JonicOokami7 said: PS: How do you make your Digimon lose weight?



Also: Maybe they App still updating whilst accounting with the internal clock whilst off might be a bad idea considering that there is no way guarantiing weather the user would be at the computer all times. Perhaps on a phone port it would work but on a PC itself it might not be a good idea. Click to expand...

Thank you both for the feedback! I've known for awhile now that the numbers are probably off, but I was waiting for specific feedback before I made any adjustments. I deliberately overtuned things to start with, developing everything more on the difficult side so that I could scale things back later after getting some feedback. I hope to make things easy enough to be enjoyable, but not so easy that the feature is rendered pointless.To that end, I think it would be a shame to get rid of the praise/scold feature entirely. I want to make a vpet that places more emphasis on simulation, and real pets won't always agree with what you tell them. The issue here is going to be how to strike the right balance between realism and fun.I wanted to try to make the praise/scold system logically understandable, so you scold when your Digimon does something you don't want it to do (like refuse) and praise as a reward (when it does what you wantscolding or when it trains successfully/wins a battle). Please let me know if you have any ideas as to how to make this clearer.Currently, the vpet can refuse food, treatment, training, and battles. All refusal first and foremost depends on how obedient the Digimon is, but this chance can be modified based on mood, enthusiasm, disposition, and hunger as well.For food and training, your Digimon is less likely to refuse its favorite.The chance of refusing food is further modified by whether the Digimon's hunger hearts are full. If the Digimon has greater than 4 hunger, the likelihood of it refusing more food increases.The chance of refusing training is modified by how much the Digimon has trained recently, tracked by its enthusiasm variable. The lower the enthusiasm, the more likely the Digimon will refuse training. Over time, this value increases until it reaches the max 10, but it can also increase by feeding it fish. The only way in-game to see the enthusiasm variable is by monitoring the Digimon's on-screen movement and guestimating its value.For both training and feeding, the idea was to go through some brief trial and error to determine what your Digimon prefers and then stick with that until its obedience is high enough to do something different. This is the main purpose of the baby stage: to become familiar with the Digimon's tastes.Over the course of my personal testing, I've tweaked the numbers to make hunger, enthusiasm, and mood more impactful. The result was surprisingly significant, so I can try tweaking these numbers more to make caring for the Digimon easier.To have a better idea of what I need to change, however, I need a better idea of how you've been raising the Digimon. A lot of the vpet involves letting your Digimon idle for extended periods of time as there are a lot of checks/penalties on over-training. To tweak these penalties and to have a better idea of how the game "feels" to play, I need a bit more information.Does it feel responsive enough to its favorites? How impactful does it seem its mood and enthusiasm have been? How much are you feeding it? How much are you training it? How much training are you doing in a row? How low/high has its mood/obedience gotten? What's the oldest your Digimon has become (in terms of its lapsed life on the debug menu)?To give you an idea of what to expect later in-game, this is a photo of the two Digimon I've been raising for the last couple days (The one on the right is on its second egg):And after just 5.6 hours of gameplay (fast clock) and about 34 minutes of real life time, their mood and obedience are both high:To address JonicOokami7's specific post:What's your Digimon's weight? What have you tried so far? Have you updated the program recently?The main way to lose weight is by training/battling. If your energy has been exhausted, you can increase its energy by feeding it a vitamin or turning the lights off and waiting for it to fall asleep. Alternatively, you can take the preventative approach and ration out its food or keep the hunger hearts at only 1.These are the ways I've been able to successfully maintain its weight, although being the developer, I have a better idea of how all the numbers work. If you have any suggestions about how to make losing weight easier, be sure to let me know.The main reason I have the clock "running" while the game is off was specifically made with the PC in mind. I was frustrated with other vpets I played that ran in real time because I would only have it on for a couple hours at a time, which made my progress extremely slow. Plus, I was annoyed that the clock would always be off. By making the game play catch up when you turn it on, I wanted to solve those frustrations.If the issue is that the user isn't using the PC frequently enough to care for the Digimon, then that's the reason I created the "fast clock" option. Each minute is equal to 6 real world seconds, and it doesn't play catch up each time you turn it on. Plus you can pause it. This feature seems to cater best to those users who can't use their PC frequently.[HR][/HR]This is the equation for refusing food or training:(where r is a random number between 0 and 99; if r is less than or equal to the equation's solution, then your Digimon will refuse)Food (when not favorite or hunger > 4; if the food is favorite and hunger <= 4, then always accept food):r <= 81 - obedience - (mood / 15)Training (where timeMod is equal to 10 if you're training during its favorite time of day; favorite training is always accepted if enthusiasm > 0):r + (enthusiasm * 6) + timeMod <= 81 - obedience - (mood / 15)This new equation is based on the most obedience and the least mood. The goal is to have these circumstances generate 2% chance of refusal.i.e., r <= 81 - 100 - (-300/15)r <= -19 - (-20)r <= 1