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Post by goran on Sept 3, 2016 4:43:02 GMT -5
It's a problem with a lot of possible details/technicalities to take into account. The easiest way to deal with it though would be to limit the percentage distribution for each body part/region to a "reasonable" range while still requiring it all to add up to 100%. My thought would be to split the body into three parts, chest, belly, hips, and assign each a given percentage, so a slight pear would be ~32/32/36% (1.0/1.0/1.1), while an extreme strawberry (inverted triangle) would be ~40/32/28% (1.5/1.2/1.0). I'd also thought about how to make it so certain body conditions affect certain stats (so for example your speed is affect by the weight around your hips), but ran into an issue of being unable to decide between chest or belly for strength and dexterity.
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Post by Kazan on Sept 3, 2016 17:05:09 GMT -5
Similar idea. I'm just debating how worth it would be to implement. Either way, it's not really a priority at the moment.
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Post by Sinner on Sept 3, 2016 23:21:54 GMT -5
It's a problem with a lot of possible details/technicalities to take into account. The easiest way to deal with it though would be to limit the percentage distribution for each body part/region to a "reasonable" range while still requiring it all to add up to 100%. Mmm. Having reasonable anatomical balance within terms of the nonsensical fetish? Tis a challenge.
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Post by serathinian on Sept 3, 2016 23:37:59 GMT -5
It's a problem with a lot of possible details/technicalities to take into account. The easiest way to deal with it though would be to limit the percentage distribution for each body part/region to a "reasonable" range while still requiring it all to add up to 100%. Mmm. Having reasonable anatomical balance within terms of the nonsensical fetish? Tis a challenge. I wouldn't call it nonsensical. Gainers, feeders, etc all exist IRL. Also bad fat proportions ruin immersion.
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Post by Kazan on Sept 4, 2016 2:10:33 GMT -5
Also bad fat proportions ruin immersion. This. Since this is more of plot-driven than fetish-driven game (though debatable...), it would likely be best and easiest to just implicitly keep all descriptions and such to my own tastes.
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Post by serathinian on Sept 4, 2016 19:54:07 GMT -5
Speaking of Noone's RPG, I made a post on WeightGaming posting the source code and a user named " sanity.exe" has expressed interest in modding the game.
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Post by serathinian on Sept 7, 2016 19:05:55 GMT -5
Maybe you could use the BMI formula when dealing with the fatness numbers. It's easier to get an idea of someone's size that way since it factors in height and weight. It basically goes like this...
20 = Underweight 25 = Normal Weight 30 = Overweight (Chubby) 35 = Obese (Class 1) 40 = Obese (Class 2) Over 40 = Morbidly Obese
I don't know if it factors muscle though.
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Post by Kazan on Sept 7, 2016 21:00:38 GMT -5
Maybe you could use the BMI formula when dealing with the fatness numbers. It's easier to get an idea of someone's size that way since it factors in height and weight. It basically goes like this... 20 = Underweight 25 = Normal Weight 30 = Overweight (Chubby) 35 = Obese (Class 1) 40 = Obese (Class 2) Over 40 = Morbidly Obese I don't know if it factors muscle though. It definitely does not take muscle into account. It's the biggest problem with using BMI in reality, but BMI is only really used in the context of fat people.
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Post by serathinian on Sept 7, 2016 23:42:31 GMT -5
I guess it depends on how you handle the variables. The muscle could be added after the BMI is calculated.
Let's say someone has 0 muscles and is 5'6. They start at 150 pounds, which is gives a BMI of 24 which is near the average score.
Later in the game this person gain 150 pounds, the same amount as his original weight. This puts them at 300 pounds with a BMI of around 48, which is well passed the morbidly obese threshold.
Now we have to figure out how to add muscle. Here's a my idea:
When the game adds muscle weight it only contributes to overall weight but is excluded from the BMI. Essentially the game checks your weight from your fat alone and uses your height to calculate your BMI from that. Then after calculating the BMI it essentially calculates how your fat your character is before adding muscle. When the muscle is added it's put on the character's weight and their body description changes accordingly.
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Post by goran on Sept 8, 2016 3:48:18 GMT -5
IMO you could easily work other stats in, so Strength measures the amount of muscles in the upper body (waist and above), while Agility measures the amount of muscle in your lower body (below the waist) so muscles are counted as a sum of the two. One issue there though is that Strength an Agility both start out with a value of 5, while Fat starts out with a value of 15. So I'd say that most of the stats have to be adjusted upwards (perhaps to 15) to begin with. Of course, you also have to factor in 'fixed' weights, like the skeleton and organs.
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Post by serathinian on Sept 9, 2016 0:39:40 GMT -5
When it comes to natural weight like bones and organs I think we can call that the Base Weight (BW).
Short of a mechanic that changes height your BW can not be changed. Different species can have different BW depending on their natural size. Now even the most fit of people have fat in their body so you'd have to have a starting amount of fat that doesn't contribute to BW.
BW + Fat = BMI BMI + Muscle = Overall Weight
A taller character obviously has a higher BW. So the taller you are the more fat you need to reach obesity. Muscle does not contribute to BW.
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Post by Kazan on Sept 9, 2016 1:32:07 GMT -5
The reason fat starts at 15 is that it's not a stat you gain from leveling up, and it operates at a different scale than the others because fat is obviously a stat that's gonna get significantly higher than anything else. There's already a formula that calculates your weight. It's based on Hamwi's formula for ideal weight as a baseline with additions for strength, fat, and current capacity. There's obviously room for (and there definitely will be) some tuning, but this is it as it currently stands: // Based on the Hamwi formula for ideal weight. x2.2 to convert from kilograms. Currently only calculates male weight. Player.derivedStats["weight"] = 2.2 * (48 + 2.7 * (Player.height - 60)) + 0.5 * Player.stats["str"] + Player.fat + 0.03 * Player.resources["currCapacity"]; Muscle doesn't even need to be taken into account for descriptions after the player is fat enough since it'll all just be buried under the fat anyway. I'm not gonna bother with details on muscle implementation simply because that's not one of the features of this game. Also, that would just make a custom fat distribution system, should it ever happen, more complicated.
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Post by serathinian on Sept 9, 2016 12:41:34 GMT -5
That actually makes more sense. You can just have strength make the fat less encumbering without making someone muscular.
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