can someone give a basic set up or layout of hunger and fullness and weight and size? it don’t got to be in code or nothing just something basic like a template or even a list of steps.
i looked at this but it makes it seem very hard
i think this would have helped what i am asking but it is gone now
i also think this would help but i do not have renpy
I’m not exactly sure what would be helpful to you based on the prompt. But as a quick counterpoint, writing a fullness system isn’t what’s hard unless you haven’t done your first coding tutorial yet. Theorizing a novel, engaging, interactive fullness mechanic is hard (but also fun). Also, downloading Renpy isn’t a huge barrier; it’s a really powerful free toolkit for indie game development - unless you meant you don’t want to use it. You can also use Quest for text adventures if you want, like you linked.
Anyway, here’s the answer to what I think you’re asking. Every fullness mechanic is different, so this is just one way:
Characters would carry certain variables. Weight can refer to how heavy your character is in kg / lbs
Stomach is how much space is taken up in the character’s stomach. Max Stomach could therefore be stomach capacity, or the amount of stomach filled after which overfull effects take place
Digestion rate is the amount of stomach that gets deducted per tick (second, turn, whatever the game calls for)
Calories could be the amount of eaten calories waiting to be converted to fat (Weight). Perhaps every time digestion ticks, [Digestion Rate] / [Stomach] (or, the % of digested stomach), a proportional amount of calories becomes Weight.
This would mean that Food needs to carry these variables. Perhaps when food is eaten, the Eat() function causes the following things to happen:
The Food’s variable, Size is added to the character’s Stomach
The Food’s variable, Calories is added to the character’s Calories
And so on and so forth. The idea is to build a system makes your idea come to life (and that adds value to your game mechanics and the player experience). Examples:
Do you want to be able to change Characters’ Digestion Rate? There could be potions that make you digest faster. Make sure to store it as a variable and not a constant.
Maybe there will be some sort of cooking mechanic and the food’s lipid / carbohydrate / protein distribution is important. Well, then those should somehow be reflected in each Food’s attributes. How is your call.
Maybe being overfull hurts your Character. In that case, store a HP attribute and Max HP attribute. Then, maybe every tick or every time the Eat() function is called, the game checks to see if the character is overfull and reduces that Character’s HP by a proportional amount. How is your call.
Maybe gaining Weight also increases a Size or Waistline attribute that determines if they can fit through certain corridors / fit in certain clothes. Perhaps every time the function that causes Weight to change checks for certain milestones and updates the Size/Waistline stat accordingly. Up to you.
Do you want the rate at which a Character’s Calories are turned to Weight to fluctuate? Maybe some sort of magic can double the amount of calories somebody ate. In that case, you might store a variable for Lipogenesis or Absorption Rate or something set = 1. It acts as a multiplier, so you multiply [Digestion Rate] / [Stomach] * [Absorption Rate] each tick. That way, when Absorption Rate = 2, then the amount of calories absorbed double. This is just one example.
i think it answers my question lol but it still makes it seem hard. i was thinking of how to add it to a chat bot so something simpler like if they eat pie hunger goes down and fullness goes up and if fullness goes up too much weight goes up and if weight goes up too much size goes up would be helpful. maybe i am overthinking it cause i dont know how to code.
Sounds like a classic case of overthinking actually lol
Don’t be scared of coding! Most of the time it’s just simple math and handing off variables between functions. Most people I know keep their programming language’s documentation open or just google the answer they’re looking for. You could make something really good with minimal coding experience (like Toby Fox and Undertale as an extreme example); when it comes to visual novels & text adventures, it’s far easier. Hardest part is just finishing the project, imo
Most chatbots can write a bit of code for you and probably get to the root of your inquiry in better words than me. Unless of course you are thinking of using a chatbot for some kind of RP, that is a bit more work:
Let’s say you use NovelAI, for instance. You’d have to set up your chatbot by telling it (in prose, thankfully) the content of your world through the Lorebook (places, characters, concepts). In each Lorebook entry’s are Activation Keys keywords which, when they appear in the story, evoke the content of the Lorebook. Then, you’d have to fill in the Memory and Author’s Note features (which are just text fields you write something into that the AI remembers) strategically to make it remember key context (like if you always want to guide it to fatten characters). Even after you do that, my experience is that it’s pretty mid for this kind of stuff; but if you get really into it, it can at least help you write / make passable interactive content.