that's a hard oneby ERIK (no login)
But I think all of the vague feelings we have (where hapiness is one of them) are hard to simulate in something so exact as a computer simulation. But I'll give it a try. The character has a list of needs. some are very basic like food, but others are different on each person. when the basic needs are satisfied than the hapiness counter is set to zero. Then all the needs that are satisfied increase this score till all of them are satisfied. then someone is really happy. The rate of happiness can affect that characters behaviour in a variety of things often positive. Being happy helps the character but still it's not his / her primary target.
(damn never thought things like this were so hard to write down in english)
|Response Title||Author and Date|
|Re: that's a hard one||GreenMan on Sep 8|
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