SakeTami
Citor3Games
Citor3Games

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New 'Mood engine' --- Need your input!

Hi guys,

We’re going to give some personality to our characters and for that we ask for your help! With Amoreon we want to give you vibrant characters who all react differently according to their personallity. We’re still in a very early phase of this one, so we’re asking you guys to help us shape this system!

Mood engine + traits
How do we want this mood engine to work? Basically we want to give our characters personallity traits which will affect the mood Attributes of the character when interacted with. Here’s an example

Example
Suppose we have a trait called ‘Fetish’ which can have a range of 0 to 100 where 0 is not into fetish and 100 is totally into fetish.
Next up is a mood attribute called ‘Hornyness’ (is this even a word? J) where 0 is not horny, and 100 is totally horny…
And the last prequiste is the interaction: You have a whip and you smack the lady with it.
Based on the fetish trait, she’ll either like this (hornyness goes up), or dislikes it (hornyness goes down).  And based on how horny she is, she’ll either come near you begging for more punishment, or walk away from you as if you were satan him self.

Help us define these traits, attributes and interactions. If you have good ideas on how to implement this, and it’s doable, we will put it in our mood engine!

  Thank you for your time and stay tuned for more updates!

Comments

Yes, it's Kiiroo :) We don't have it yet, simply too many things to do at the moment. If you are interested giving us a hand with that (playing with API), it would be awesome! Just drop a mail to me, jari@citor3.com

Citor3 Entertainment Studio

Love the emotion engine idea! I am a Unity dev myself and working out some AI issues so I can appreciate the complexity here. There was mention VR sex toy support coming soon. I assume you meant the Kiiroo Launch? Mine comes in the mail today and I am looking forward to playing with the API. But bonus if you guys have already implemented it! Would love to beta test the Launch support anytime. ;)

EFX

Congrats on your purchase (VR Rules! :) Let us know what you think of it so far :)

Citor3 Entertainment Studio

Just picked up a Vive today, and this is the thing I'm the most excited about trying.

knownsqashed

Awesome!

Inceton games

We've been thinking a lot of the feedback system and it's bit tricky; none of us want's to leave any traces to voice recognition services like google or yandex. So we ended up with neural gestures; you draw signs to air and get what you want :)

Citor3 Entertainment Studio

This is a tricky question, because you probably don't want to implement every possible mood for each character. I'd say you probably want an enumeration of possible moods, and then a way to define conditions for triggering each one that is active for the given character. That way each character has it's own feel. I can't really be any more specific than that since I don't know the specific type of events you're working with.

knownsqashed

Thats a very hard question and i dont know how to answer this. I cant imagine this Idea because there are so much mood and reaction possibilities, you cant get it perfect. I think EC is fully right. She should never go away, but maybe for the “hardcores” its an idea to feel like a total stranger, if you set fetish and “likeness” to 0, she only resists and want to get home, at 100 she scream for more. But I don’t know how to set more than 0 and 1. For me personally its no fast need for this idea. I would see more scenes and fetish ;) I believe in your ideas and maybe if you give us a demo of your Idea, I can say more for it. Cheers

PlaceboX

Looking at Honey Select should give you some ideas, I think they handled it pretty well.

J R

Wow! Nice read! and some very valid points! Thanks, this is the kind of feedback we want! more please :D What if there would be a Mood attribute called 'Willing to comply' and depending on that one, the character will act based on its mood.. So please the character the way she wants and she is more reluctant to undergo stuff even if she doesn't like it (Sounds a bit like a paradox :)). It's going to be a challenge to find a balance between giving the player what he wants compared to the character what she wants. Sometimes the experience you want is to 'win' over the girl right? EDIT: that willing to comply feature could be optional... if you want to play the game without having to think about the needs of your character turn it off, and she will always act however you want her to act in some extent.

Citor3 Entertainment Studio

I think it's important for you to consider the experience. That is, I think the personality should direct the expressions, and to a limited extent the behavior of the character. Let's take your example of the whip / fetish. In that scenario, the user is dominant, the character is submissive. If her fetish score is 0, she should be unhappy, maybe having a sad expression, or reluctant to participate, but she shouldn't "walk away from you". Otherwise you risk the user serving the game, and changing their behavior to suite the game as apposed to enjoying the game how they want. Scenario 1: dominant user whips character with fetish score 0--> character looks sad --> whip --> character says "please don't do that" --> user being dominant whips again, "you'll take what your given" --> character walks away. Hmmm Play that back again with the character reluctantly taking the punishment they don't like. In short, the characters personaility need to be bound by the context of the scenario. If the scenario deems them more submissive, there personality should add replay value by guiding the way the scenario plays out--but it shouldn't abort it. Take for example the flip. Where the user is submissive and the character dominant. Depending on a "dominance" trait, the character may demand absolute submission (you must complete the task or instructions the character gave you if you want to proceed), or tolerate some variance (if an instruction is ignored she may say, "I'll let it go this time, but don't push your luck little man"). The basic principle is that the user should be able to get the experience they want, not be forced to meet x, y, and z to trigger the scenario. The personality should just add variety and replayability

EC


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