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Cooking in game.
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[quote][b][/b] wrote: Well, in all technicality, a cooking mechanism could be made with variables. Since this is a life simulation game you're working on, you could do it similar to the Sims games: In the Sims 2, the fridge object has what the game classifies as "Food points". this is a value that dictates exactly how much food is in the fridge and is available. Every type of food removes a few points (ghosts can reduce the points by eating out of the fridge while haunting). What you could do is this: When you click on a 2D overlay which would say "Eat food" have it set the "food point" variable to a lower amount. For the cooking aspect? Easy. Just have it work like, yet again, Sims 2 via skill points. Basically the points will enable or disable certain foods which the player can cook. For the actual "filling" portion of the meal, just have it increment the food meter by a specified amount and have it do that many times in a "Do something later" sequence. and at the last "do something later" event, make it hide or delete the food mesh. A life simulator game is going to be a challenge if you want pathfinding! I was working on a Sims 2 remake back in January of this year and I concluded that I need to make it like the console version of the game (control the Sims directly and walk around the house / etc..)[/quote]
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