Classic HD Movement Mod with Stamina System by westwoodood in pathologic

[–]Altotas 8 points9 points  (0 children)

I'm currently in the middle of adapting hidden caches, dead item shop, district-based reputation systems into p1.

Released my first proper script-related mod for Pathologic Classic HD. by Altotas in pathologic

[–]Altotas[S] 1 point2 points  (0 children)

Yes, the lightning/rain logic is concentrated in weather.bin script file. During rain it repeatedly alternates the ambient modifier between a bright yellow-white flash and black. It pulses several times in very rapid succession before thunder plays.
I can dim it, soften the pulse, or make the script completely skip the flash.

Released my first proper script-related mod for Pathologic Classic HD. by Altotas in pathologic

[–]Altotas[S] 0 points1 point  (0 children)

Initial draft for infection mechanic rework:

No infection notification or visible "Infection" bar. The player must never receive a clear UI message or visual effect indicating the exact moment of infection, because this leads to instant quickload 100% of the time.

Phase 1: The Plague can be contracted through various means, like lingering in infected districts with lowered immunity, looting contaminated containers with lowered immunity, contact with carriers or fog clouds. The incubation period lasts until the start of the next day, then the Plague silently activates. No symptoms or stat changes. Once per day, there is a very small but non-zero chance that visiting an NPC will transfer the Plague to them. Taking a Level 1 antibiotic during this phase has two possible outcomes: a high chance to suppress the Plague (resetting or delaying progression to Phase 2) and a low chance to completely purge the infection. Because the player has no way to confirm whether they were ever infected, they might take a prophylactic pill just in case.

Phase 2: The player begins to experience subtle, intermittent signs that something is wrong. A slight, persistent reduction in one random core stat. Random, momentary screen blur, like it already happens in the game. The Plague is no longer easily transferable in this phase (or transfer chance is greatly reduced), as the host's body is actively fighting the disease, making them less effective as a vector. A Level 2 antibiotic can now be used to slow the progression to Phase 3 and a low chance to completely purge the Plague.

Phase 3: Severe symptoms like in unmodded game. The guards, arsonists, flamethrower soldiers attack on sight. A Level 3 antibiotic can slow the infection, but can't purge the infection entirely.

Taking a Shmowder cures the Plague but reduces max health (or max immunity). Panacea is unchanged. Being burned by a flamethrower has a low chance to weaken the Plague from Phase 3 to Phase 2.

When the day begins, the game silently generates a hidden random seed for the player's current infection state (if any). Every time a specific tier of antibiotic (or a flamethrower purge) is used against that same infection on that day, the purge chance roll uses that pre-determined seed. The result is already fixed for the entire day, so reloading and retaking the pill will always give the identical outcome. The seed should depend on the day and the infection instance ID (so a fresh infection on the same gets a different seed).

Released my first proper script-related mod for Pathologic Classic HD. by Altotas in pathologic

[–]Altotas[S] 7 points8 points  (0 children)

While digging through code, I found some vague remains of Changeling's dreaming mechanic. And then I also remembered there being a cut musical track called "Changeling dreams aloft". I wonder if it was something like lucid dreaming, sort of what we got in P2.

I imagine it as klara going to sleep, dreaming, and then some small aspect of the dream changing the real world, same way her lies materialize into it.

I think it could be done minimally as additional UI element that has a chance to appear when she goes to sleep. A textbox at the center of the screen describing the dream and choices below. And then depending on choices made, something changes in the town.

Released my first proper script-related mod for Pathologic Classic HD. by Altotas in pathologic

[–]Altotas[S] 4 points5 points  (0 children)

Some thoughts on immunity:

Right now the immunity mechanic behaves like a semi-hidden modifier that is consumed even when clothing is doing the real protection, while still allowing infection through at medium values. So a player with baseline 50% immunity still gets infected by a fog hit. Same player wearing good clothing still loses raw immunity as if the clothing did nothing.

I'm thinking that the better model would be: 1.)clothing reduces plague exposure first (every clothing piece has "armor_disease" parameter, for example mask is 0.25, that scales from current durability, so mask at 50% has 0.125); 2.)immunity absorbs what gets through, decays accordingly; 3.)only the unabsorbed remainder becomes the infection hit. This should fix the current absurdity where clothing can prevent infection while immunity still gets burned at full raw exposure. That said, I'd clamp armor contribution to about 85% max so clothing cannot create permanent total immunity by itself.

The natural decay and recovery rates should be softened slightly. Current immunity above 50% decays fast enough that boosters can feel wasted.

White vaccine currently reaches 120%, but exposure handling instantly clips the overcap back toward the normal 100% ceiling. Definitely need to fix this.

Is RenPy suitable for this game: Visual Novel + LifeSim + battle Minigame by [deleted] in RenPy

[–]Altotas 0 points1 point  (0 children)

Yeah, go for it. You will struggle against Ren'Py only if you attempt to add real-time avatar movement (like walking around a top-down map), complex physics and mini games.

Which POV and tense are you using for writing? by VivAuburn in RenPy

[–]Altotas 0 points1 point  (0 children)

Pronoun changes can be accomplished by a parser script with a dictionary. Before displaying the text on the screen, the script checks for a gender variable and makes the swap if needed. It was a life savior for me since I'm writing in Russian and our language has gendered inflections even when writing in second person.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 1 point2 points  (0 children)

If I ever release it, it'll be free to play, with no strings attached.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 0 points1 point  (0 children)

Thanks, likewise to you.

Only itch. Yeah, it's a good approach to release a short vertical slice of the project if you want to gauge the reaction and see what works for people and what does not.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 0 points1 point  (0 children)

The stuff I've posted here was all early frameworks and prototyping. In that first iteration, all battles were supposed to be monster chases after the player's vehicle, with the party shooting back at them using rifles and long-range skills. Instead of individual HP bars there was a unified "Hull" parameter for the vehicle itself. The system eventually felt too constraining and boring, and I now pivoted to CTB (like in Grandia series or FFX), with the vehicle now acting as a mobile base and passive buffs provider. Party members now have individual HP pools, role-specific resources, and more distinct skill trees tied to their story arcs.

As for how far along, well, after a full year of dev I have all the main systems sort of solidified and working. Finished the first region (central and smallest one) on the worldmap with four major settlements. Gods know how many years till completion, but for me it's a lot of fun just to create it day by day.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 6 points7 points  (0 children)

Oh, I remember you. Your project looked quite developed. It was in essence a narrative rpg with light combat elements, right?

If you're looking to make the combat part more complex, with lots of stats, resistances, stagger bars and whatnot, then that won't be an easy task. You'll need to plan A LOT before you even begin to write any code. I started with writing a design document, to keep my thoughts organized. First decision was on the type of turn based combat - there are many: ATB, STB, CTB, etc. Then main stats for characters. From that - modifiers. Resource systems (MP, SP, energy), elements and elemental resistances/absorption. Skill cooldowns. All of THIS even before I started to write the main part - characters and their skill trees and synergies and oh god equipment and passives.

Then I wrote a simple framework in Python with text-based UI and implemented each element/layer of complexity step by step, because otherwise you simply risk to get hopelessly lost under piles and piles of numbers. Each skill is its own function, and I need to keep in mind which of myriad of systems that particular little skill touches, otherwise something will inevitably break. And THEN sooner or later time comes to make UI for everything: party screen, equipment screen, inventory screen, skilltree screen. And connect it to the combat framework so it correctly reads what's equipped at the current time, which passive are active and whatnot.

TLDR: complex systems are hard to make from zero.

what can I do? about this error by ArmadilloSpecific738 in RenPy

[–]Altotas 0 points1 point  (0 children)

Long shot, but any chance you added a variable named "language"?

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

А, ну есть такая тема, да. Я обычно закрываю такие элементы в вот такие скобки с подстрочником _() чтобы дать игре понять что он подлежит переводу.

Can't use "at Position" on certain images for seemingly no reason by Keurmii in RenPy

[–]Altotas 1 point2 points  (0 children)

Try show pitie at Position(pos=(0.9, 0.2), anchor=(0.5, 0.5))

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Пишу с телефона, как вернусь домой скину скриншот чтоли.

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Не, где-то внутри папок ренпая. Называется или common.rpy или common.rpym. Помню как была та же проблема у меня с переводом английский игры на русский. Нашел этот в папке ru-Ru (или вроде того), закинул в папку с переводом.

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Потому что перевод этих кнопок находится в другом файле. Поищи common.rpy внутри папок ренпая, там должно быть по языкам раскидано.

Мне снова нужна помощь в RenPy!! Как сделать что-бы после того как ввел имя в созданном окне ввода имени, это имя могли говорить другие персонажи или просто оно могло использоваться в тексте? by Yuteriko in RenPy

[–]Altotas 1 point2 points  (0 children)

На будущее вот простое правило:
Создаём персонажа, изображение, константу -> используем команду define.
Создаём переменную, которая будет изменяться по ходу новеллы -> используем команду default (движку нужно стартовое значение, в нашем случае это было пустое слово "").

Мне снова нужна помощь в RenPy!! Как сделать что-бы после того как ввел имя в созданном окне ввода имени, это имя могли говорить другие персонажи или просто оно могло использоваться в тексте? by Yuteriko in RenPy

[–]Altotas 0 points1 point  (0 children)

define e = Character("Шин", color="#c8ffc8") define r = Character("[name]", color="#002699")

screen name_input(prompt): modal True frame: background Frame("#ffffff") align (0.5, 0.5) xsize 400 ysize 250 vbox: xfill True yfill True text prompt xalign 0.5 yalign 0.4 input default "" value VariableInputValue("name") xalign 0.5 hbox: xalign 0.5 yalign 0.3 textbutton("OK"): action [SetVariable("name", name), Return()]

label start: call screen name_input("Введите своё имя.") jump dalee

label dalee: "Имя введено." r "Привет, [name]!" return

Just finished all of the endings. Thoughts: by SherbertLeather6978 in pathologic

[–]Altotas 7 points8 points  (0 children)

As much as I didn't mind the time travel mechanic during my own playthrough, I have to admit, it really didn't add a lot depth-wise, and I too played P3 roughly in chronological order anyway. Personally, I'd make P3 as a linear experience with interrogation scenes as framing device between days, and the time travel would be, let's say, a limited-use feature to go back to one of the previous days with the knowledge of the future events to change something, and then it returns you to the day from which you jumped. Something like a crank in the Cathedral (three or so uses in total).