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spudcosmicc

The player's current mood.

14 posts in this topic

Currently, you, the player, has no emotion in game. Not that this is a bad thing, but it'd be cool if like Dwarf Fortress you had somekind of "Happyness state" Except it would be in the form of bars in a gui istead of "You feel estatic lately, You've admired a finly crafed bed recently"

This is what I think it should look like:

Total Happyness

(All the bars added up together)

Unhappy |-----------------------------------[]--------------------------|Happy

Hunger

(How long it's been since you last ate)

Hungry |---------------------[]------------------------------------------| Full

Sleep

(How long it's been since you rested)

Tired |---------------------------------------------[]--------------| Well-Rested

Warmth

(what biome temperature you are in [ Fire should increase heat, good if you're in a cold area, and being inside helps, maybe armor is a factor in warmth too?])

Very Cold |------------------------------[]----------------------------------| Very Hot

(Note: the middle is the happiest in this one)

Dampness

(Being wet is uncomfortable right? Rain and water affect this)

Wet |----------------------------------------------------------[]------------| Dry

Pain

(Pretty self explanatory, getting hurt doesn't feel good. This is based on your current life, it probably should stick around a bit even if it regenerated)

Extreme Pain |-----------------------------------------------------[]-----------------------| No Pain

(finally)

Fear

(Steve is alone, abandoned, and walking though a dark cave, not knowing what monsters are on the other side, you'd probably be scared too. This is effected by light level, monster sounds, and pain. In broad daylight this is usually zero)

Very Scared |-----------------------------------------------------------------------[]--| Not Scared

Without my notes it would most likely look something like this:

Total Mood

Unhappy |--------------------------------------------------[]-----------|Happy

__________________________________________________________________________________

Hunger

Hungry |---------------------[]------------------------------------------| Full

Sleep

Tired |---------------------------------------------[]--------------| Well-Rested

Warmth

Very Cold |------------------------------[]----------------------------------| Very Hot

Dampness

Wet |----------------------------------------------------------[]------------| Dry

Pain

Extreme Pain |-----------------------------------------------------[]-----------------------| No Pain

Fear

Very Scared |-----------------------------------------------------------------------[]--| Not Scared

_________________________________________________________________________________

Now, Finally, what does all this do? Your mood effects certain things, thins like your mining speed, walking speed, health regen, and so on. Feel free to post your sugestions.

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how about a "pee pee" and a "doo doo" bar as well. Then you can pee on your enemies' cows and throw your dung at them when they leave their house. maybe a "bad smell" bar as well?

Jokes aside, this would be a little too detailed to do on a game like Minecraft, at least in the state it is now. First off, you have to consider multiplayer. What happens if you get in bed, but cannot sleep because there are other players refusing to get in their beds? If you have it so you can just jump in bed to restore sleep, what happens if the bar runs out during the middle of the day? Etc etc there are a lot of challenges to this and imo if it was ever implemented, it'd be something more simple like "health", "thirst", "temperature", and "hunger".

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I like it, except for the "happiness/sadness" bar, that would be turning minecraft into the sims, and I hate that game =/

tho it could be something like a tooltip instead of a bunch of bars clogging the screen. But I'm no programmer, so, as Jivix said, it's probably too hard to code stuff like this

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I think adding something like this would remove the player from being the character and isn't that the point of the game? Being the character?

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I think adding something like this would remove the player from being the character and isn't that the point of the game? Being the character?

I agree. I think the game would become less about your survival and more about stat management of a character you control. ...That's probably poorly worded, but I hope my point gets across.
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I think RogueHydra hit the nail on the head. One of the perks of Minecraft over Dwarf Fortress is that you are the character, fully immersed in this enormous 3D voxel world which you view in first-person. And you feel frustrated when you can't find the materials you need, and happy when you do find them. You get frantic when you start taking hunger damage from lack of eating, and cringe in sympathetic pain if you fall from too high or nearly get blown up by a creeper. You feel afraid when there are dangerous mobs nearby, and so on.

I think mood-meters would only detract from this immersion rather than add to it, especially with the number and extent of meters you're suggesting. The addition of a thirst meter would probably be as far as I'd care to go to be honest. Cold damage from frozen biomes might be interesting but would need to be carefully balanced for gameplay.

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Ya I'm not even going to sugar coat it. If this was implemented I would just stop playing the mod. I also hate the sims and this is the reason why. I don't care if my char is happy because I am happy when I play this mod. Even thirst is taking it too far I think. i want to mine, build, smith, etc. Not take care of my char like its a one of those virtual pet key chains that poop on themselves until they die in it.

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Oh my godness don't tell me this is serious... status bars for all that info? We are going to need a bigger screen, timmy!

No, seriously... why as bars? Can't we make an icon, the height of the hunger bar, appear next to or over the hunger bar? Or on the left/right side of the screen. I'm thinking on something like the hazzard icons back to Halflife 1 gui. You are cold out there in the tundra, then a "cold hazzard" icon appears, or a "hot" one for places like the nether or deserts. You know, bars for all that is a little too much info, makes it too complicated to use.

EDIT: and as Watsisname said, this is an information overload, since a lot of that is allready achieved by immersion in the game ( players doesn't need a "I'm happy" feedback, since they are already feeling happy themself... adding it would remove value from the game, rather than increasing it )

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Well how about two new difficulty settings:

Easy(Moods)-Adds simple Temperature, Hunger and thirst bars.

Hard(Moods)-Adds a f**kton of bars like moisture,fright,sleep and pain

If that's added both sides will be happy.

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Diz is not sims.Wut is diz?

git a brane returd

It's survival, I never said it's The Sims nor I want it to be.

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At first I was thinking screw this, this is dumb. But what if you took all those stat bars and they all effected a single stat bar "Productivity bar" when your comfy, happy, full, well rested, and all that good stuff your mining speed is increased, but when you get tired, hungry, wet, your mining speed decreases slightly. Im not suggesting a huge swing in speed but maybe 3-7% difference between the slowest and the fastest.

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The only thing I would like to see of your mood is heat/cold. I would love to be in my base crafting woolen armor to get trough the frozen barrens where I can see a nice granite mountain.

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At first I was thinking screw this, this is dumb. But what if you took all those stat bars and they all effected a single stat bar "Productivity bar" when your comfy, happy, full, well rested, and all that good stuff your mining speed is increased, but when you get tired, hungry, wet, your mining speed decreases slightly. Im not suggesting a huge swing in speed but maybe 3-7% difference between the slowest and the fastest.

But what if I'm coked up on a 2ltr of Mountain Dew? The primary reason I don't like this idea is because it removes the 'you are in this world' and turns it into a 'you are god controlling this person in this world'. It destroys the feeling of being immersed in this fictional world. Now the being wet and getting slowed down makes sense and is actually not a bad idea, neither is being hungry. But the "comfy" or "happy" aspect of the game should all be relative to the player, not coded algorithms.

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