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HardLife nearing first demo

 Programming some of the items now, basic food stuff so you don't starve. Beverages, Snacks, and Candy for now... junk food to be sure, but until I work out a cooking system, it will keep you alive.

Items have charges, a use/serving counter that applies surprisingly universally. (even works for wear and tear on clothing), I haven't worked out how I want to stack things in inventory, I thought about combining charges... which would work for food, but is having a shirt with 1000 uses the same thing as owning two shirts (500 uses)? Will need to ponder that some more, but that's down the road a bit.

I finished the calorie-meter weight gain/loss, so if you drop too low you will loose weight, or gain if you get too high. It also accounts for carb/sugar and protein levels. It triggers only during rest, but that should be a reasonable proxy.

Also added a measure for body fat percentage in addition to her BMI.

New status ailment, first one to be programmed with a trigger, if your weight drops below your height (1 lb per inch ~63 lbs at initial height) you will receive the "died of starvation" debuff. It doesn't actually do anything at this point, just points out that below that level there isn't enough mass for your internal organs, blood, and skeleton, skin, et cetera... and your fat and muscle would effectively be at zero. (meaning technically you have 0% bodyfat, but likewise 0% skeletal muscle too ;p --- so, not really a victory)

The store navigation and item listing by department/aisle is working now (there are 13 departments, 100 aisles total, and each will ultimately have at least 3-10 items... so that's a MINIMUM of 300-1,000 items going into this game. Fortunately, only one department requires I lookup nutrition information for each product.... unfortunately, it is by FAR the biggest department and contains the most aisles! :()

Next step is to add the passage/functions to browse character inventory and use items.

I have the rate of Calories Burned for each activity programmed, along with a Basal Metabolism for resting, and although its far from perfect, it should be a reasonable facsimile of an exercise regimen. As your stats increase or you lose weight, your percentage bodyfat goes down, if you gain weight it goes up. (if you raise stats faster than weight you build muscle instead of gaining fat)

Each activity now has a separate cost for each substat, and thus trains stats at different rates. (Running is better at building SPEED and ENDURANCE than STRENGTH, but raises both; Calisthenics is the opposite, building more STRENGTH and PHYSIQUE, with a lesser effect on SPEED.)

the Metabolism and Regeneration sub-stats are now properly coded, they will help replenish your stamina, heal your wounds, recover your strength, and burn calories faster.

The time used for each exercise/activity now scales with her stats... with starting stats of 3, she will walk/jog/run/etc in 6 minute increments. Once she reaches the "average" level of 10, she'll be up to almost an hour (55 min).

Hell, with enough training she won't be telling people how many times a week she works out, but rather how many weeks per workout!

I'll work on her body measurements, adding a proper calculation for things like her waist and bicep sizes, based on the weight and various stats, after the item system is complete.

Then I'll call it v0.1 and upload it this weekend. (The first release will go out to everybody, but subsequent updates will go to patrons 30 days before the general public.)


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