Not quite, no. There is something like party simulation involved, but...well, you'll see! :)
-- lines of generated dialogue can now have specific facial expressions that the speaker will adopt while saying them. (I've also added this as a new parameter for AddSpeakerPortrait, whose parameters are now: (1) facing, (2) facial expression, and (3) force portrait name. Accepted strings for facial expression parameter include: Angry, Blank, Concerned, Confused, Excited, Focused, Happy, Irritated, Kind, Mean, Nervous, Pained, Sad, Tired, and Wink)

-- characters who get along can now pair up to Clean or Practice together at night, with the probability of a character attempting to pair up with another character impacted by a character's introversion or extraversion. (Characters will only choose other characters they're at least a little bit friendly with for such a pair-up.)

-- made it so only one character can choose to perform the activity Clean each night, though they may find a partner to help based on the factors above. (Compulsive characters are now moved to the front of the activity-choosing queue so they have a chance to choose Clean before this limitation comes into play).

-- wrote a method that analyzes character portrait data to generate a number ("genes") that determines whom the character may potentially be attracted to among their preferred species/gender. (For humans, nose type is determinative; for lissit, snout type; for spriggats, horn type; for shadowlings, plume type.) Thus, even if two characters have the right species and genders compatible with one anothers' gender preferences, they might still not find one another attractive based on intangible genetic factors. Quasi-pheromones, if you will.

-- wrote a second method to check for romantic compatibility between characters based on the above-mentioned factors.

Now I see: it's a world simulator set in the Telepathaverse!  Will it include cats drinking themselves to death?

 5 
 on: October 18, 2017, 02:03:48 PM 
Started by CraigStern - Last post by CraigStern
-- lines of generated dialogue can now have specific facial expressions that the speaker will adopt while saying them. (I've also added this as a new parameter for AddSpeakerPortrait, whose parameters are now: (1) facing, (2) facial expression, and (3) force portrait name. Accepted strings for facial expression parameter include: Angry, Blank, Concerned, Confused, Excited, Focused, Happy, Irritated, Kind, Mean, Nervous, Pained, Sad, Tired, and Wink)

-- characters who get along can now pair up to Clean or Practice together at night, with the probability of a character attempting to pair up with another character impacted by a character's introversion or extraversion. (Characters will only choose other characters they're at least a little bit friendly with for such a pair-up.)

-- made it so only one character can choose to perform the activity Clean each night, though they may find a partner to help based on the factors above. (Compulsive characters are now moved to the front of the activity-choosing queue so they have a chance to choose Clean before this limitation comes into play).

-- wrote a method that analyzes character portrait data to generate a number ("genes") that determines whom the character may potentially be attracted to among their preferred species/gender. (For humans, nose type is determinative; for lissit, snout type; for spriggats, horn type; for shadowlings, plume type.) Thus, even if two characters have the right species and genders compatible with one anothers' gender preferences, they might still not find one another attractive based on intangible genetic factors. Quasi-pheromones, if you will.

-- wrote a second method to check for romantic compatibility between characters based on the above-mentioned factors.

 6 
 on: October 17, 2017, 01:23:55 PM 
Started by CraigStern - Last post by CraigStern
Lots of time spent giving artist feedback these past few days, but we're making good progress on 3D assets and unique character portraits.

-- certain last names (and portions of last names) can now bestow additional nickname options. (A character with the last name "Swift," for example, may end up being nicknamed "Swifty" by other characters.)

-- nighttime character dialogue now only increases familiarity for the speaker so that the other character remains within the necessary familiarity levels to deliver their own dialogue to the speaker on a future night. When those characters talk next, the game now automatically swaps whoever has the lower familiarity score into the speaker spot.

-- fixed some bugs in the activity narration selection algorithm, as well as a palette issue in a couple of portrait pieces.

 7 
 on: October 16, 2017, 02:49:04 PM 
Started by CraigStern - Last post by CraigStern
-- completed default spriggat nicknames.

-- all characters are now successfully generated along with their potential default nicknames for other characters to use (except golems, who don't get nicknames)

 8 
 on: October 13, 2017, 03:36:13 PM 
Started by CraigStern - Last post by CraigStern
-- completed listing default nicknames for each shadowling name in the game, and got through a portion of the spriggat ones.

 9 
 on: October 12, 2017, 03:04:10 PM 
Started by CraigStern - Last post by CraigStern
-- completed listing default nicknames for each human and lissit first name in the game, and got about halfway through the shadowling ones.

 10 
 on: October 11, 2017, 02:56:57 PM 
Started by CraigStern - Last post by CraigStern
-- lissit characters can now address the player in lissit ("Hsun").

-- character relationship dialogue requirements have been shifted so that any two characters will only be in the requisite "familiarity" zone for one triggered dialogue at a time.

-- started programming the procedure for generating characters with a selection of default nicknames other characters can pick for them.

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