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Main » Suggestion Box » Descriptive token types for clothing
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Posted on 12-14-12, 06:54 am

 

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Since: 12-06-12

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If this sounds really pedantic, then it probably is and I'm sorry for that, but I promise to suggest something more interesting after I'm done.

I'd like to replace the 'reach' tag on clothing with two others, namely 'exposed' and 'hangs'. The reason for this is that, currently, both items like skirts - which need to be moved out of the way first - and items like leg socks – which don't obstruct anything - use the 'reach' tag, and it's making writing scenes where lower body clothing needs to be removed more difficult. So to remedy this, I suggest that on items like skirts and dresses, we can apply the 'hangs' tag to show that these items can just be moved out of the way, and on items like the leg socks, we apply 'exposed' to show that they don't need to be removed at all. How does that sound?

Anyway, now that all the boring shit's out of the way, I'd also like to add a couple of suggestions on extra descriptors for clothing and armor to add an extra level of variability.
<ol>
<li>Fastening methods. Adding tokens like 'buttoned', 'tied' or 'laced' would allow for more varied and interesting descriptions of disrobing.</li>
<li>Hardness. Using tokens like 'solid' or 'hard' on armors could prevent silly situations, like someone trying to grope someone else through a steel chest piece.</li>
<li>Soiling. Items that you're wearing could become 'soiled' if certain monsters have their way with you (i.e. slimes) and this could affect your stat bonuses. (e.g. lowering your charisma) Items could then be unsoiled by washing them in a lake or a river so long as you have some soap.</li>
<li>Edibility. I know this one's a bit silly, but since we've already got the bacon bikini, it's not completely out there. Anyway, 'edible' clothing could work as a single-use loss rape avoider for simple minded enemies by distracting them with something to munch on while you slip away.</li>
</ol>
That's all I've got right now, but I'll toss up anything else I can think of later.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-14-12, 04:08 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

Posts: 123/344
Since: 06-08-12

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The cool thing about tokens is that they're arbitrary. It's giving them in-game meaning that's the trick. Fastening methods could possible be given meaning without involving code, as could hardness. The charisma malus on soiled items might require code, and edibility, again, could be in script alone again. But that's just my initial appraisal.

I don't just program Noxico...
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