Null Void Abyss
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- Jul 21, 2024
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You guys can't bait me. My will is strong.
I'm not going to decompress the files again and hunt down the script for levels...
View attachment 5388456
You guys can't bait me. My will is strong.
I'm not going to decompress the files again and hunt down the script for levels...
View attachment 5388456
Yoinked for the All-In-One Post, thanks.
Under "aaaaaaa"?Yoinked for the All-In-One Post, thanks.
I'm considering it because I just KNOW people (like me) will want to reach the level cap in Chapter 1 even though level 15 is the cap for the next two chapters too; yet they will complain about slow level progression here without looking up why (unlike me).Under "aaaaaaa"?
Ok, I see now. Under level cap.
You should have a note maybe with Scottish a page back about how xp gain slows at level 7. I don't know. Doesn't really matter. People will insist on reaching cap even though it will be 15 for the next 2 chapters and even something like level 6 is perfectly ok for ch1 considering ultimate cap is 30.
I'd find the exact xp tables, but if I'm being totally honest, I don't really like how TNH files are organized. I mean, why wouldn't xp tables be in something called "progression"?I'm considering it because I just KNOW people (like me) will want to reach the level cap in Chapter 1 even though level 15 is the cap for the next two chapters too; yet they will complain about slow level progression here without looking up why (unlike me).
...You know what, adding in a note that levelling slows down immensely around level 7 to head off the complaints. Maybe I'll even find that exp post by freddygonzo that explains the massive increase in experience required after around level 7/level 8.
You don't NEED to do that as I don't think there's a need to list out the exact experience amount to level up since letting people know experience requirements increase massively after a certain threshold works perfectly fine to get the point across.I'd find the exact xp tables, but if I'm being totally honest, I don't really like how TNH files are organized. I mean, why wouldn't xp tables be in something called "progression"?
Why have mechanics under core->mechanics and then also have a separate mechanics folder with more scripts? And that's not even the only example of that and not counting how a system could be dictated by things in multiple folders or scripts.
Nah. If it makes sense to Ron that's all that matters. Better to have his work situation be smooth since he's the one that works on it the most. The rest can work with it.I don't think there's a need to list out the exact experience amount to level up since letting people know experience requirements increase massively after a certain point works perfectly fine.
Do you think it's something the coders can redo without too much hassle if ShinyBoots1993 brought it up to them now considering v1.0 is still a ways off? Because to me it sounds a bit unintuitive but ultimately a minor nuisance that doesn't affect anything in a major way.
I did ask sleepingkirby about how much more mod friendly the game is compared to other Ren'Py games and the gist of his answer was, "Better than the average Ren'Py game that wasn't built for modding and gets more things right than not in terms of moddability but has aspects that could still improve"; such as the pathing thing you mentioned.
Good point, if Ron is happy with it and it's not utterly incomprehensible to others who look at the code then another pathing change probably isn't needed I guess.Nah. If it makes sense to Ron that's all that matters. Better to have his work situation be smooth since he's the one that works on it the most. The rest can work with it.
I'm not really much of a coder, but kirby is right that things aren't sloppy like you get with the average game made by non tech people, but you do wonder about things looking at the game.
Like Karmadrive mentioned in his post(check my edit), I do wonder what the design logic is behind the level throttling.
Yes, its still in development, so things arent complete.Have been aware of this game for a while, but never really played it until the last few days.
So, let me get this straight: game is slowly getting meat on its bones, and therefore not all perks or mutant abilities that you can unlock currently has a use in the game, is that correct?
Come on man, can't a guy yap with another to tide us over the ever so long wait for v1.0/v1.1? And yes, I do realise I tend to type very long sentences sometimes.
Somebody say Headpats?Not a timeline, but theres the roadmap, conding hsould be done at 1.0, 1.1 onwards will be story and characters.
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I wish to headpat Rogue. Those convos with her about how lonely she has been triggers my internal need to headpat.
The short answer is, it's a programming thing. The long answer is, basically every event, person, something you can conceptually call a thing is an instantiation from a class or the like (Or "factory pattern" for those that took programming patterns in college). There's a fine line to what you want to define in the class statically and what you want defined to the instance. And that itself gets into code intuitive-ness, data security (not for hackers, but other classes or instantiations from polluting the class) and data mixing. And then, there's the "Let's just put it here for now. I'll find a better place for it later." that happens a lot when you're working on a significant sized code base. Some times, you just need a place to put some values and inside the the class definitions is the easiest way to do itI mean, why wouldn't xp tables be in something called "progression"?
Why have mechanics under core->mechanics and then also have a separate mechanics folder outside of that with more scripts? And that's not even the only example of that and not counting how a system could be dictated by things in multiple folders or scripts.
If it makes sense to Ron that's all that matters.
She's also lonely because she's a juggalo.I wish to headpat Rogue. Those convos with her about how lonely she has been triggers my internal need to headpat.