NexivSelecaf

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The issue was I was saying it shouldn't be a flirt option. Or at least not taken the same way as calling them hot or saying they smell good so that it calls the gf's wrath.

-I want to have you in my future-platonic
-you do well in your studies- flirty and a pick-up line worthy of raising jealousy

If saying that you want someone in your future is to be taken platonically, it's pretty silly that saying that somebody is doing well in school is considered a flirt worthy of raising your girlfriend's ire.
Death to the Simulation™.
 

NexivSelecaf

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I need to ask first, is it ok if I take down the Simulation?

Edit: Anyway, consent simulator isn't that bad now. It's not like you keep asking every time in current build.
I'm gonna refine the Consent Simulator™ lore a bit by saying that having to frequently ask "Can I or we do this?" in bed is Gooner Simulator™, which was a "problem" that I could easily solve with one extra mouse click.

The true meaning of Consent Simulator™ is my criticism/complaints about how some "flirty" actions should actually be platonic, like needing your girlfriend's consent to give one of your lady friends a hug, or compliment one of your friends on being a good study and training partner to give two examples, and include a regular "small talk" option as an opportunity for more world building without relying on a codex, to make the social simulation more believable, and to get Null those last few steps away from 'nice guy syndrome'.
 

pepplez

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to get Null those last few steps away from 'nice guy syndrome'.
Yes, it would also be more believable if he had a little personality instead of always saying what the girls like (which scores points). An argument now and then would also be good in a normal relationship, right?
However, I also know that it involves a lot of effort and will therefore probably not be feasible without unnecessarily bloating the game.
 

The_Man_With_No_Name

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or compliment one of your friends on being a good study and training partner to give two examples, and include a regular "small talk" option as an opportunity for more world building without relying on a codex, to make the social simulation more believable
That would be cool. Otherwise you get:
Null: Hey Rogue, you have good taste in music. NIN just released "With Teeth", what do you think abou-
Gf Jean:
glowing-eyes-phoenix.gif
 
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Tommy7358

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Yes, it would also be more believable if he had a little personality instead of always saying what the girls like (which scores points). An argument now and then would also be good in a normal relationship, right?
However, I also know that it involves a lot of effort and will therefore probably not be feasible without unnecessarily bloating the game.
Someone previously talked about this too and Boots said something in the vein of that the game tags and tracks the dialogue options you choose so that if players just blindly pick the options that make the Love Interests happy each time instead of what makes sense then they'll notice it.

Edit: To clarify, the game tracks SOME of the important story dialogues, not all of them; that would be silly.
 
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The_Man_With_No_Name

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Yes, it would also be more believable if he had a little personality instead of always saying what the girls like (which scores points). An argument now and then would also be good in a normal relationship, right?
However, I also know that it involves a lot of effort and will therefore probably not be feasible without unnecessarily bloating the game.
You don't have to say the things that get the most points. It's just good for gameplay. Sort of a Mass Effect/Persona type problem. Which if one of their problems is having ME or Persona like problems, I guess that's a compliment.

You do have the opportunity to do things that shape people's view on you during and after story events. The angry crowd one is an example where it effects dialogue with people during the normal Summer gameplay.
 
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pepplez

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Someone previously talked about this too and Boots said something in the vein of that the game tags and tracks the dialogue options you choose so that if players just blindly pick the options that make the Love Interests happy each time instead of what makes sense then they'll notice it.
Which causes lags on my end :KEK:
 

The_Man_With_No_Name

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Huh, is the dialogue tracking actually resource intensive enough to affect performance?
No? Since it involves using URM as a way to see when things pop up and it kills the fun, I'll say there are a few dialogue lines that are tracked, but not most of them. The game just makes a note of it for when one that does is called upon later.
 

Karmadive

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Huh, is the dialogue tracking actually resource intensive enough to affect performance?
Most likely it doesn't if you don't code it badly in these type of games.

But with any function or code that checks condition statements if you call it too many times in quick succession it will slog down performance a surprising amount depending on how much and how/where the values are stored in the code.
 

Tommy7358

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No? Since it involves using URM as a way to see when things pop up and it kills the fun, I'll say there are a few dialogue lines that are tracked, but not most of them. The game just makes a note of it for when one that does is called upon later.
Got it, so pepplez just has a shit PC then. :Kappa:

Jokes aside, that makes sense since there probably isn't a need to track every single dialogue option so no point in tracking them. Still, I do hope something like a "Small Talk" or "Chat" option will be added by the time the final version of v1.0 comes out as Faceless said. It'd probably be a more organic way to learn about the world of TNH than reading through the Codex; the writers could also sneak in some funny lines in there too.
 

pepplez

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Huh, is the dialogue tracking actually resource intensive enough to affect performance?
No? Since it involves using URM as a way to see when things pop up and it kills the fun, I'll say there are a few dialogue lines that are tracked, but not most of them.
Something happens when a time period ends (day or event where you have answer options). When it ends, my weak laptop starts groaning as if you were sending an old man up the stairs to deliver a bucket of water.
I haven't looked at the code in detail, but I noticed this behavior since 0.8c.
 

The_Man_With_No_Name

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It'd probably be a more organic way to learn about the world of TNH than reading through the Codex; the writers could also sneak in some funny lines in there too.
I don't know. I suppose.
I'd mainly just have it as a way to get love points and make small talk without getting an angry X-Woman coming at me.
You already kind of do learn a bit about the world through dialogue, or at least the current state of affairs through story events. Reading the newspaper on the phone also helps with that.
Normal dialogue so far with the girls during their quests is often reinforcing what era the game is in, though sure more would be good.

Right now Null has been more or less stuck in or around the mansion for a year. If he gets to go to more places in the story I'm sure that will help too
Something happens when a time period ends (day or event where you have answer options). When it ends, my weak laptop starts groaning as if you were sending an old man up the stairs to deliver a bucket of water.
I haven't looked at the code in detail, but I noticed this behavior since 0.8c.
Probably does it's checks and adjustments at those times.
 

Karmadive

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Something happens when a time period ends (day or event where you have answer options). When it ends, my weak laptop starts groaning as if you were sending an old man up the stairs to deliver a bucket of water.
I haven't looked at the code in detail, but I noticed this behavior since 0.8c.
Probably from the code going through all the different sections of the sandbox/character files resetting the variables and adjusted some for the new day. It will get slightly more noticeable when we have more and more love interests added.
 
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NexivSelecaf

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Jokes aside, that makes sense since there probably isn't a need to track every single dialogue option so no point in tracking them. Still, I do hope something like a "Small Talk" or "Chat" option will be added by the time the final version of v1.0 comes out as Faceless said. It'd probably be a more organic way to learn about the world of TNH than reading through the Codex; the writers could also sneak in some funny lines in there too.
Exactly; no need to have it influence love or trust values. And, I know, armchair dev talking, but if one guy can do it with spaghetti code, I don't think it should be too hard for an actual team of writers and programmers to essentially do the same thing that Oni did.
 
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