sotf
Junior Member
Posts: 72
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Post by sotf on Dec 13, 2010 20:58:05 GMT -5
One idea that hit me as I was playing was that there seems to be many openings to expand your fingers through the world as it were.
Businesses might be a way to expand your capabilities and moneymaking as the game progresses that way.
One example I had was that various trained slaves can unlock purchase options from real estate. For example, you could add jobs to handle slaves managing operations for you.
Perhaps one with Whore (maxed along with Sex and Obedience) could unlock a Madame job. Max it out and you could go to the real estate office and purchase a Brothel of your own. From there you would need your Madame and one with Whore & Combat letting you start the business. You would lose control of those two slaves, but you gain the brothel business. You could keep shunting off trained whores to it, allowing you to increase profits to an extent, perhaps adding a maid as well.
Thing is that you still technically own the slaves there, but you cannot retrieve them from it and they cease to count towards effects that require them.
Other businesses might include a maid service, a milk plant, a gladiator arena, or perhaps a shrine.
It would allow you other options beyond a simple slave trainer, letting you work towards being rich in a different way. Rather than the one shot cash influx from selling a slave, you would have a steady influx of funds.
There might also be ways to use them for other benefits depending upon your goals of the play through such as "bribing" an official with a membership to a brothel.
With that you might be able to set up certain parameters for different brothels or other businesses. Make one exclusive to the lesbians or hermaphrodites, perhaps just one that's exclusive to the wealthy.
Just make checkable options with each of them, perhaps various options when buying one to start with that could vary the price depending upon neighborhood.
One other option would be to treat them like rooms when upgrades for them gets finished. You can't shift around the slaves running them, but you could buy upgrades, advertising, or similar options.
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Post by daisy_strike on Dec 13, 2010 22:57:56 GMT -5
Definitely something I would like to do with the housing. Also I did have some plans for the wealthy ending to have you purchase shops around town. So much to do so little time.
Daisy
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sotf
Junior Member
Posts: 72
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Post by sotf on Dec 15, 2010 2:00:23 GMT -5
If you need a justification for "owning more than 10 slaves, it could easily be described as the ownership technically being them owned by the business (which you own)
For other such things there could easily be a Gallery where you could send Artists and Musicians.
A mercenary army could be interesting, but probably not something worth actually doing, though training a bodyguard could work.
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sotf
Junior Member
Posts: 72
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Post by sotf on Dec 15, 2010 20:32:31 GMT -5
I've got a few ideas on how to handle the businesses, considering the last blog update.
The businesses would have their own stats. The stats could easily work identically to jobs with a few slight variations.
As an example, you could have a "basic" job setup which all businesses have. Reputation, Cleanliness, and Security. Then you have the specific stats for the business itself such as for a brothel , Advertising, Decoration, and Pleasure.
Now, those stats could be raised in a few different ways.
First is adding more correctly trained slaves. For a brothel, you can send slaves with the whore job there with an increase based on their skill level in the job. Secondary jobs can raise other parts of it.
For example, to boost Security, add a slave with Combat, for Cleanliness add a Maid, Decoration an Artist...
The higher their skills are in those, the higher the boost to the businesses reputation.
Start with a 3% basic amount for a slave that has just unlocked the skill and a 1% increase per 20% of each of the skills in it.
Then you have another single bar skill which would be specialization. It becomes available by which type of slave you're putting in the brothel, or rather their gender preference.
Second method of increasing its stats would be a random 1% increase that might happen each day. It should be rarer for this skill up.
The last would be by your work.
Add action options to spend parts of the day advertising the place, doing maintenance, and the like.
Then you have the other parts of it.
Have the business value so that it could be sold if times get tough. This would include the slaves you have operating it.
Also the profits, one option would be that you base it on the total skills of the business with a cost that reduces it. Have it be a multiple of the basic whore skill value when you choose that option.
My suggestion would be to have a counter listing the number of slaves you have working there and have a random choice up to that value x the amount you'd get for whoring a girl with those whore skills x 2 for the amount gained per day.
Again, the basic concept is that you lose the slaves just as if you'd sold them. After putting them in the business, they wouldn't exist in the files beyond essentially a point on the counter
They also mean that you wouldn't need to keep a girl around and occupy a room that could be used for training in order to keep your cashflow up at the later stages of the game. They might also bump up your overall reputation.
Then you have other things that could tie into owning businesses, a quest for someone after you prove you handle running a brothel might have someone hiring you to train a matron for them so that they could build one (Perhaps a franchise of your own...)
Perhaps one of setting a visiting dignitary up with a pass to a brothel for a night...
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Post by docclox on Dec 16, 2010 3:59:19 GMT -5
Daisy, regarding todays blog posting. First of all, I entirely support your decision to limit the number of girls. I can understand why you're doing it, and I think it's a sensible idea. That said, human nature being what it is, the issue is unlikely to go away. People always want more Secondly, I also agree with the comments on the blog about object construction. It sounds to me like you're basically doing what is known as a "shallow copy". It's not a problem with actionscript per se, but one with most object oriented laguages. The best approach would be to have an object constructor that took its values from a template. I know how to do it in javascript and AS1, but I'm not sure if the syntax I'd use would be legal still in AS3 Thirdly ... being human myself, I like the idea of having brothels as ways to "park" surplus girls. You could stick girls in a (say) a brothel where they didn't need much maintenance, and where they could generate a small income after operating costs. You wouldn't be able to interact much with girls in such jobs (maybe get a freebie in the brothel) and if they needed a refresher, you'd need to swap them back to the player house before you could do affect their stats. That way you keep the micromanagement to a minimum, and still get to keep a relationship with some of your slaves. That said, I'll return to my earlier point: it doesn't matter how high you set the limit, someone is always going to want to raise it further. Ten slaves is fine by me [edit] I've had a look at the code. My check out is a little out of date, but yeah, we can definitely improve on that if you're interested.
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Post by docclox on Dec 16, 2010 14:58:11 GMT -5
Daisy, Looking at the "Can of works" blog post, I think the problem with this: var TempObject:Object = { hello:0, world:100 }; result = new TempObject();
is that you're creating an object, but not a class. A class is like the general case of an object, with object just being instances of a class. Try this. It's AS1, but it compiles for me. function Vehicle(id, name, desc, capacity, price) { this.id = id; this.name = name; this.desc = desc; this.capacity= capacity; this.price = price; this.toString = function() { var buff = "Vehicle: " + this.name;
buff += ": cap = " + this.capacity; buff += ": price = " + this.price; }; } With this you can write new Vehicle( "musclecar", "Muscle Car", "A Classic Big Engine Gas Guzzler", 0.5, 3500 ); and it works. Well, it does for me, anyway Now a copy constructor is a little more complicated, but I have a few ideas on that front, if you're interested
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Post by daisy_strike on Dec 16, 2010 18:13:57 GMT -5
That is a different way of thinking around the box. I'll give it a try and see what happens. Still relearning the programing thing.
Daisy
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samu
New Member
Posts: 35
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Post by samu on Dec 16, 2010 19:33:00 GMT -5
just to make thinghs clear, what do yoy want do do daisy, an array of objects or object copies? Cause making an array of objects and copying objects use diferent aproaches each. btw: after researching some tutorial on internet, I stumbled in a tutorial on AS3 classes. www.kirupa.com/developer/as3/classes_as3_pg1.htmbasically you need to declare your classes in a separate .as file that has a package name and then import that file to be able to use the constructor metod of those clases.
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Post by docclox on Dec 19, 2010 1:26:05 GMT -5
Incidentally, Daisy, I think you're on the right track with that. I've been looking at the source, and the basic problem seems to be that everything image is loaded into the first frame on the root timeline.
You do that, you're telling flash "I'm going to need to display all these objects at the same time" with the result that they all have to be kept loaded in memory all the time, even if they're not going to be used for ages. That's why Otherworld is hogging so much memory, and that's why it won't load for so many people.
If it was me, I'd probably organise things into movieclips a lot more. So I'd have a "places" movieclip for the backgrounds and I'd put a different image on each frame and jump to the frame I needed for each place. That way, flash knows that those images are never going to be visible at the same time, and so it can get a bit clever about which ones it keeps in memory
I think I'd also give each girl her own clip. Actually, I think I'd give each girl two clips, a bit one and a mini version. In each case I'd have each of her pictures in a separate frame, again, so flash can swap out pics that aren't being used. In fact, I'd probably organise the large girl clip into two layers of clips; at the top level I'd have all of the jobs. So there'd be a movieclip for cleaning on one frame, one for milking on another, and then inside those movieclips there'd be all the variant images for that activity.
You could probably even build the clips programatically from existing data structures. But the one thing that really needs to happen is to get all those images off frame zero.
[edit]
Oh, one more thing - it would simplfy your laying issues tremendously. You could have buttons for each interface as part of that screen's movieclip. Move away from the scene, all the bits go with it.
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Post by daisy_strike on Dec 19, 2010 9:19:22 GMT -5
One disaster at a time.
I really think not having to pre-load all the jobs will fix a lot of the memory problems right away. Plus will remove a few thousand lines of code.
Unfortunately for everyone out there otherworld has been a huge learning experience. Not quite what you want to hear from the person programming it. And just because as things go along I find a better way to build the widget doesn't mean that I want to go back and rebuild all the ones I have already made.
Quote:
If it was me, I'd probably organise things into movieclips a lot more. So I'd have a "places" movieclip for the backgrounds and I'd put a different image on each frame and jump to the frame I needed for each place. That way, flash knows that those images are never going to be visible at the same time, and so it can get a bit clever about which ones it keeps in memory
Hmm... interesting Idea will require more research.
Daisy
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Post by docclox on Dec 19, 2010 10:29:49 GMT -5
Unfortunately for everyone out there otherworld has been a huge learning experience. Yeah, I understand that, and I really don't mean to criticise. I'm just trying to help out. If it ever gets to the point where you'd sooner I minded my own business, just say so And just because as things go along I find a better way to build the widget doesn't mean that I want to go back and rebuild all the ones I have already made. Sounds fair enough to me.
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Post by firesflair on Jan 3, 2011 19:11:26 GMT -5
this may be a stupid idea (or the wrong place to put the idea), but I have another job/business idea. have characters you need to meet (or quests completed) that allow you to do jobs, like when you take a girl to the greens or the guild.
right now I just have one idea, regarding a brothel. I'm going to write it as a scene, since any other way to explain it is fleeing my mind....
as you enter the red-light district you notice a really posh building. the sign above the door proclaims "belle brothel" "we can meet all your needs" a woman stops in front of your slave looks her over and pronounces "yes, yes this could work." looking around she notices you and says "you're own this slave right? well we could certainly use a few girls like her, as we are a bit short right now. send them to work for use and you'll be compensated for the work done" she hands you a card, turns and head into the posh brothel.
... the slave(s) sent there would randomly do any number of jobs, gaining the appropriate skill points. at the very least there could/would be cleaning, cooking, waitressing, and whoring. and I think the skills would give pull to where the slave is assigned. like a maid would be more likely to be assigned to clean, a whore to whore, or house pet to whore or serve (not cleaning) and so on. the compensation would be a gold or two (maybe a high skilled whore or server earning a few gold more), which the madame would be able to afford since this is a highscale brothel. if possible it would be nice to be able to have your assistants also take girls there.
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Post by daisy_strike on Jan 3, 2011 19:43:55 GMT -5
Believe it or not that is what is supposed to happen in the brothels once you gain some rep. It's just not implemented yet.
Daisy
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