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
@Piono: Currently, the HP cap is enforced whenever HP is updated. So, currently that potion of invincibility wouldn't do anything. I could pretty easily change that by making a new method specifically for enforcing the HP cap and call that whenever the new day starts.
Random List of Things I Want to do With the Simulator:
Allow healing/damaging via events (should be easy)
Make "mashup" events AKA: non fatal events that take checks (not too sure about this one)
Include ways to store relations between players (theoretically, not too bad. Just time consuming)
Improve duels to auto generate flavor text (takes more writing than coding)
Change the program to an Applet and host it online (Absurdly hard. Would require a lot of rewriting because Applets can't access text files. And would require me to make the code more reliable because it gets stuck about 20% of the time and I don't know why.)
Add arena wide events. (shouldn't be hard. Just an if statement at the start of each day. Just needs suggestions and events)
Add any suggestions for events/tributes people want. (Very easy and ongoing)
Which of these sound like the most important for their difficulty?
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2014
Posts:
159
Location:
{NOT FOUND}
Minecraft:
Amperzand
Xbox:
Nope.
PSN:
Nope.
Member Details
If you're getting unreliable code, I would suggest not screwing with that bit until you've got the easier stuff done. Of course, code that throws up random anomalous behaviors is somewhat scarier when it's controlling a 120-pound robot that you're standing overly close to, so I may be biased.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/7/2014
Posts:
72
Location:
The Mindscape
Minecraft:
Irecreeper
Member Details
I'd really like Arena Events; just fun, random variations on a game. And to hopefully influence you to do this...
Arena Event Ideas: (for when they get implemented)
1. TAKEOVER
The Arena was taken over by hostile Tabletop Soldiers!
(A generally non-lethal arena event. Lots of non-lethal events, but still a few painful / tough events.)
NON-LETHAL:
(Player1) manages to hide out the attack.
(Player1) is somehow undiscovered by the Tabletop army.
(Player1) is injured during the invasion, but nothing much. {-6s -3d}
(Player1) and (Player2) fight off a large group of soldiers, back to back! {7s 7d 3i}/{7s 7d 3i}
(Player1) is crippled by a lone Tabletop soldier! {-12s -12d}
(Player1) loots some sick gear off of some Tabletop Elites. {10a}
(Player1) loses some entities during the invasion. {-9e}
(Player1) manages to push (Player2) into the line of fire! {2s 2d 2i}/{-6s -6d -3e}
(Player1) takes several splinter rounds to the everywhere. {-20s}
(Player1) suffers massive head trauma from the result of a Tabletop Elite! {-15i}
LETHAL:
(Player1) was gunned down by the Tabletop forces. {40s 60d 40e}
(Player1) evaded the Tabletop forces and took them down!
(Player1) encountered a Tabletop Carrier, and lacked the speed to get away! {65d}
(Player1) fled a Tabletop Carrier!
(Player1) failed to 1v1 a Tabletop Elite. {50s 55d 45e}
(Player1) 1v1'd a Tabletop Elite, and won!
(Player1) fell into a obvious ambush, and was killed! {60i}
(Player1) noticed an obvious ambush, and evaded it!
(Player1) was killed by the most prestigious Tabletop Soldier, Spruce Timber. {70s 70d 60e} (that guy from the Text Adventure)
(Player1) managed to defeat Spruce Timber in combat!
2. FLUMPTY DAY
Flumpty, using his powers of Thyme, takes over the arena for a day!
(Flumpty will take your stats down to low levels, and then probably kill you horribly.)
NON-LETHAL:
(Player1) was untouched by Flumpty!
(Player1) noticed the lack of blue at Flumpty's.
(Player1) was terribly injured by the Owl, but lived. {-15s}
(Player1) got tired out checking the cams so fast for Grunkfuss!{-15d}
(Player1) was permanently scarred by Birthday Boy Blam, mentally. {-15i}
(Player1) was forced to give the heads of some entities to Eyesaur. {-15e}
(Player1) had their alchemies malfunction thanks to the Redman! {-15a}
(Player1) encountered Thyme Flumpty. {-15s -15d -15i -15e -15a}
(Player1), instead of being hurt or frightened, enjoyed pleasant conversation with Birthday Boy Blam, in his suit. {3s 3d 3i 3e 3a}
(Player1) and (Player2) starred at Piglet. He stared back! {-5i}/{-5i}
(Player1) committed suicide; Flumpty was simply too much to bear. {50s 80i}
(Player1) stopped themselves from commiting suicide over Flumpty!
(Player1) couldn't cancel the Redman's appearance... {70d 50i}
(Player1) stopped the Redman from appearing just in time!
...
After that, healing / damage events would be nice. It'd also be cool to have check-based healing; if you're smart enough, you can identify a certain plant with healing properties, ect.
Meh... both of those events are too harsh ire. And considering just how quickly the tabletopians got trashed in-game, I think that event shouldn't be too difficult.
Okay, talist, on your list, taking into account difficulty, I think that the order you do things in should probably be:
1. Continue taking suggestions on events/tributes.
Meh... both of those events are too harsh ire. And considering just how quickly the tabletopians got trashed in-game, I think that event shouldn't be too difficult.
Okay, talist, on your list, taking into account difficulty, I think that the order you do things in should probably be:
1. Continue taking suggestions on events/tributes.
2. Mashup events
3. healing/damaging events
4. arena-wide events.
5/6 duels getting flavor text and relationships.
7. Applet. Really, this can come last.
The Arena Events in the original were crazy deadly: often wiping out 5 to 8 tributes depending on when they happen. I will agree that the Tabletopian one does need to be nerfed, because the Tabletopians are bad at doing things in general.
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
Alright then. Update: I finished allowing damaging/healing events because I only had a few lines left anyway. I'm now working on Mashup events. Its going to be a little harder than I thought, simply due to all the arrays I have to keep track of. And, the formatting is going to be a little funny, but that's to make it as versatile as possible. Here's an example of what I'm hoping they'll turn out like...
2 (Player1) talked to (Player2). {50e}/{0e}
++ And they got along!. {10i}/{10i}
-+ And they didn't get along!. {100h}/{-10i}
The 2 is the number of possible paths depending on how the checks go. The ++ means that path is taken if both players pass their checks. The -+ means that path will be taken if Player1 fails their check but Player2 passes theirs. In this example though, Player2 always passes their check.
Its unfinished, but if you like looking at code, here's the class I have so far.
Okay, so I plan for 6 chapters; the first, which you have played, four chapters which lead to events before (or even after) the Glitch, which will be decided, and planned, by whoever feels like doing them! So it'd be nice if you'd PM me rough story idea's for the next chapters; you can determine where this story goes, and the story of SteveTheMaster!
...oh, for the last chapter, I'll wrap up the story. Somehow.
Understanding everything isn't that important, and in most cases is outright unnecessary. I've been in this game since the first page and I've only really read half of everything, not even mentioning that I've forgotten almost all of it. Just read the OP carefully, and pay close attention to updates. Also check out other player's posts to see what to do (basically everyone), and what not to do (Pricey).
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
Hey, Welcome GameLord. Here, Wilson kinda takes Cryeon's place, or rather, Cryeon takes Wilson's place over in The Prediction. You might notice some similarities. Its actually not too hard to play this. I'll explain more later if I have time. What I wanted to say was this...
I did it. Mashup events are working (maybe?) ! Take a look at this output I got...
The Alchemiter talked to Bleak.
And Bleak died!. The Alchemiter went insane and bashed their head against a wall 20 times! Bleak went insane and bashed their head against a wall 350 times!
And Bleak died of it!
The L[]rd talked to Raven.
And The L[]rd got along!.
Pit talked to Pricy.
And Pit got along!.
Scratch talked to Blue.
And Blue died!. Blue went insane and bashed their head against a wall 330 times!
And Blue died of it!
Yes, the way I did the formatting means it doesn't really make much sense. But that was just a testing event. The main thing is that I ran the same event several times, but got different outputs!
Really want to get into this game, but I struggle to understand this big mess of random
Here's an overview of what you should know:
1. At this point in the game, you can't damage the godmodder. Just don't try.
2. Join Excelsior or Excavate as your first action (it doesn't count as a turn).
2a. If you join Excelsior, attack The Bleak. A Comb Rave (the most powerful attack usable in-game) will occur on him, so just wait and heal some dudes.
2b. If you join Excavate, go to one of the roots, deactivate any traps there, and Hold The Line until the bar reaches 100%. Also fight the Legion of Pyronus.
3. 3 Posts/Actions/Whatever you wanna call it per turn (Post by Twinbuilder).
4. If it's pretty powerful, charge it.
5. Maximum charge power is at 50 posts.
6. 3 charges maximum at a time.
7. Above all, have fun, enjoy the ride, and put your coat, hat, and sanity on those racks behind you.
That's going pretty well talist, I like that idea.
I have a suggestion for the lethal events, would it be possible to change the lethal events so that instead of being pass your check or instantly die, they work like mashup events that just instantly deal 100 damage (or more if health-empowering events get added. If such a thing ever ends up happening, I'd say try to limit it at 1000, but even that's REALLY pushing it) and that way there'll be less coding to be readjusted, and would also allow for lethal events to have non-lethal outcomes that still have effects on people.
And ire, the flumpty's needs to be nerfed because some of those are requiring total stats higher than 100, which is freaking insane, even for a difficult to survive event. Something like that is going to kill more people than it should, so only REALLY tough lethal checks should have stat reqs that high. We've sort of been competing to see who can make the most lethal event, and its sort of getting out of hand. Remember that the characters aren't getting anymore powerful, and it isn't fun if people don't survive at least some of the checks.
@ire: That's pretty cool. I got to play all the way through it, and it was pretty sweet.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2014
Posts:
159
Location:
{NOT FOUND}
Minecraft:
Amperzand
Xbox:
Nope.
PSN:
Nope.
Member Details
I realize this is fairly random, but I now have an actual, canonical, concrete idea of what my character is; He's a standard-issue "walking the multiverse" style pandimensional adventurer who's been wandering for an unknown-but-very-long period of time, and until about a decade ago, was stuck using a body-snatcher style of transport presumably invented in his universe of origin. As a result of his method of travel, and a particular type of FTL travel he often uses, there are many, many separate versions of him traveling, not all of whom have access to material travel across the Void, and most of whom have wildly varying alignments due to different life experiences. The version of him in the Minecraftian session, "The Controller" is using a natural-born Earth Human's body, whereas the TVTDTG one is a Warhammer Psyker with technology just short of that used by the Anachron.
Hmm. Proof, add me to this castle defense please, under the name of Crystal.
Also, some preliminary events to add to HG.
(Player1) was not down with the clown. {30s 30d 30i}
(Player1) successfully shooshpapped Gamzee.
(Player1) became Medium Aware. {5s 5d 5a -10i}
(Player1) was made compleat by Phyrexia. {70i 50d}
(Player1) avoided a puddle of strange-looking oil.
Also, I think positive should be healing and negative should be damage.
0rigin Point.
Avatar by TwinBuilder.
You fire at the pipe. Nothing happens. The red figure is behind you now,
and he states at you quizzically. He then kicks you down the pit. GAME
OVER.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
@Piono: Currently, the HP cap is enforced whenever HP is updated. So, currently that potion of invincibility wouldn't do anything. I could pretty easily change that by making a new method specifically for enforcing the HP cap and call that whenever the new day starts.
Random List of Things I Want to do With the Simulator:
Which of these sound like the most important for their difficulty?
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.
If you're getting unreliable code, I would suggest not screwing with that bit until you've got the easier stuff done. Of course, code that throws up random anomalous behaviors is somewhat scarier when it's controlling a 120-pound robot that you're standing overly close to, so I may be biased.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
I'd really like Arena Events; just fun, random variations on a game. And to hopefully influence you to do this...
Arena Event Ideas: (for when they get implemented)
1. TAKEOVER
The Arena was taken over by hostile Tabletop Soldiers!
(A generally non-lethal arena event. Lots of non-lethal events, but still a few painful / tough events.)
NON-LETHAL:
(Player1) manages to hide out the attack.
(Player1) is somehow undiscovered by the Tabletop army.
(Player1) is injured during the invasion, but nothing much. {-6s -3d}
(Player1) and (Player2) fight off a large group of soldiers, back to back! {7s 7d 3i}/{7s 7d 3i}
(Player1) is crippled by a lone Tabletop soldier! {-12s -12d}
(Player1) loots some sick gear off of some Tabletop Elites. {10a}
(Player1) loses some entities during the invasion. {-9e}
(Player1) manages to push (Player2) into the line of fire! {2s 2d 2i}/{-6s -6d -3e}
(Player1) takes several splinter rounds to the everywhere. {-20s}
(Player1) suffers massive head trauma from the result of a Tabletop Elite! {-15i}
LETHAL:
(Player1) was gunned down by the Tabletop forces. {40s 60d 40e}
(Player1) evaded the Tabletop forces and took them down!
(Player1) encountered a Tabletop Carrier, and lacked the speed to get away! {65d}
(Player1) fled a Tabletop Carrier!
(Player1) failed to 1v1 a Tabletop Elite. {50s 55d 45e}
(Player1) 1v1'd a Tabletop Elite, and won!
(Player1) fell into a obvious ambush, and was killed! {60i}
(Player1) noticed an obvious ambush, and evaded it!
(Player1) was killed by the most prestigious Tabletop Soldier, Spruce Timber. {70s 70d 60e} (that guy from the Text Adventure)
(Player1) managed to defeat Spruce Timber in combat!
2. FLUMPTY DAY
Flumpty, using his powers of Thyme, takes over the arena for a day!
(Flumpty will take your stats down to low levels, and then probably kill you horribly.)
NON-LETHAL:
(Player1) was untouched by Flumpty!
(Player1) noticed the lack of blue at Flumpty's.
(Player1) was terribly injured by the Owl, but lived. {-15s}
(Player1) got tired out checking the cams so fast for Grunkfuss!{-15d}
(Player1) was permanently scarred by Birthday Boy Blam, mentally. {-15i}
(Player1) was forced to give the heads of some entities to Eyesaur. {-15e}
(Player1) had their alchemies malfunction thanks to the Redman! {-15a}
(Player1) encountered Thyme Flumpty. {-15s -15d -15i -15e -15a}
(Player1), instead of being hurt or frightened, enjoyed pleasant conversation with Birthday Boy Blam, in his suit. {3s 3d 3i 3e 3a}
(Player1) and (Player2) starred at Piglet. He stared back! {-5i}/{-5i}
LETHAL:
(Player1) failed Flumpty's friendship game! {60s 60d 60i 60e 60e}
(Player1) survived Flumpty's friendship game!
(Player1) committed suicide; Flumpty was simply too much to bear. {50s 80i}
(Player1) stopped themselves from commiting suicide over Flumpty!
(Player1) couldn't cancel the Redman's appearance... {70d 50i}
(Player1) stopped the Redman from appearing just in time!
...
After that, healing / damage events would be nice. It'd also be cool to have check-based healing; if you're smart enough, you can identify a certain plant with healing properties, ect.
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
Meh... both of those events are too harsh ire. And considering just how quickly the tabletopians got trashed in-game, I think that event shouldn't be too difficult.
Okay, talist, on your list, taking into account difficulty, I think that the order you do things in should probably be:
1. Continue taking suggestions on events/tributes.
2. Mashup events
3. healing/damaging events
4. arena-wide events.
5/6 duels getting flavor text and relationships.
7. Applet. Really, this can come last.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Meanwhile... I have created something.
...No. No, gutza.
Oh no
The Arena Events in the original were crazy deadly: often wiping out 5 to 8 tributes depending on when they happen. I will agree that the Tabletopian one does need to be nerfed, because the Tabletopians are bad at doing things in general.
And that order for priority seems good, actually.
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
Alright then. Update: I finished allowing damaging/healing events because I only had a few lines left anyway. I'm now working on Mashup events. Its going to be a little harder than I thought, simply due to all the arrays I have to keep track of. And, the formatting is going to be a little funny, but that's to make it as versatile as possible. Here's an example of what I'm hoping they'll turn out like...
2 (Player1) talked to (Player2). {50e}/{0e}
++ And they got along!. {10i}/{10i}
-+ And they didn't get along!. {100h}/{-10i}
The 2 is the number of possible paths depending on how the checks go. The ++ means that path is taken if both players pass their checks. The -+ means that path will be taken if Player1 fails their check but Player2 passes theirs. In this example though, Player2 always passes their check.
Its unfinished, but if you like looking at code, here's the class I have so far.
https://www.dropbox.com/s/ltupazoedu3vgb2/mashupEvent.java?dl=0
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.
-> Non Canon CYOA, involving DTG: BEGIN!
http://writer.inklestudios.com/stories/cxnq
After you complete Chapter 1, read the Spoiler.
Okay, so I plan for 6 chapters; the first, which you have played, four chapters which lead to events before (or even after) the Glitch, which will be decided, and planned, by whoever feels like doing them! So it'd be nice if you'd PM me rough story idea's for the next chapters; you can determine where this story goes, and the story of SteveTheMaster!
...oh, for the last chapter, I'll wrap up the story. Somehow.
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
Really want to get into this game, but I struggle to understand this big mess of random
Mojang Support is decent I guess.
As do we all. Just try to have fun and avoid breaking the major rules, you'll be fine.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Understanding everything isn't that important, and in most cases is outright unnecessary. I've been in this game since the first page and I've only really read half of everything, not even mentioning that I've forgotten almost all of it. Just read the OP carefully, and pay close attention to updates. Also check out other player's posts to see what to do (basically everyone), and what not to do (Pricey).
Seriously, ignore Pricey.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Hey, Welcome GameLord. Here, Wilson kinda takes Cryeon's place, or rather, Cryeon takes Wilson's place over in The Prediction. You might notice some similarities. Its actually not too hard to play this. I'll explain more later if I have time. What I wanted to say was this...
I did it. Mashup events are working (maybe?) ! Take a look at this output I got...
The Alchemiter talked to Bleak.
And Bleak died!.
The Alchemiter went insane and bashed their head against a wall 20 times!
Bleak went insane and bashed their head against a wall 350 times!
And Bleak died of it!
The L[]rd talked to Raven.
And The L[]rd got along!.
Pit talked to Pricy.
And Pit got along!.
Scratch talked to Blue.
And Blue died!.
Blue went insane and bashed their head against a wall 330 times!
And Blue died of it!
Yes, the way I did the formatting means it doesn't really make much sense. But that was just a testing event. The main thing is that I ran the same event several times, but got different outputs!
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.
Here's an overview of what you should know:
1. At this point in the game, you can't damage the godmodder. Just don't try.
2. Join Excelsior or Excavate as your first action (it doesn't count as a turn).
2a. If you join Excelsior, attack The Bleak. A Comb Rave (the most powerful attack usable in-game) will occur on him, so just wait and heal some dudes.
2b. If you join Excavate, go to one of the roots, deactivate any traps there, and Hold The Line until the bar reaches 100%. Also fight the Legion of Pyronus.
3. 3 Posts/Actions/Whatever you wanna call it per turn (Post by Twinbuilder).
4. If it's pretty powerful, charge it.
5. Maximum charge power is at 50 posts.
6. 3 charges maximum at a time.
7. Above all, have fun, enjoy the ride, and put your coat, hat, and sanity on those racks behind you.
That's going pretty well talist, I like that idea.
I have a suggestion for the lethal events, would it be possible to change the lethal events so that instead of being pass your check or instantly die, they work like mashup events that just instantly deal 100 damage (or more if health-empowering events get added. If such a thing ever ends up happening, I'd say try to limit it at 1000, but even that's REALLY pushing it) and that way there'll be less coding to be readjusted, and would also allow for lethal events to have non-lethal outcomes that still have effects on people.
And ire, the flumpty's needs to be nerfed because some of those are requiring total stats higher than 100, which is freaking insane, even for a difficult to survive event. Something like that is going to kill more people than it should, so only REALLY tough lethal checks should have stat reqs that high. We've sort of been competing to see who can make the most lethal event, and its sort of getting out of hand. Remember that the characters aren't getting anymore powerful, and it isn't fun if people don't survive at least some of the checks.
@ire: That's pretty cool. I got to play all the way through it, and it was pretty sweet.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
I realize this is fairly random, but I now have an actual, canonical, concrete idea of what my character is; He's a standard-issue "walking the multiverse" style pandimensional adventurer who's been wandering for an unknown-but-very-long period of time, and until about a decade ago, was stuck using a body-snatcher style of transport presumably invented in his universe of origin. As a result of his method of travel, and a particular type of FTL travel he often uses, there are many, many separate versions of him traveling, not all of whom have access to material travel across the Void, and most of whom have wildly varying alignments due to different life experiences. The version of him in the Minecraftian session, "The Controller" is using a natural-born Earth Human's body, whereas the TVTDTG one is a Warhammer Psyker with technology just short of that used by the Anachron.
I'm posting this in both threads, just 'cause.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
(Player1) jumped into a sword! YOU IDIOT! {30i, then 40s}
(Player1) jumped into a sword, but it did nothing. (Strength pass, intelligence fail)
(Player1) did not jump into a sword. {Intelligence pass}
Yay, multiple ending events.
GODDAMN IT
STUPID GENDERFLIP VIRUS