The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Remember when I said I might be working on my own HG sim? Well, as I have nothing better to do in computer science class, I started work on it today. Hopefully, it will record each player's "skill" level and remember custom events better. The skill level is the chance that a player will survive any given day. So, it goes from 10 to 90 percent. I spent the whole hour going through all the current custom events and adding skill modifiers to them. For example, player1 stealing player2's supplies raises 1's skill bY 10 and lowers 2's by 10. If you want to submit an event, put it in this format:
(Player1) said hello to (Player2). +3 -2
It must end in a period followed by 2 spaces. Then, put the modifiers in order of 1's mod, 2's mod, etc. For something l leathal, replace the killed player's modifier with an X and the killer's with a K
Remember when I said I might be working on my own HG sim? Well, as I have nothing better to do in computer science class, I started work on it today. Hopefully, it will record each player's "skill" level and remember custom events better. The skill level is the chance that a player will survive any given day. So, it goes from 10 to 90 percent. I spent the whole hour going through all the current custom events and adding skill modifiers to them. For example, player1 stealing player2's supplies raises 1's skill bY 10 and lowers 2's by 10. If you want to submit an event, put it in this format:
(Player1) said hello to (Player2). +3 -2
It must end in a period followed by 2 spaces. Then, put the modifiers in order of 1's mod, 2's mod, etc. For something l leathal, replace the killed player's modifier with an X and the killer's with a K
I cannot believe no one has done that before. I mean, really, it's kind of stupid to have raided someone's camp for food in the morning and die of hunger that evening--Wait. Is there a class of events that negates other event types for a couple of turns?
Augh I have so many ideas
Skill classes, with decay over time in food. If food skill is negative autodeath.
Basically, what I'm suggesting is, expand the skill system to have certain events automatically trigger if skill is negative for more than x time, and also split skill into subclasses. Like, "getting along with people", "food", "combat", etc., and maybe a D&Dish combat check against current combat skill +- weapon, ambush modifiers?
Aaand that just got insanely complicated again. Once more!
Skill types. Automatically triggered events or guaranteed success/fails. There.
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
So, should we compile it in a PiratePad or is it OK to just post whenever?
Also, a question. Will there be decimal support to the simulator rates?
You can post it there. I'll just copy and paste it into my text file. However, if you want to give your own modifier rates, that's how you should do it. And yes, decimals shouldn't be too hard to add. I'll just change the int to double.
I cannot believe no one has done that before. I mean, really, it's kind of stupid to have raided someone's camp for food in the morning and die of hunger that evening--Wait. Is there a class of events that negates other event types for a couple of turns?
Augh I have so many ideas
Skill classes, with decay over time in food. If food skill is negative autodeath.
Basically, what I'm suggesting is, expand the skill system to have certain events automatically trigger if skill is negative for more than x time, and also split skill into subclasses. Like, "getting along with people", "food", "combat", etc., and maybe a D&Dish combat check against current combat skill +- weapon, ambush modifiers?
Aaand that just got insanely complicated again. Once more!
Skill types. Automatically triggered events or guaranteed success/fails. There.
I don't currently have any plans for types of events. However, I might be able to add it in post. So, it still wouldn't be all THAT logical. Things like "you got food" then "you die of hunger" could still happen, but they'd be less likely.
I'm going to save each player as their own object, (I'm using Java btw) so adding a food variable wouldn't be too difficult. At the start of each day, everyone loses one food. If it is 0 or below, flip a coin. Heads, they lose 15% skill. Tails, they die of hunger. However, that would involve adding additional modifiers to each event.
Doing that... is... possible. It would just take a while and be more complex. Adding the variables to each player isn't hard. It would involve a rework of how lethal events are given out entirely. Which, isn't that bad because I haven't made it yet. I could do something like this: Instead of lethal events, each day, a random number of players are given a skill check, with more being given out later in the game. Each skill check has a difficulty and a type. If the player fails, they die. So, we would have to write success text for each current lethal event. There would also need to be syntax that tells which player's stats should be checked, which could be as simple as just rewriting the events so that its always player1.
Player to player duels might not actually be all that hard. In fact, it might actually make my job easier. We can make all the lethal events be one player dying due to an environmental hazard then make another set be duels. Why that would be easier for me is that then the computer knows that whenever it reaches into its magic hat and pulls out a lethal event, one and only player is going to die. Which means I don't have to do code for preventing people from dying twice in a day. Anyway, after it calculates whether people live or die, it then goes back and picks out some people to duel each other. Having individual stats might work fairly well here and have that decide the outcome. I could even have it randomly generate flavor text. Like, PitTheAngel thrust forward, but Netpatham nimbly ducked under the attack. IE: Netpatham won a dexterity check.
With either of these ideas, we need a list of stats. So, what stats do you think I should have? Please no more than 5 or so. And I might have to change the submission syntax to account for this.
I sure do hope I haven't bitten off too much. I've made this program into my final project, so I have some incentive to finish it. (Yes, I'm actually several weeks ahead of schedule. I'm just that awesome.) Can I finish this in... what? 2 months? Maybe.
You can post it there. I'll just copy and paste it into my text file. However, if you want to give your own modifier rates, that's how you should do it. And yes, decimals shouldn't be too hard to add. I'll just change the int to double.
I don't currently have any plans for types of events. However, I might be able to add it in post. So, it still wouldn't be all THAT logical. Things like "you got food" then "you die of hunger" could still happen, but they'd be less likely.
I'm going to save each player as their own object, (I'm using Java btw) so adding a food variable wouldn't be too difficult. At the start of each day, everyone loses one food. If it is 0 or below, flip a coin. Heads, they lose 15% skill. Tails, they die of hunger. However, that would involve adding additional modifiers to each event.
Doing that... is... possible. It would just take a while and be more complex. Adding the variables to each player isn't hard. It would involve a rework of how lethal events are given out entirely. Which, isn't that bad because I haven't made it yet. I could do something like this: Instead of lethal events, each day, a random number of players are given a skill check, with more being given out later in the game. Each skill check has a difficulty and a type. If the player fails, they die. So, we would have to write success text for each current lethal event. There would also need to be syntax that tells which player's stats should be checked, which could be as simple as just rewriting the events so that its always player1.
Player to player duels might not actually be all that hard. In fact, it might actually make my job easier. We can make all the lethal events be one player dying due to an environmental hazard then make another set be duels. Why that would be easier for me is that then the computer knows that whenever it reaches into its magic hat and pulls out a lethal event, one and only player is going to die. Which means I don't have to do code for preventing people from dying twice in a day. Anyway, after it calculates whether people live or die, it then goes back and picks out some people to duel each other. Having individual stats might work fairly well here and have that decide the outcome. I could even have it randomly generate flavor text. Like, PitTheAngel thrust forward, but Netpatham nimbly ducked under the attack. IE: Netpatham won a dexterity check.
With either of these ideas, we need a list of stats. So, what stats do you think I should have? Please no more than 5 or so. And I might have to change the submission syntax to account for this.
I sure do hope I haven't bitten off too much. I've made this program into my final project, so I have some incentive to finish it. (Yes, I'm actually several weeks ahead of schedule. I'm just that awesome.) Can I finish this in... what? 2 months? Maybe.
Are you allowed to use others' code? I need to brush up on my Java skills, myself, and this looks like a good test of skill.
All you need is a third variable. Before the skill events, have a switch on the first number. Augh, I can see it but I can't describe it blargh.
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
I'd think that Strength, Dexterity, Intelligence, Summons, and Alchemies [DTG logic coming into play right there] checks would probably be good to start out with.
So, i'm assuming that this is how a lethal event would be typed out in this new way:
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
I don't really have any code currently. I've only worked on it for one class period. And I spent that building a tree set to sort the events. Yeah, in order for it to count as my final project, I need to use something like a tree or linked list rather than just arraylists.
Edit- @Pit: Those sound pretty good. Just rename Summons to Entities so that they all start with different letters. Although, rather than the simple +X at the end of each event, it will have to be something like {+2s -1d +3i +5e, -2a} instead.
And, the easiest way to do it would probably have difficulty be a number like 40 or something. Then, have the computer generate a number between 0 and 50 then add on the score to that. Greater than 40 = pass.
Why do you need to use fancy techniques when simple things work?
What I was thinking, actually, was you have a switch that you run your events through. So, at the end, (s, e, etc.)(p1stat)(p2stat) and based on that conditional have the appropriate variable be generated with a StringBuilder or StringBuffer, at which point the +- is applied.
Cobalt brought up HP as a stat on the memo. He's making one as well.
Now I feel like I need to make one. Gah.
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/7/2014
Posts:
72
Location:
The Mindscape
Minecraft:
Irecreeper
Member Details
Bad news: PART 3!
-Night 2 (PART 5)
The Glitch, Lord Dome, and Paradox Dimento discuss the games and what might happen in the morning.
The ED-Mech, GLaDOS, and the Terror Zombie discuss the games and what might happen in the morning. x2 COMBO!
Calamity goes to sleep.
The C-Mech begs for Lord English to kill him. He refuses, keeping C-Mech alive.
Demonhead Mobster Kingpin tends to his wounds.
Doc Scratch is awoken by nightmares.
The Godmodder is unable to convince Bill Cipher to not kill him. ...Richard's going to kill me for this, isn't he?
TIE-Hivemind is unable to start a fire and sleeps without warmth.
The Tripod and The Handmaid huddle for warmth. 10 / 10 would ship
The Space Gyrados lets The Grandmatriarch into his shelter.
B1nary unknowingly eats toxic berries. WE GODDAMN TOLD YOU, B1NARY.
(2 Deaths: The Godmodder, B1nary) (97% Chance that Richard will kill me)
-Day 3 (PART 6)
The TIE-Hivemind, Lord Dome, The Handmaid, and Demonhead Mobster Kingpin raid the ED-Mech's camp while she is hunting.
GLaDOS diverts Bill Cipher's attention and runs away.
The Space Gyrados receives fresh food Oran Berries from an unknown sponsor, then recovers +10 HP.
Calamity searches for a water source.
The Terror Zombie camouflauges himself in the bushes. Okay, this is slightly more reasonable.
The Tripod camouflauges himself in the bushes. ...really?
Lord English explores the arena.
Paradox Dimento discovers a river.
Doc Scratch receives an explosive from an unknown sponsor.
The C-Mech sprains his ankle while running away from The Glitch.
The Grandmatriarch dies trying to escape the arena.
(1 Death: The Grandmatriarch) (2 / 4 of the Arrival remaining)
THE FALLEN: Terror Enderdragon, Ikea, OWAKS, ACN Turret Tank, Bec Noir, The Godmodder, B1nary, The Grandmatriarch.
TO BE CONTINUED...
(Protip: It helps to run the complete simulation, and post every night into Notepad or something, so you can't lose the entire game to closing your browser.)
The Meaning of Life, the Universe, and Everything.
Join Date:
2/7/2014
Posts:
72
Location:
The Mindscape
Minecraft:
Irecreeper
Member Details
This should be interesting, now that the Godmodder's dead. PART 4!
-Night 3 (PART 7)
Paradox Dimento shoots a poisonous blow dart into the Space Gyrados's neck, slowly killing him.
Demonhead Mobster Kingpin receives fresh food from an unknown sponsor. +3 Pie Filling.
The Terror Zombie tends to his wounds.
Calamity, the TIE-Hivemind, and Lord English sleep in shifts.
Bill Cipher lets GLaDOS into his shelter.
Doc Scratch and Tripod fight The Handmaid and The Glitch. The Handmaid and The Glitch survive. Welp, that ship didn't last long.
The ED-Mech cries herself to sleep.
The C-Mech and Lord Dome talk about the tributes still alive.
(3 Deaths: Space Gyrados, Doc Scratch, Tripod) (1 Ship Killed)
-Day 4 (PART 8)
Lord English hunts for other tributes.
The Glitch scares the TIE-Hivemind off.
Bill Cipher camouflauges himself in the bushes.
Calamity, Lord Dome, the ED-Mech, and Demonhead Mobster Kingpin hunt for other tributes.
GLaDOS overhears the C-Mech and Paradox Dimento talking in the distance.
The Terror Zombie and The Handmaid hunt for other tributes. x3 HUNTING COMBO!
(0 Deaths) (1 Successful Attempt at Camouflage)
-BONUS EVENT (PART 9)
A cloud of poisonous smoke starts to fill the arena.
Paradox Dimento slowly pushes the Terror Zombie closer into the cloud until he can't resist any more.
GLaDOS survives. I actually suspect GLaDOS filled the arena with deadly neurotoxins...
ED-Mech survives.
Lord Dome and Demonhead Mobster Kingpin agree to die in the cloud together, but Lord Dome pushes Demonhead Mobster Kingpin in without warning. Cold.
The TIE-Hivemind and the C-Mech decide to run into the cloud together.
Bill Cipher survives.
The Handmaid survives.
Calamity is engulfed in the cloud of poisonous smoke.
The Glitch survives.
Lord English is engulfed in the cloud of poisonous smoke. Huh, didn't expect English to die is such a boring way.
(6 Deaths: Terror Zombie, DMK, TIE-Hivemind, C-Mech, Calamity, Lord English) (1 Anti-climax)
THE FALLEN: Terror Enderdragon, Ikea, OWAKS, ACN Turret Tank, Bec Noir, The Godmodder, B1nary, The Grandmatriarch, Space Syrados, Doc Scratch, Tripod, Terror Zombie, DMK, TIE-Hivemind, C-Mech, Calamity, Lord English
APPROPRIATE VICTORY MUSIC:
THAT IS NOT APPROPRIATE VICTORY MUSIC.
Remember when I said I might be working on my own HG sim? Well, as I have nothing better to do in computer science class, I started work on it today. Hopefully, it will record each player's "skill" level and remember custom events better. The skill level is the chance that a player will survive any given day. So, it goes from 10 to 90 percent. I spent the whole hour going through all the current custom events and adding skill modifiers to them. For example, player1 stealing player2's supplies raises 1's skill bY 10 and lowers 2's by 10. If you want to submit an event, put it in this format:
(Player1) said hello to (Player2). +3 -2
It must end in a period followed by 2 spaces. Then, put the modifiers in order of 1's mod, 2's mod, etc. For something l leathal, replace the killed player's modifier with an X and the killer's with a K
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
So, should we compile it in a PiratePad or is it OK to just post whenever?
Also, a question. Will there be decimal support to the simulator rates?
Incidentally, what's the deal with needing a new God-Emperor?
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Pit said Killing Twin made Maniac the New God-Emperor. That's why.
...Well, this is hilarious. I say that and suddenly it's me that's won the simulator. I am amaze.
Also, Tazz, when are you gonna try this again? That was kinda cool and stuff.
I cannot believe no one has done that before. I mean, really, it's kind of stupid to have raided someone's camp for food in the morning and die of hunger that evening--Wait. Is there a class of events that negates other event types for a couple of turns?
Augh I have so many ideas
Skill classes, with decay over time in food. If food skill is negative autodeath.
Basically, what I'm suggesting is, expand the skill system to have certain events automatically trigger if skill is negative for more than x time, and also split skill into subclasses. Like, "getting along with people", "food", "combat", etc., and maybe a D&Dish combat check against current combat skill +- weapon, ambush modifiers?
Aaand that just got insanely complicated again. Once more!
Skill types. Automatically triggered events or guaranteed success/fails. There.
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
You can post it there. I'll just copy and paste it into my text file. However, if you want to give your own modifier rates, that's how you should do it. And yes, decimals shouldn't be too hard to add. I'll just change the int to double.
Quote from Netpatham jump
I don't currently have any plans for types of events. However, I might be able to add it in post. So, it still wouldn't be all THAT logical. Things like "you got food" then "you die of hunger" could still happen, but they'd be less likely.
I'm going to save each player as their own object, (I'm using Java btw) so adding a food variable wouldn't be too difficult. At the start of each day, everyone loses one food. If it is 0 or below, flip a coin. Heads, they lose 15% skill. Tails, they die of hunger. However, that would involve adding additional modifiers to each event.
Doing that... is... possible. It would just take a while and be more complex. Adding the variables to each player isn't hard. It would involve a rework of how lethal events are given out entirely. Which, isn't that bad because I haven't made it yet. I could do something like this: Instead of lethal events, each day, a random number of players are given a skill check, with more being given out later in the game. Each skill check has a difficulty and a type. If the player fails, they die. So, we would have to write success text for each current lethal event. There would also need to be syntax that tells which player's stats should be checked, which could be as simple as just rewriting the events so that its always player1.
Player to player duels might not actually be all that hard. In fact, it might actually make my job easier. We can make all the lethal events be one player dying due to an environmental hazard then make another set be duels. Why that would be easier for me is that then the computer knows that whenever it reaches into its magic hat and pulls out a lethal event, one and only player is going to die. Which means I don't have to do code for preventing people from dying twice in a day. Anyway, after it calculates whether people live or die, it then goes back and picks out some people to duel each other. Having individual stats might work fairly well here and have that decide the outcome. I could even have it randomly generate flavor text. Like, PitTheAngel thrust forward, but Netpatham nimbly ducked under the attack. IE: Netpatham won a dexterity check.
With either of these ideas, we need a list of stats. So, what stats do you think I should have? Please no more than 5 or so. And I might have to change the submission syntax to account for this.
I sure do hope I haven't bitten off too much. I've made this program into my final project, so I have some incentive to finish it. (Yes, I'm actually several weeks ahead of schedule. I'm just that awesome.) Can I finish this in... what? 2 months? Maybe.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Are you allowed to use others' code? I need to brush up on my Java skills, myself, and this looks like a good test of skill.
All you need is a third variable. Before the skill events, have a switch on the first number. Augh, I can see it but I can't describe it blargh.
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
I'd think that Strength, Dexterity, Intelligence, Summons, and Alchemies [DTG logic coming into play right there] checks would probably be good to start out with.
So, i'm assuming that this is how a lethal event would be typed out in this new way:
CHECK: Dex 9
FAIL: (Player1) couldn't dodge Quick Man's Lasers.
WIN: (Player1) managed to dodge Quick Man's Lasers.
I don't really have any code currently. I've only worked on it for one class period. And I spent that building a tree set to sort the events. Yeah, in order for it to count as my final project, I need to use something like a tree or linked list rather than just arraylists.
Edit- @Pit: Those sound pretty good. Just rename Summons to Entities so that they all start with different letters. Although, rather than the simple +X at the end of each event, it will have to be something like {+2s -1d +3i +5e, -2a} instead.
And, the easiest way to do it would probably have difficulty be a number like 40 or something. Then, have the computer generate a number between 0 and 50 then add on the score to that. Greater than 40 = pass.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Why do you need to use fancy techniques when simple things work?
What I was thinking, actually, was you have a switch that you run your events through. So, at the end, (s, e, etc.)(p1stat)(p2stat) and based on that conditional have the appropriate variable be generated with a StringBuilder or StringBuffer, at which point the +- is applied.
Cobalt brought up HP as a stat on the memo. He's making one as well.
Now I feel like I need to make one. Gah.
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
DIFF: 45 D
FAIL: (Player1) couldn't dodge Quick Man's Lasers.
WIN: (Player1) just barely dodged Quick Man's Lasers.
And i color the stats like this because eh: S D I E A
Seems complicated. Someone may have to re-explain how this works to me once it's finished. But, WOW! A DTG simulator!
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
Bad news: PART 3!
-Night 2 (PART 5)
The Glitch, Lord Dome, and Paradox Dimento discuss the games and what might happen in the morning.
The ED-Mech, GLaDOS, and the Terror Zombie discuss the games and what might happen in the morning. x2 COMBO!
Calamity goes to sleep.
The C-Mech begs for Lord English to kill him. He refuses, keeping C-Mech alive.
Demonhead Mobster Kingpin tends to his wounds.
Doc Scratch is awoken by nightmares.
The Godmodder is unable to convince Bill Cipher to not kill him. ...Richard's going to kill me for this, isn't he?
TIE-Hivemind is unable to start a fire and sleeps without warmth.
The Tripod and The Handmaid huddle for warmth. 10 / 10 would ship
The Space Gyrados lets The Grandmatriarch into his shelter.
B1nary unknowingly eats toxic berries. WE GODDAMN TOLD YOU, B1NARY.
(2 Deaths: The Godmodder, B1nary) (97% Chance that Richard will kill me)
-Day 3 (PART 6)
The TIE-Hivemind, Lord Dome, The Handmaid, and Demonhead Mobster Kingpin raid the ED-Mech's camp while she is hunting.
GLaDOS diverts Bill Cipher's attention and runs away.
The Space Gyrados receives
fresh foodOran Berries from an unknown sponsor, then recovers +10 HP.Calamity searches for a water source.
The Terror Zombie camouflauges himself in the bushes. Okay, this is slightly more reasonable.
The Tripod camouflauges himself in the bushes. ...really?
Lord English explores the arena.
Paradox Dimento discovers a river.
Doc Scratch receives an explosive from an unknown sponsor.
The C-Mech sprains his ankle while running away from The Glitch.
The Grandmatriarch dies trying to escape the arena.
(1 Death: The Grandmatriarch) (2 / 4 of the Arrival remaining)
THE FALLEN: Terror Enderdragon, Ikea, OWAKS, ACN Turret Tank, Bec Noir, The Godmodder, B1nary, The Grandmatriarch.
TO BE CONTINUED...
(Protip: It helps to run the complete simulation, and post every night into Notepad or something, so you can't lose the entire game to closing your browser.)
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
WE DID IT!
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
The Godmodder fidgets inside of his tuba.
Tripod and Handmaid? Really? Although I guess I'm not really in the best position to talk.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Currently watching Game Maker tutorials. Hopefully, once I'm done, I can make a few DTG themed games.
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
This should be interesting, now that the Godmodder's dead. PART 4!
-Night 3 (PART 7)
Paradox Dimento shoots a poisonous blow dart into the Space Gyrados's neck, slowly killing him.
Demonhead Mobster Kingpin receives fresh food from an unknown sponsor. +3 Pie Filling.
The Terror Zombie tends to his wounds.
Calamity, the TIE-Hivemind, and Lord English sleep in shifts.
Bill Cipher lets GLaDOS into his shelter.
Doc Scratch and Tripod fight The Handmaid and The Glitch. The Handmaid and The Glitch survive. Welp, that ship didn't last long.
The ED-Mech cries herself to sleep.
The C-Mech and Lord Dome talk about the tributes still alive.
(3 Deaths: Space Gyrados, Doc Scratch, Tripod) (1 Ship Killed)
-Day 4 (PART 8)
Lord English hunts for other tributes.
The Glitch scares the TIE-Hivemind off.
Bill Cipher camouflauges himself in the bushes.
Calamity, Lord Dome, the ED-Mech, and Demonhead Mobster Kingpin hunt for other tributes.
GLaDOS overhears the C-Mech and Paradox Dimento talking in the distance.
The Terror Zombie and The Handmaid hunt for other tributes. x3 HUNTING COMBO!
(0 Deaths) (1 Successful Attempt at Camouflage)
-BONUS EVENT (PART 9)
A cloud of poisonous smoke starts to fill the arena.
Paradox Dimento slowly pushes the Terror Zombie closer into the cloud until he can't resist any more.
GLaDOS survives. I actually suspect GLaDOS filled the arena with deadly neurotoxins...
ED-Mech survives.
Lord Dome and Demonhead Mobster Kingpin agree to die in the cloud together, but Lord Dome pushes Demonhead Mobster Kingpin in without warning. Cold.
The TIE-Hivemind and the C-Mech decide to run into the cloud together.
Bill Cipher survives.
The Handmaid survives.
Calamity is engulfed in the cloud of poisonous smoke.
The Glitch survives.
Lord English is engulfed in the cloud of poisonous smoke. Huh, didn't expect English to die is such a boring way.
(6 Deaths: Terror Zombie, DMK, TIE-Hivemind, C-Mech, Calamity, Lord English) (1 Anti-climax)
THE FALLEN: Terror Enderdragon, Ikea, OWAKS, ACN Turret Tank, Bec Noir, The Godmodder, B1nary, The Grandmatriarch, Space Syrados, Doc Scratch, Tripod, Terror Zombie, DMK, TIE-Hivemind, C-Mech, Calamity, Lord English
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)