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05062019

Another late night. Worked all day on a stupid day-night cycle system that I didn’t even end up using; I couldn’t figure out how to get the view consistently situated relative to the player movement, of all things (although on top of that, since my knowledge of surfaces is, to put it lightly, abysmal, I couldn’t get it looking the way I wanted it to look in the first place), so instead I just abandoned it entirely and decided to work on something else. 

I implemented the hunger system successfully, although I’ll have to adjust the rates of intake on the calories relative to hunger level a bit; more excitingly though I got the vomiting working, spritework and all, and for whatever reason it’s oddly satisfying. Vomiting is tied to two (well, three) major factors: excess consumption of liquids or foods (ie, hunger or thirst bars exceed their maximum limits), and ingestion of indigestible items such as mouldy / expired food, or raw meat. In the former case, once the player has ingested too much of something, a randomised timer will begin (around three to four seconds) after which the player will stop walking and vomit. In the latter case, the player may contract food poisoning, and this causes them to periodically need to purge the body of toxins via either vomiting, or defecation (it chooses between the two). 

Being near puddles of vomit (as with faeces) dramatically increases the player’s risk of infection: within 64 pixels of either, any action the player takes sees a 35% increase in risk of infection, which, combined with low-quality tools, basically guarantees some kind of affliction (depends on what the player is doing). Like faeces, vomit can be cleaned up using 

– a plastic bag (completely removes infection chance)

– an entrenching tool (drops radius of infection to 5% within 32 pixels, and leaves a visible mound)

– a shallow dirt hole (drops radius of infection to 32 pixels but leaves the initial 35% increase in risk of infection)

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