inadeepstate wrote: ↑Wed Nov 03, 2021 5:31 pm
Hi. What is the difference between this “game” and a video download with a beat meter?
...
Sorry if this is a dumb question but i don’t know what is different about this compared to a video file.
No, that's a good question. I should probably explain it better in the first post.
I've got the idea for this game from AndyP's randomizer which was my primary way to play CH videos for many years now. The only issue was that even tho I still enjoyed playing through my favorite rounds
many times over, I've memorized all the beat patterns and the excitement of unpredictability which is a huge part of CH was gone.
Hence - the randomized beat meter in CH Replay.
I've also always loved taunts in CH videos, even tho they are not that popular. So I came up with a randomized/procedurally generated taunts for CH Replay to keep the replayability high.
Here is very interesting dev talk that inspired me:
https://www.youtube.com/watch?v=tAbBID3N64A
I've developed somewhat simplified and modified version of that and experimented with it here before implementing it in CH Replay:
viewtopic.php?f=26&t=23131
The idea of keyword substitution in taunts was suggested to me by desertfox and inspired by TeaseAI.
The other advantage of this game over classic CH videos is interactivity.
So for instance, there is a session setup, where you can choose length, difficulty and type of content that you want to watch today.
CYOA platform offers some very interesting opportunities that I would love to see explored by other authors. Again, the best way I can describe CYOA is "GuideMe for cock hero videos".
Overall, I would say there are both advantages and disadvantages to both classic CH video vs something like this game.
fragrantEmulsion wrote: ↑Wed Nov 03, 2021 7:03 pm
The beats, taunts, and order of rounds are randomized. Well it isn't truly random, because the rounds are weighted.
For example, if you selected a "hard" playthrough, it would have faster beats and more intense content.
- So the rounds are actually not weighted. I haven't found an objective way to "measure" their difficulty based on the visuals. So difficulty setting doesn't modify which rounds you will or will not see.
- Beat patterns are weighted. Harded difficulties have generally faster beats, but it's all probablilstic, so not guaranteed. But with enough segments, rounds and sessions it results in what you would statistically expect.
I was thinking about using weights and some rules to ensure the "correct" difficulty but it leads to issues with code complexity, hard balancing, less variety and rounds having uneven probability to spawn (which could cause all sorts of problems).
I agree I should probably explain more, but I'm not sure how much info about the game I should dump on people in the first post. I don't want them to see a wall of text and say to themselves: "Nah, I'm not reading a novel before I can download some game." :D
But maybe I could do more in-depth explanation in my reserved, second post in this thread for people who are interested in the mechanics and how it all works.
Let me know if you all would like it. But it may take some time before I write it all down.
P.S.
Everyone, help with seeding if you can. Thank you.