Difference between revisions of "Artificial Academy/Gameplay"
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Revision as of 17:41, 31 August 2012
Contents
- First Button to create new class. A class must be created and named in order to play. The Character Maker provides a pre-made class to play with.
- Second Button to load previous class.
- Third Button to edit sound/voice options.
- Fourth Button to quit game.
Your Bedroom
Here is where you begin and end every school day. You have the following options:
- Lower left blue button - exits the game, with confirmation dialog
- Lower right blue - quit to main menu, with confirmation dialog
- Lower right tile - at night continues to morning, in morning begins school day
- Upper right class book - display classroom, with varying configuration options depending on night or day
Save/Load Class
The game doesn't automatically save. The only known way to save is wait for the school day to finish.At night time, the save and load buttons appear beside the exit buttons. Any unsaved progress will be lost on quitting the game. Loading a class will return to your bedroom at night, the same time and day that was last saved.
Your Classroom..
This displays a top-down diagram of the class seating arrangement; each box represents an empty desk, or the student who is seated there. Buttons that appear beneath the desk arrangement:
- Rankings - Displays top 3 in various activities, more explained here.
- Leaderboards - Displays full class rankings in Popularity, Athletics and Study
- Club - Set club for the selected student. This determines which sport the student practices and in which club.
- Uniform - Customize uniform for selected student (female only, male uniforms cannot be configured.) This can also be used to set a standard uniform for all students.
- Transfer out - Removes student from any occupied desk selected. The student will be removed from the class save file, and all stats will be lost.
- Transfer in - Adds student to an empty desk from a selection menu of students in Character Maker data.
- Fill class - Fills all empty desks semi-randomly with students in Character Maker data.
Rankings and Leaderboards can be viewed nighttime or morning, but the configuration buttons only appear at night. It is important to understand that characters created with the Editor only funtion as a template at class creation: any changes made afterwards, both inside the Editor or to class members has no effect on the other. Completely un-visible to the player the game also assigns a set of AI-behavior to the added classmembers to prevent two or more characters of the same type acting the same, which most likely would happen when choosing several males, since there are only five types to choose from.
View/Select Character
The active character — the one that will be played during the school day — is marked with a star, and can be changed only in the morning by selecting any other student. Selecting a student at any time will show a heart if that student is in a love relationship, along with a heart above their partner(s).
The School Day
The school day begins at the river bank approaching school.
General Controls
Top Buttons
- The top buttons are for group activites. See Group Interactions below.
Right Buttons
- Select Character (book):
- Select a specific classmate to target. You will automatically run to and interact with that classmate.
- Note : The A and S keys, and the mousewheel, can also be used to select an other character in the current scene.
- Go to location (school building and compass)
- Move your character to a specific location. You will choose this on the map after selecting this option.
- Interact (running figure)
- Run to and interact with your current target classmate, shown in the upper left corner. A target can be selected from the class book, or use the mousewheel to scroll through nearby classmates.
- Stop (standing figure)
- Stops your character.
- Follow (two running figures)
- Follow someone around, but don't interact with them.
- Interrupt / Compete (pink icon)
- This toggle controls how you approach characters who are already interacting. [Important note: To Interrupt, target either character, to Compete, target who you want to chase away].
- Interrupt mode splits the target character away from whoever they're interacting with. Either character with a "Friends" or better relationship toward the other will reduce disposition toward you.
- Compete mode competes with target character for the attention of the other, and force the third party to choose. The character with the higher disposition rating will be chosen (in case of a tie, other factors such as preferences and reciprocal disposition may determine.) The character chosen will have increased disposition and bad moods will be cleared; the rejected character will enter a bad mood (anger or depression.) If "both" are chosen, the challenger will still suffer a bad mood, while the other will be cleared of moods.
- Move to next period (bottom right button)
- End the current free time and move to the next period of the day. The text on the icon will change depending on what the next period is.
Camera Controls
The camera cannot be adjusted in world view, but during dialogs after pressing the SPACE bar and in H-scenes the camera can be moved with the mouse or keyboard:
- Rotate - Left-Click
- Pan Up/Down - Right-Click and drag up and down
- Pan Left/Right - Both-Click and drag left and right
- Zoom on center - Mousewheel or Right-Click and drag left and right
- Move center In/Out - Both-Click and drag up and down
- Reset Camera - 'R' key. Resets view on target character(s). In H-Scenes this will reset to a different point-of-view depending on the subposition chosen.
- Focus on Face/Breast/Waist - Left-Click on body part when cursor arrow turns green. This resets the camera center on that position.
- Take Screenshot - PRT SCR key; saves a .bmp image of the current camera view in data/cap folder.
The 'A' key is labeled "Change Target", but simply pulls the camera back in intervals, while 'S' moves forward in intervals.
Display Options
Numbered 1-0, these toggle on and off rendering of visual features in interactions and H-mode, some of them self-explanatory.
- 1 - Show Self: Show/hide active character. H-mode only.
- 2 - Show Penis: Active character's penis/dildo. H-mode only.
- 3 - Show Partner. H-mode only.
- 4 - Show Partner's Penis. H-mode only.
- 5 - Show Background: Show/hide characters in the current room outside H. Can reduce distractions and provide better screenshots, but hiding figures also conceals other characters entering during H. H-mode only.
- 6 - Show Shadows: Can reduce render processing, speed up framerates by removing shadow textures. If the performance boost is significant, you may consider lowering texture resolution or removing shadow textures set in the launcher's custom configuration, second tab.
- 7 - Show Cel Shading: Interior figure shadowing, heightens depth and dimension of characters. Uses same texture size as shadows. Removing can also improve performance.
- 8 - Show Outlines: Show or remove line-art emulation on figure edges. Outlines can accentuate low anti-aliasing settings, and removing them may smooth model appearance with no processing cost.
- 9 - Show Center Crosshair: Show/hide camera's focus when using Camera Controls.
- 0 - Focus on Selected Body Part: Enable/disable focusing on body by Left-Clicking. The cursor will not turn green over body parts when this is disabled. H-mode only.
Time
The day is divided into four phases:
- Study
- Lunch
- Practice
- After school/Go home
You can do special actions with the girls in each phase, like invite her to go study with you in the study phase or have lunch with her in the lunch phase. The bell will toll at the end of each time period and you assemble in the class or end up in your home after school. You can always end a part of the day by clicking the yellow button in the bottom right corner.
Time in each phase passes in realtime, even when alt-tabbed out of the application, but pauses in configuration menu, the ESC help display, and map and character selection menus. After a long period, each day phase will automatically end. Most interactions initiated by the player will speed up the passage of time, with "big" activities like lunch, practice, study, and especially H taking up a larger chunk of time.
During each period, the player starts with 200 action points, which represent time. Here are actions and point costs (incomplete):
Action | Cost |
---|---|
Group activity (study, lunch, practice) | 40 |
Activity (study, lunch, practice) | 20 |
Talk about love/sex/studying/sports | 2 |
Initiate conversation | 1 |
Go to person | 1 |
Go to location | 1 |
Initiate H-scene | 50 |
Hug | 5 |
Kiss | 10 |
Fondle | 10 |
Confess or Break Up (successful) | 150 |
Confess or Break Up (unsuccessful) | 0 |
Other actions: Enter bathroom or changing room with another person: 2 (entering alone uses 0 points)
Check Jizhou statue: half remaining points (if you do this at the start of a period, you use 100 points!)
The cost for initiating conversation with a character who is occupied will still be applied. This happens when they're involved in a competition, in a fight or during their cool-down after losing one.
If an NPC initiates a conversation, no points are used up. Even if the player is asked to go to a group study/practice/lunch and accepts, 0 points are deducted.
One consequence of this system governing passage of time is that idling will allow NPCs to take a larger number of actions per turn than would normally be able to. Since the NPCs interact at a much slower pace than the player is capable of doing, this may be a good way to allow their relationships to "catch up" to a level that will make things more interesting. Since time passes while traveling and during H-scenes, slow moving player characters and extended H-scenes allow for the NPC interaction as well.
Map
The most important feature of the map is that it has has some areas that are reserved for a certain gender. This is useful if you want find a place where you and your partner can be in peace.
- Black writing: Entry to all.
- Blue writing: Male entry only, applies to change rooms.
- Red writing: Female entry only, applies to change rooms.
When going to a location the character will go along the path marked on the map going through all the locations on the way. Your speed is determined by the level of your character's athletic skill as well as personality, for instance a male that is Manly and has maximum athletic skill will move insanely fast. Warning: Having a high speed is a double-edged sword because you are not able to stop the character before he runs into the girl's bathroom/locker. It will hurt your reputation and relations with the girls if you do not respect their privacy, so caution with high speeds is highly recommended.
The character may get stopped by other characters on other locations on the way to his destination.
Interaction
To interact, select a character from the class book, or click "Move to target" for the target already selected. You will be given a choice of 24 actions to select within 20-30 seconds or "Nevermind" will be selected by default. Blue represents normal actions while pink represents romantic/H actions.
Pressing the SPACE bar during any interactions delays the timing of that interaction, but does not pause any background activity, and other characters may still interrupt, for better or worse.
For each action, the percentage displayed in the upper left corner represents the success rate of that action, based on that character's disposition and factors in quirks of the personality type and subconscious traits, bad moods, and for some actions, horniness, location and others present. Actual success or failure is only known from the character's reactions; though some personality types are more direct and some more ambiguous, familiarity with their responses becomes a guide to interpreting them.
Classmates will initiate the same actions on others at percentage chances dependent on similar factors. When they interact with the active character, you will be given the choice of approving (blue button) or rejecting (red button). If faced with characters competing for your attention, the blue and red buttons appear over the ones to select, with the purple for "I don't know" beneath.
Keep in mind that interaction is basically a one way communication: a question and an answer. The game keeps different info stored based on who took the initiative. In this way it is possible that one NPC regular talks with you about love or sex, while on the other hand doesn't hardly allow any talk on your initiative. This mechanism also explains why getting a negative responce isn't always bad, being on the NPC interests list can still improve relationships indirectly over time.
Next to the actual current state of the relationship mood has a huge impact on the outcome and it is therefore wise to pay attention to the background music and in case of a doubt first ask a person how to they feel. Current mood functions more or less as a bonus or modifier, which means that it can improve or decrease the result, but it will never change a 'like each other' state into a 'hate' or 'dislike'.
Normal Actions
Normal actions are indicated with blue icons.
Ask about someone (question mark with figure of a person): Asks the character their opinion of a classmate. The percentage shown indicates their approval of that person. If their approval of you is too low, however, they may not be willing to tell you anything. | |||||||||
How are you (question mark over graph): Asks the classmate how they are doing. The percentage shown indicates their current mood and attitude toward you. The character will also indicate if they are sad or angry, giving you a hint of when to use the Calm/Cheer actions. | |||||||||
Calm (cup of tea): Can be used when you do something to make a classmate angry to avoid losing approval. Often useful on Irritable characters. | |||||||||
File:Cheer.jpg | Cheer (thumbs up): Can be used to cheer up a classmate after rejecting their confession to avoid losing approval. Can also be used to cheer up a classmate if you choose the opposing classmate in a standoff. Often useful on Negative characters. | ||||||||
Talk about studies (open book): Is most useful when combined with the "Study Together" action and with characters who have a high education level. | |||||||||
Talk about sports (sports equipment): Is most useful when combined with the "Practice Together" button and with characters who have a high athletic ability. | |||||||||
Talk about love (girl holding heart): Can help to move a relationship beyond just friendship and Is more effective after doing activities together.Can also increase the likelyhood that a classmate will accept Hug/Kiss actions. A high resulting percentage indicates a good chance. Works best on classmates with high virtue. | |||||||||
Talk about sex (male/female symbols): Increases both speaker and target character's horniness.Horniness increases success rate of H actions, which any character may take advantage of. A character with high enough horniness may take the initiative to attempt their own H actions. A high resulting percentage indicates a good chance.Works best on classmates with low virtue or high disposition. | |||||||||
Point out someone (figure of person inside eye): Increase the chance of the classmate interacting with the person being pointed out.Can increase your approval with the classmate when pointing out someone they like.This button is very important for managing other classmate's relationships. | |||||||||
Confess (heart): Use it to confess to a character. If they agree you will become a couple.Using the "Talk about Love" or "Talk about sex" actions beforehand may increase the chances of them accepting. | |||||||||
Nevermind (quotes with triple dots): Exits the menu without choosing an action. | |||||||||
Follow me button (duck): Asks the character to follow you.Can be used to bring a character to a 'safe' location to ask for H actions. | |||||||||
Go Here Later (clock): Asks a character to go to a specific location during next period.Has a higher success rate than "Follow me".Speaking with the character at that location next period grants a huge increase to disposition, whether you meet them there or bring them there yourself. The same applies if another character asks you to meet them later. | |||||||||
Go away (door): Asks the character to leave the location. | |||||||||
Point out behaviour (green rectangle): Reduces target's horniness; the reverse effect of talking about sex. | |||||||||
Insult someone (building): Insults another classmate. May decrease the target's opinion of that classmate, but could very easily backfire and decrease their opinion of you. Its most powerfull use is when someone interrupts you when talking or doing H. Use it on the character you were engaged with to insult the character who interupted you. Use it wisely as this is a double edged sword. | |||||||||
Fight (middle finger): Fights another character. Can be used on your rivals if they get too close to one of your love interests. | |||||||||
Do Activities Together: This button changes depending on the time of day. Doing activities together increases your relationship.
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H Actions
H Actions are indicated with a pink icon.
Using the "Talk about love/sex" action beforehand can increase the chance of success with H actions. Also, chances are greatly increased by asking while the classmate is in a horny mood, which is indicated with the "sexy" background music.
Note that if either you or your classmate's sexual orientation is incompatible, attempts to have sex will absolutely fail, even when getting a high responce.
Hug (black and white cherubs) :Hug the character. | |
File:H kiss.jpg | Kiss (lips) :Kiss the character. |
Grope (hand reaching for skirt) :touch the character. A random action is choosen between touching private parts, caress the breast(-s) or patting the head | |
Do something to me (pink 'M' shaped arrow): Asks the character to do something to you. If successful, enters H-mode with that character in an active position. | |
Let me do something to you (blue 'S' shaped arrow): Tries to do something to the classmate. If successful, enters H-mode with that character in a passive position. | |
Come home with me (house): Asks the character to come to your house for sex. Your house is considered the ultimate 'safe' location. All sexual positions will be available and the classmate will be much more likely to be fully naked during sex. Is only available at the end of the day, after club activities are over. It is possible to use this action two times after each other, for example with both partners, but only when the first session didn't consume too much time. |
Group Actions
Group actions are performed with the three blue buttons at the top of the normal gameplay screen. These actions are used to promote socializing among large groups of classmates.
Everyone come here :
- Asks every classmate in the game to come to your location. Gathering classmates together in one place increases the chances they will interact with each other.
Point someone out to everyone :
- Works the same as "Point someone out", but affects everyone in your location.
Do Activities Together :
- Works the same as the Do Activities Together button in the interaction menu, but asks everyone in the location.
NPC Relations
When the day is over and you're back in your room you can check the relations of all the characters. Click on the classbook (top right). If you click on a character, you see a heart icon next to their picture if he/she is in a relationship. (Although NPC's can start sex without being lovers). This gives a brief view of classmates' relationships; for more detail you would have to start the day from different characters and click on the jinzou statue on entering the map. Be aware that the statue only shows each classmate's opinion of your current character. Your character may have a different opinion of them.
Character Dispositions
During the game you will probably want to know more about the character dispositions, i.e. how the characters feel about each other. One tip is to ask "How are you" to the person you're interested in. The % you see from answer will roughly tell you how his/her relation is to you. If it is above 100% he/she likes you, less than 50% and he/she couldn't care less about you.
You can get a better picture of the relations between all the characters in the class by pressing on the jinzou statue.
- Purple: Indicates hate 0
- Dark Blue: Indicates distant 1-3
- Cyan: Indicates stranger 4-6
- Green: Indicates friend 7-9
- Yellow: Indicates close friend 10-12
- Pink: Indicates that the char is infatuated 13-14
- Red: In a love relationship 0-14 (see below)
The following labels based on Raiko and Sogekihei's UI translation.
Purple:
- "Needs to die": Worst case of hate. The character will answer negatively to almost everything you say.
- "Normalfag": When disposition has been driven down by seeing the character in sex.
- "Can go to hell": This character has been left in an angry mood by the active character, and may soon pick a fight.
- "My nemesis": Happens when 2 classmates fight often.
Blue:
- "Who?": The lack of interaction with someone lead to this.
- "Whore!": Happens when a character see another having sex.
- "Wrong gender": Preferences might match, but gender/orientation doesn't.
- "Piece of shit": Close to hate, the reasons are the same, too: lack of interaction, interruption, fight, etc.
Cyan:
- "Whatever": Don't know each other and tastes don't really match.
- "No idea": Don't know each other but could be able to be friends.
Green:
- "Classmates": Know each other a bit, plain friendship.
- "Great fellow!": Good Friendship, the relation could easily rise to another level.
- "I might like them": Like it says, the character is clearly interested.
- Sexfriend: Happens when you have sex with someone while their thought is still green. (need the perverted trait and a low virtue)
Yellow:
- "Friend": Happens when two character are close but one is not interested (often happens with a character straight and the other gay or bi)
- More like lover than friend...: In that state sex is possible with some effort and confession can succeed.
- Want to lick you: The character is sexually attired.
- "I'm horny"!: Even more than "Want to lick you" this trait can lead to sex.
Pink:
- "Close friend": like "Friend" this one happens a lot with characters who are close but not interested.
- "Must be love!": This is the highest relationship if this character is an incompatible gender/orientation, or has maximum virtue and is already in a relationship.
- "Wanna have sex!": Happens when you have sex with someone but don't step up to an official relationship.
- "Like an angel": Happens when someone is really interested and close to the player, they can come and confess or ask for sex in this state.
Red:
- "Current Lover": Love has fallen below 13, and they may choose to break up the lower their Love drops. This state also gives a high success rate for breaking up with them. Note that a simple mood can put a character in this state, and can be cleared up as easily.
- "MAI WAIFU": Best love relationship.
- "No Cheating!": They have seen your character in intimate contact with another character; in this status they will pursue, compete for attention, and offer sex more often. However, when taken home, will be at minimum horniness and clothed [needs more verification.] Characters who have this status with the active character will take steps to make it up to them, if their disposition is still high enough. But take care, this can mask a "Current Lover" disposition.
- "I'll get you!": Any character with the Evil trait will kill their lover rather than break up. It's still possible to bring the relationship back up to a survival level, but any encounter with the Evil character may trigger the murder in the attempt.
Murder
Under specific conditions a character may be able to kill another. If your current player character is murdered, the screen will flash red and you'll be kicked back to the title screen. If it's anyone else, a day will pass after the red flash. The victim's table will have flowers on it, and handcuffs will be at the suspects table (You can reassign people to them).
Any character with the Evil trait will commit murder rather than break up with a lover. If the Evil character is left for too long or if their disposition drops sharply enough to cause a break-up, such as an attack from their lover, or rejection in favor of rival competitor, the murder can happen on any future encounter between the murderer and intended victim.
It is possible to improve a relationship enough to clear murderous intent, though it becomes less possible as the killer's disposition toward the victim drops toward 0%. Murder can also be prevented from the start of the day by removing potential victim or killer from the class, clearing the relationship data. The murder will be postponed while playing the murderer as main character, and breaking up with the victim will prevent it completely. Attempting to break up with the murderer while playing the victim will lead to instant death and return to main menu.
Rankings
The Top Students rankings are as follows from left to right
- Confessions Received : Who received the most confessions of love (accepted or not.)
- Rejected Confessions: Who confessed the most and was rejected.
- Most Partners: Who has had the most relationships.
- Most Sexual Encounters: Who has had sex the most.
- Virgins Deflowered: Who has had sex with the most virgins.
- Changing Room Invaders: Who has gone in the opposite sex's locker-room/bathroom more often.
- Most Fights Won: Who has won the most fistfights.