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Author Topic: Stat Updates/Trends - Review of options  (Read 8904 times)

Zythen

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Stat Updates/Trends - Review of options
« on: June 04, 2010, 11:15:44 pm »

Ultimately the game within the core is one big stat engine. It performs analysis of the information held and manipulates a large number of statistics for myriad of objects within the code. The player affects the stat updates through manipulation of the data objects involved, either via direct influence (scripted events during which encounter causes direct manipulation of the figures) or indirect influence, by applying statistical utilities to the environment, this could be through the form of (but not limited to):

  • Teachers
  • Staff
  • Control over rules/regulations/procedures of the establishment and how it operates
  • PTA/Parents
  • Distribution/application of personality/behavioral trait "tags" on any "Person" within the gaming infrastructure
  • Introducing or application of item(s) which apply cumulative or permanent effects to statistics which could include a "plague" effect allowing a specific Person to infect others through some means/chance

Stats should be standardized and simplified down to the minimum number to be useful, where an additional stat could be derived from combination or application of other stats, it should be done that way (through a seperate ReadOnly property), and combined with any items/traits which are designed specifically to adjust these child-stats but not the parents they are derived from.

For example for a teacher,

Intelligence + Knowledge could be used to provide the ability to Educate.
A teacher could be very intelligent, but unable to teach properly due to lack of knowledge in a particular area, whereas high knowledge would be able to teacher better than raw intelligence, but it would be limited due to the teachers inability to react to non-standard situations beyond thier experience/knowledge.

Likewise, a teacher's Educating ability influences the student's Knowledge. The rate at which the student's knowledge goes up would be depending on the teacher's Educating ability and the students intelligence - however it could be considered detrimental to the student's Knowledge if they are more intelligent than the teacher as the teacher is unable to answer more complex questions asked by a highly intelligence student. A gifted learning student could be tagged with a "FastLearner" trait which would permenantly affect their Knowledge collection, and also lean them towards more academic events (such as joining a Study group, or spending more time in the library).

While this goes into somewhat detailed depths, this information could provide situational information - for example a highly intelligent student reading quietly in the back corner of the library may become suspicious of the principal prowling around after school, and if they had something over the principal they would be harder to trick/convince.

Regardless, greatly bloating out the stats early on is not a good idea and derivation by the engine is recommended where suitable (derivation of stats may not always be suitable).
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Zythen

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Re: Stat Updates/Trends - Review of options
« Reply #1 on: June 17, 2010, 11:49:45 pm »

Localization of stat modifications is essential in this setup. Worth noting, I've made all Stats Double's, which means we get floating point numbers... range of everything is 0-100, and is enforced at property level, but we can have stupid level of decimal places - am presently formatting to 1 decimal place to present to user for school - will consider longer term if this is worth expanding on as you can see most "small" increments that way (do you really want to increase less than 0.05 in either direction for a single step?)

Student stats should only be updated individually (wrappers on the Population and School would expand the student list applying the same way), but the properties on the students being set should amend the delta incoming according to their own traits and other sympathetic/opposite stats.

The same should be set of any person (hence these go in the person base class as standard).

These updates in the properties define "normal" behavior as such, and should be tuned/exaggerated/adjusted using traits, which will be used to exaggerate/restrict stat growth in particular combinations, or one could even randomize to greatly fluctuate the stat application.

For the meantime, school will average out the student stats as its own.

Application of stat changes should be performed at various points, currently being identified as
  • Firing of events which contain stat modifiers (person or wider application)
  • A teaching period, where a teacher teachers the class in a particular subject
  • Student "free" time, such as any break/lunch period, after school activities (these would be bounded by social groups eventually, may just work on global/classwide application for now - clubs are a grouping on thier own however
  • General society influence (outside of school, the evening updates perhaps) - this could include personal stat adjustment on the student by themselves, either though thier own actions, or any traits which are active upon them modifying thier behavior.

List to be updated when I think of more.
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Zythen

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Re: Stat Updates/Trends - Review of options
« Reply #2 on: June 22, 2010, 10:01:36 am »

Localization of stat modifications is essential in this setup. Worth noting, I've made all Stats Double's, which means we get floating point numbers... range of everything is 0-100, and is enforced at property level, but we can have stupid level of decimal places - am presently formatting to 1 decimal place to present to user for school - will consider longer term if this is worth expanding on as you can see most "small" increments that way (do you really want to increase less than 0.05 in either direction for a single step?)

Despite my statement here, increments daily of 0.1 seem quite common, which means a per subject application of 0.025 is rather common for an "average" application. This ofc will be varied by teacher and student modifiers.... I have modeled the education stat so far and application of variable amounts appear to be functioning as requuired, although three decimal places at the school level is required to notice anything, and the application at present is still semi-consistant since all the subjects have the same base educaton value at present, the teachers are the only real variable (all students are cut from the same cloth).

More generation code to fuzz the students on creation, and also add in potential traits to skew the results (Geek/Intelligent and Bookwork methinks) which will mix it up a bit more.
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GTRanma

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Re: Stat Updates/Trends - Review of options
« Reply #3 on: June 24, 2010, 04:44:37 am »

... Any chance of giving people individual stats.

I know this might be WAAAAY to much for the game, but what about stats for people's sexual abilities?

For example, the Blow Job teacher has to have XX skill in BJ's before she can teach her students. Whatnot.
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Zythen

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Re: Stat Updates/Trends - Review of options
« Reply #4 on: June 24, 2010, 10:19:31 am »

... Any chance of giving people individual stats.

I know this might be WAAAAY to much for the game, but what about stats for people's sexual abilities?

For example, the Blow Job teacher has to have XX skill in BJ's before she can teach her students. Whatnot.

Each Person (and I mean every single person, student, staff, principal or whoever) carries the set of base stats. So I have figures for each individual throughout the school. There is no reason I can't add more stats, but the question comes where do I stop.

I have a core set for now which lets me start putting the core game together, but I can certainly add more if people deem it worth having them.

While there probably isn't technically any differentiation between stats and skills like this, I may want to provide some logical seperation as I guess they could be handled differently (you may have seen Kats an myself hammering away at just a single stat alone ;) ). For example the principal should and will have skills (the Hypnosis etc..) there is no reason we couldn't extend this to teachers and/or students... the question is simply how useful would that be at this point?

Your example could be useful, as in you don't have to just require the PTA to approve of the class being added to the curriculum, but you need a teacher to teach it ofc, and if the teacher isn't good enough there is always training to be given there I guess.
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GTRanma

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Re: Stat Updates/Trends - Review of options
« Reply #5 on: June 26, 2010, 05:24:24 am »

... Oh! Clubs could teach students skills ^^ Soo, Exhibitionist club increases that skill, um, swimming increases swimming, Study Club increases... Some skill not related to sex :p

This way, people could also make 'random' events that trigger when a student or teacher gets a certain amount of skill in XX skill or attribute.
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B-Navigator

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Re: Stat Updates/Trends - Review of options
« Reply #6 on: June 26, 2010, 05:44:35 pm »

Hmm, if the sexual bits had skill levels, then that might lead to some possible events where things don't exactly go right.
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Zythen

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Re: Stat Updates/Trends - Review of options
« Reply #7 on: June 27, 2010, 04:39:16 pm »

... Oh! Clubs could teach students skills ^^ Soo, Exhibitionist club increases that skill, um, swimming increases swimming, Study Club increases... Some skill not related to sex :p

This way, people could also make 'random' events that trigger when a student or teacher gets a certain amount of skill in XX skill or attribute.

Hmm, if the sexual bits had skill levels, then that might lead to some possible events where things don't exactly go right.

Yes, we could do this.. I think skills for the students/staff will be included for review when I get to the principal's skills
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clef

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Re: Stat Updates/Trends - Review of options
« Reply #8 on: July 16, 2010, 09:29:37 pm »

hi.. it's a bit of time that you say nothing about what are you doing. so in this period you are still programming or you are taking a break/having other duty.

As always, i do not want to push you, just know this, because you used to update your progress so often...
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Zythen

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Re: Stat Updates/Trends - Review of options
« Reply #9 on: July 17, 2010, 12:00:13 am »

hi.. it's a bit of time that you say nothing about what are you doing. so in this period you are still programming or you are taking a break/having other duty.

As always, i do not want to push you, just know this, because you used to update your progress so often...

Work has eaten more of my time than I would have liked over the past couple of weeks, so I have slowed somewhat. Am considering some sorta blog postings, perhaps a dedicated thread where I will post at least once a week reporting where I am, whats going on, even if its that I've been busy with other things and just letting people know I'm still alive and around :)

I have to find a proper balance for this though, I don't want to spend more time updating ppl than I do developing :)
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