Taking some time away from some code is always a good thing. It let's you take things in with a relatively unbiased view.
In this case, I've been looking at the Cursed code, and noticed some really bizarre design choices. For example, player arousal is on a 1-100 scale. That makes sense, easy to track and so on. Player skill level (for the various skills) is on a 0-46 scale for some bizarre reason.
I know why I did it, actually. For each "level" of skill (from abysmal to awful, for example) required one more point than the previous level. So going from abysmal (the lowest) to awful only required one point. Going from awful to poor required two points, and so on. It makes a kind of sense, because it means that true mastery take more effort, but dammit, even when I set up the skill increases, they make more sense on a 1-100 scale.
So now I have to recode relatively significant portions of the existing code to account for the fact that the various scales in the game (skill, arousal, femininity, couple of others) will be 1-100. Sexuality will remain on a 1-20 scale, simply because the changes to it should be slow, single-point increments. It takes a while to convince yourself that you're no longer interested in one particular sex.
Anyway, that's just thoughts.
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