So ODing on vitamin C seems to be an effective strategy (or placebo), because I'm feeling better today. Still surrounded by tissues, but now they're productive tissues, because I was able to spend the 5 of the last 8 hours coding. (The rest was Discord, game art stuff, and debugging.)
I got some neat stuff done, like the functions that determine changes to arousal, satisfaction, and related stats over time. Because it's me, it's not just a simple tick, it integrates a lot of different factors and is semi-randomized. (for example, satisfaction will decrease faster if you're an exhibitionist and are fully clothed in public.) I also finished the code for "waking up" in the morning. It has to check whether it's a work day, or if it isn't a work day, if you set your alarm to wake up. Then check if you sleep in based on about 20 items, with a cumulative and proportional chance of oversleeping. If you do oversleep, it calculates by how much. For days without work, it checks most of those same items to see how long you sleep.
It may seem like overkill, but it's an important part of making an open-world game that actually responds to the player's situation. (Not to mention being more realistic.) By building the game mechanics into the core functions of the game, it also allows us to focus on the interesting things when adding content, rather than doing the same things over and over in regard to game mechanics. Exhibitionism is a great example: we don't need to tack on mechanics later on, or worry about whether scene X should be adding arousal due to being outside, because it's already taken care of as a basic part of the framework.
I'm going to go eat something, take some more vitamin C, and start working a new section of code. :)
Code to increment basic arousal (15 minute tick)

Okay, I know it's code, but it's some of the simplest code today, so bear with me a bit.
Arousal increases naturally, but since this is an ero game, it won't be going down on it's own. The important thing is to make arousal gain into a mechanic that makes sense, and that represents a specific PC's attributes and situation. The first part of this code checks for the PC's level of satisfaction; a frustrated character should have arousal build faster. Likewise, a character that has a high libido will see arousal increase faster as well. (Note that things like being a slut, etc, are already accounted for in the <<arousal>> function.)
The other thing to account for is something like diminishing returns. Going from arousal 0 to 1 should be easy, while becoming even more aroused when at arousal 10 should be hard. Because this is a mechanic that happens the entire time your character is awake, it should increase arousal, but not to the point that it's unmanageable. The second part of this code cubes your current arousal as part of a second random check to see if arousal increases. Going from arousal 1 to 2 is quite easy. Going from arousal 10 to 11 (for a libido 5 character) is only 1 in 100.
ThaumX
2017-09-27 02:15:01 +0000 UTCStudio Errilhl
2017-09-27 00:41:46 +0000 UTCSilverS
2017-09-26 23:53:50 +0000 UTCThaumX
2017-09-26 23:37:41 +0000 UTCThaumX
2017-09-26 23:36:06 +0000 UTCSilverS
2017-09-26 23:09:04 +0000 UTCThaumX
2017-09-26 23:08:13 +0000 UTCStudio Errilhl
2017-09-26 17:17:00 +0000 UTCNguyễn Viết Thái
2017-09-26 16:36:36 +0000 UTCThaumX
2017-09-26 10:06:18 +0000 UTCCeLezte
2017-09-26 08:53:30 +0000 UTC