User prompt
Move character traits 140 pixels below the image frames
User prompt
Move character traits 120 pixels below the image frames
User prompt
Move names 60 pixels below the image frames
User prompt
Move names 20 pixels below the image frames
User prompt
move names 20 pixels below squares
User prompt
Fit the selection frames vertically to the screen and increase the space between the top and bottom frames
User prompt
enlarge text and interface
User prompt
enlarge text and interface
Code edit (1 edits merged)
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User prompt
First Date Finesse
Initial prompt
First Date Finesse: A Simulation Game Concept This game, "First Date Finesse," challenges players to navigate the tricky waters of a first date by choosing the right approach for different personality types. Success is measured by a "Heart Meter" that fills up as the player makes good choices. Game Objective The player's goal is to successfully complete a first date by choosing dialogue options that resonate with their chosen date's personality, aiming to fill the Heart Meter to 100%. Game Mechanics Character Selection: Players choose one character from a limited pool (e.g., 5 girls, 5 boys). Each character has a hidden personality type. Date Scenario: A brief introductory scenario sets the scene for the date (e.g., coffee shop, park, restaurant). Dialogue Choices: The game presents a series of conversational prompts. For each prompt, the player is given 3-4 dialogue options. Heart Meter: This visual indicator (e.g., a heart icon that fills up) represents the date's growing affection or comfort. Positive Impact: Choosing the "right" dialogue option for the character's personality increases the Heart Meter. The amount of increase can vary based on how "right" the answer is (e.g., +10% for a perfect match, +5% for a good match). Negative Impact: Choosing the "wrong" dialogue option decreases the Heart Meter (e.g., -5% for a minor misstep, -10% for a major faux pas). The meter should never go below 0%. Character Reactions: After each dialogue choice, the date character should provide a subtle verbal or non-verbal reaction (e.g., "Oh, that's interesting," a smile, a slight frown) to give the player feedback, even before the Heart Meter updates. Game End: Win Condition: The game ends successfully if the Heart Meter reaches 100% within a set number of dialogue exchanges (e.g., 10-15 interactions). Lose Condition: The game ends unsuccessfully if the Heart Meter falls to 0% at any point, or if the player runs out of dialogue exchanges without reaching 100%. Replayability: Different character types and varied dialogue options ensure replayability. Character Archetypes (Examples) Here are 5 distinct character archetypes, each with their hidden personality traits and preferred communication styles: Girls: "The Adventurer" (Chloe): Character: Energetic, loves new experiences, enjoys talking about travel, outdoor activities, and taking risks. Values spontaneity and excitement. Can get bored easily by mundane topics. Dialogue Preference: Responds well to questions about dreams, past adventures, future plans, and anything that suggests excitement or a shared thrill. Dislikes overly cautious or pessimistic remarks. "The Intellectual" (Sophia): Character: Thoughtful, enjoys deep conversations, appreciates wit and intelligence. Interested in books, science, philosophy, and current events. Values genuine curiosity and respectful debate. Dialogue Preference: Responds positively to discussions about abstract ideas, challenging questions, sharing knowledge, and demonstrating a thoughtful perspective. Dislikes superficial small talk or overly simplistic opinions. "The Artist" (Mia): Character: Creative, sensitive, expressive, and often a bit bohemian. Appreciates beauty, art, music, and personal stories. Values authenticity and emotional connection. Dialogue Preference: Connects with discussions about passions, creative pursuits, emotions, and personal experiences. Appreciates compliments on their unique style or insights. Avoids anything that feels overly practical or dismissive of artistic endeavors. "The Reserved Professional" (Eleanor): Character: Poised, calm, and prefers a more formal and respectful approach initially. Values ambition, stability, and intelligence. Might open up more after trust is established. Dialogue Preference: Responds well to respectful inquiries about their career, goals, and well-thought-out opinions. Appreciates politeness and a steady, confident demeanor. Is put off by over-familiarity or overly casual remarks too early. "The Free Spirit" (Luna): Character: Laid-back, enjoys nature, community, and personal growth. Values authenticity, kindness, and a good sense of humor. Can be a bit quirky and appreciates those who don't take themselves too seriously. Dialogue Preference: Prefers light-hearted banter, discussions about personal values, nature, or sharing funny anecdotes. Enjoys someone who can laugh at themselves and isn't afraid to be a little unconventional. Dislikes pretentiousness or overly serious topics. Boys: "The Charmer" (Liam): Character: Confident, outgoing, enjoys making people laugh and being the center of attention. Values quick wit, playful banter, and someone who can keep up with their energy. Dialogue Preference: Responds well to playful teasing, compliments on their humor, and participation in light-hearted conversations. Dislikes overly serious or shy responses. "The Empathetic Listener" (Noah): Character: Kind, thoughtful, and genuinely interested in understanding others. Values deep connection, vulnerability, and someone who can share their feelings. Dialogue Preference: Appreciates open-ended questions about feelings, experiences, and personal stories. Responds positively to empathy and shared emotions. Is put off by dismissive or overly aggressive remarks. "The Visionary" (Ethan): Character: Ambitious, driven, and often focused on future goals or big ideas. Values intelligence, ambition, and someone who can understand or contribute to their vision. Dialogue Preference: Connects with discussions about aspirations, innovative ideas, and potential for growth. Appreciates someone who is knowledgeable and can offer insightful perspectives. Dislikes apathy or a lack of ambition. "The Quiet Observer" (Caleb): Character: Introverted, thoughtful, and perhaps a bit shy initially. Values genuine connection, sincerity, and someone who can make them feel comfortable enough to open up. Dialogue Preference: Responds best to gentle questions, topics that allow for reflection, and patience. Appreciates when the other person takes the lead in conversation but also listens carefully when they do speak. Is put off by overwhelming chattiness or pushiness. "The Outdoorsman" (Jake): Character: Practical, grounded, enjoys nature, sports, and physical activities. Values straightforwardness, honesty, and shared interests in the outdoors or healthy living. Dialogue Preference: Engages with discussions about hobbies, sports, outdoor adventures, or practical skills. Appreciates a direct and unpretentious manner. Dislikes overly dramatic or abstract conversations. Example Dialogue Flow (Chloe - The Adventurer) Scenario: You meet Chloe at a bustling coffee shop. Game Prompt: "So, what do you usually do for fun?" Option 1: "I mostly enjoy quiet evenings at home, reading a good book." (Heart Meter: ↓ - Minor misstep) Option 2: "I'm always looking for my next big adventure! Just last month, I went skydiving." (Heart Meter: ↑↑ - Perfect match) Option 3: "I work a lot, so honestly, I don't have much time for fun." (Heart Meter: ↓↓ - Major misstep) Game Prompt: Chloe recounts a thrilling story about hiking a difficult trail. "It was exhausting, but the view at the top was absolutely incredible!" Option 1: "That sounds like a lot of effort for just a view. I prefer comfort." (Heart Meter: ↓↓ - Major misstep) Option 2: "Wow, that's amazing! I'd love to hear more about your most challenging adventures." (Heart Meter: ↑↑ - Perfect match) Option 3: "I'm more of a city person myself, but good for you." (Heart Meter: ↓ - Minor misstep) Explaining this to an Artificial Intelligence To an AI, this game would be presented as a decision-making model with a hidden state (the date's personality). Here's how you'd explain it: "I want you to act as the game engine for 'First Date Finesse.' Your core task is to manage the interaction between the player and a chosen AI character, dynamically adjusting a 'Heart Meter' based on the player's dialogue choices. Here's what you need to know and do: Character Profiles (Hidden Data): I will provide you with a set of pre-defined character profiles for both girls and boys. Each profile will include: Name: (e.g., Chloe, Liam) Archetype: (e.g., The Adventurer, The Charmer) Core Traits: A list of keywords or descriptors defining their personality (e.g., spontaneous, energetic, witty, analytical). Preferred Topics: A list of subjects they enjoy discussing (e.g., travel, philosophy, art, career goals). Disliked Topics/Styles: A list of subjects or communication styles that put them off (e.g., mundane small talk, pessimism, aggression). Dialogue Response Weighting: For each preferred/disliked topic or style, assign a positive or negative numerical weight (e.g., {'adventure': +2, 'pessimism': -3}). Game State Variables: current_heart_meter: An integer value, initialized at 50% (or a starting value you define, e.g., 50 out of 100). dialogue_turn_count: An integer, initialized at 0, tracking how many dialogue exchanges have occurred. max_turns: A fixed integer (e.g., 10 or 15). Process for Each Turn: Player Selects Character: The player will choose one character. You (the AI) will load that character's hidden profile. Generate Prompt: Based on the dialogue_turn_count and the character's personality, generate a relevant conversational prompt or a follow-up to the player's last choice. Self-correction note for AI: Ensure variety in prompts and avoid repetition. Generate Dialogue Options: For the generated prompt, create 3-4 plausible dialogue options for the player. One option should be a "Perfect Match" for the character's preferences. One option should be a "Good Match" (slightly positive). One option should be a "Minor Misstep" (slightly negative). Optionally, one could be a "Major Faux Pas" (significantly negative). Player Chooses Option: The player will select one of the provided options. Evaluate Choice: Compare the chosen option against the chosen character's Dialogue Response Weighting and Core Traits. Calculate the change to current_heart_meter based on whether it's a perfect, good, minor, or major match/mismatch. current_heart_meter = max(0, min(100, current_heart_meter + change)) (Ensure meter stays between 0 and 100). Provide Character Reaction: Generate a brief, personality-appropriate verbal or non-verbal reaction from the date character based on the impact of the player's choice. Update and Display Heart Meter: Show the new current_heart_meter percentage to the player. Increment Turn Count: dialogue_turn_count += 1. Check Game End Conditions: If current_heart_meter >= 100, the player wins. If current_heart_meter <= 0 or dialogue_turn_count >= max_turns AND current_heart_meter < 100, the player loses.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function (name, type, responses) { var self = Container.call(this); self.characterName = name; self.personalityType = type; self.responses = responses; return self; }); var DialogueChoice = Container.expand(function (text, effect, callback) { var self = Container.call(this); var button = self.attachAsset('choiceButton', { anchorX: 0.5, anchorY: 0.5 }); var choiceText = new Text2(text, { size: 75, fill: 0x333333 }); choiceText.anchor.set(0.5, 0.5); self.addChild(choiceText); self.effect = effect; self.callback = callback; self.down = function () { LK.getSound('click').play(); self.callback(); }; return self; }); var HeartMeter = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('heartMeterBg', { anchorX: 0, anchorY: 0.5 }); var fill = self.attachAsset('heartMeterFill', { anchorX: 0, anchorY: 0.5, x: 5, y: 0 }); var label = new Text2("Heart Meter", { size: 70, fill: 0x333333 }); label.anchor.set(0.5, 0.5); label.x = 300; label.y = -50; self.addChild(label); var percentText = new Text2("50%", { size: 65, fill: 0x333333 }); percentText.anchor.set(0.5, 0.5); percentText.x = 300; percentText.y = 50; self.addChild(percentText); self.currentPercent = 50; self.updateMeter = function (newPercent) { self.currentPercent = Math.max(0, Math.min(100, newPercent)); var newWidth = self.currentPercent / 100 * 590; tween(fill, { width: newWidth }, { duration: 500 }); percentText.setText(self.currentPercent + "%"); if (self.currentPercent > 50) { tween(fill, { tint: 0xff69b4 }, { duration: 300 }); } else if (self.currentPercent < 30) { tween(fill, { tint: 0xff4444 }, { duration: 300 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0e6d2 }); /**** * Game Code ****/ // Game state variables var gameState = "characterSelect"; // "characterSelect", "dating", "gameOver" var selectedCharacter = null; var currentDialogue = 0; var heartMeter = null; var dialogueContainer = null; var characterPortrait = null; var dialogueText = null; var choicesContainer = null; // Character data with personality types and dialogue responses var characters = [ // Girls { name: "Emma", type: "The Intellectual", responses: { positive: ["That's fascinating!", "I love deep conversations!", "You're so thoughtful!"], negative: ["Hmm, okay...", "That's... interesting.", "I see..."], neutral: ["Tell me more.", "What do you think?", "That's nice."] } }, { name: "Sofia", type: "The Adventurer", responses: { positive: ["That sounds amazing!", "I'm up for anything!", "Let's do it!"], negative: ["That sounds boring...", "Not really my thing.", "Maybe something else?"], neutral: ["Could be fun.", "What else?", "Interesting..."] } }, { name: "Lily", type: "The Romantic", responses: { positive: ["How sweet!", "That's so romantic!", "You're amazing!"], negative: ["Oh...", "That's not very romantic.", "I was hoping for something else."], neutral: ["That's nice.", "What do you think about love?", "Tell me more."] } }, { name: "Maya", type: "The Creative", responses: { positive: ["That's so creative!", "I love artistic minds!", "Beautiful idea!"], negative: ["That's pretty conventional.", "Not very original.", "Hmm, okay."], neutral: ["Interesting perspective.", "What inspires you?", "That's nice."] } }, { name: "Zoe", type: "The Pragmatic", responses: { positive: ["That makes sense!", "Very practical!", "Good thinking!"], negative: ["That's not realistic.", "Seems impractical.", "I don't think so."], neutral: ["Maybe.", "What's your plan?", "Could work."] } }, // Boys { name: "Alex", type: "The Charmer", responses: { positive: ["You're incredible!", "I like your style!", "Smooth!"], negative: ["Try harder than that.", "Not impressed.", "Really?"], neutral: ["Not bad.", "What else you got?", "Interesting."] } }, { name: "Ryan", type: "The Athlete", responses: { positive: ["That's awesome!", "I respect that drive!", "Strong choice!"], negative: ["Not very active.", "That's weak.", "Come on..."], neutral: ["Cool.", "What's your game?", "Alright."] } }, { name: "Daniel", type: "The Sensitive", responses: { positive: ["That's beautiful.", "You understand me.", "So sweet..."], negative: ["That hurt...", "Why would you say that?", "That's harsh."], neutral: ["I appreciate that.", "Tell me how you feel.", "That's okay."] } }, { name: "Marcus", type: "The Ambitious", responses: { positive: ["Now we're talking!", "I like your ambition!", "Great goals!"], negative: ["Think bigger.", "That's not ambitious enough.", "Aim higher."], neutral: ["What's your plan?", "Interesting goal.", "Could work."] } }, { name: "Jake", type: "The Humorous", responses: { positive: ["Haha, you're funny!", "I love your humor!", "That's hilarious!"], negative: ["That's not funny.", "Try again.", "Seriously?"], neutral: ["Ha, okay.", "You're alright.", "Cute."] } }]; // Dialogue scenarios with different personality preferences var dialogueScenarios = [{ prompt: "So, what do you like to do for fun?", choices: [{ text: "I love reading philosophy books and having deep discussions", type: "intellectual", effect: 10 }, { text: "Rock climbing, skydiving, anything adventurous!", type: "adventurer", effect: 10 }, { text: "I enjoy creative hobbies like painting and writing poetry", type: "creative", effect: 10 }, { text: "Making people laugh with my amazing jokes!", type: "humorous", effect: 10 }] }, { prompt: "What's your ideal weekend?", choices: [{ text: "A romantic picnic under the stars", type: "romantic", effect: 8 }, { text: "Planning my next business venture", type: "ambitious", effect: 8 }, { text: "Hiking a challenging mountain trail", type: "athlete", effect: 8 }, { text: "Staying in and having meaningful conversations", type: "sensitive", effect: 8 }] }, { prompt: "If you could travel anywhere, where would you go?", choices: [{ text: "Paris - the city of love and romance", type: "romantic", effect: 7 }, { text: "The Amazon rainforest for an epic adventure", type: "adventurer", effect: 7 }, { text: "A library in Alexandria to study ancient texts", type: "intellectual", effect: 7 }, { text: "Wherever makes financial sense", type: "pragmatic", effect: 7 }] }, { prompt: "What's most important in a relationship?", choices: [{ text: "Deep emotional connection and understanding", type: "sensitive", effect: 9 }, { text: "Having fun and laughing together", type: "humorous", effect: 9 }, { text: "Supporting each other's dreams and ambitions", type: "ambitious", effect: 9 }, { text: "Practical compatibility and shared values", type: "pragmatic", effect: 9 }] }, { prompt: "How do you handle stress?", choices: [{ text: "I work out and stay physically active", type: "athlete", effect: 6 }, { text: "I express myself through art or creativity", type: "creative", effect: 6 }, { text: "I charm my way out of difficult situations", type: "charmer", effect: 6 }, { text: "I analyze the problem logically", type: "intellectual", effect: 6 }] }]; function createCharacterSelectScreen() { var title = new Text2("Choose Your Date", { size: 120, fill: 0x8B4513 }); title.anchor.set(0.5, 0.5); title.x = 1024; title.y = 200; game.addChild(title); var subtitle = new Text2("Each character has a unique personality to discover!", { size: 70, fill: 0xA0522D }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 1024; subtitle.y = 280; game.addChild(subtitle); // Create character selection buttons for (var i = 0; i < characters.length; i++) { var _char = characters[i]; var button = new Container(); var buttonBg = button.attachAsset('characterButton', { anchorX: 0.5, anchorY: 0.5 }); var nameText = new Text2(_char.name, { size: 75, fill: 0x654321 }); nameText.anchor.set(0.5, 0.5); nameText.y = 260; button.addChild(nameText); var typeText = new Text2(_char.type, { size: 50, fill: 0x8B4513 }); typeText.anchor.set(0.5, 0.5); typeText.y = 340; button.addChild(typeText); // Position buttons in grid var col = i % 5; var row = Math.floor(i / 5); button.x = 300 + col * 340; button.y = 600 + row * 800; // Store character reference button.characterData = _char; button.down = function () { LK.getSound('click').play(); selectedCharacter = this.characterData; startDatingScene(); }; game.addChild(button); } } function startDatingScene() { // Clear character select screen while (game.children.length > 0) { game.removeChild(game.children[0]); } gameState = "dating"; currentDialogue = 0; // Create dating scene UI var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Character portrait characterPortrait = game.attachAsset('characterPortrait', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 400 }); var nameLabel = new Text2(selectedCharacter.name, { size: 90, fill: 0x8B4513 }); nameLabel.anchor.set(0.5, 0.5); nameLabel.x = 1024; nameLabel.y = 180; game.addChild(nameLabel); var typeLabel = new Text2(selectedCharacter.type, { size: 65, fill: 0xA0522D }); typeLabel.anchor.set(0.5, 0.5); typeLabel.x = 1024; typeLabel.y = 230; game.addChild(typeLabel); // Heart meter heartMeter = new HeartMeter(); heartMeter.x = 724; heartMeter.y = 750; game.addChild(heartMeter); // Dialogue container dialogueContainer = new Container(); dialogueContainer.x = 1024; dialogueContainer.y = 1400; game.addChild(dialogueContainer); // Dialogue box var dialogueBox = dialogueContainer.attachAsset('dialogueBox', { anchorX: 0.5, anchorY: 0.5 }); dialogueText = new Text2("", { size: 70, fill: 0x333333 }); dialogueText.anchor.set(0.5, 0.5); dialogueContainer.addChild(dialogueText); // Choices container choicesContainer = new Container(); choicesContainer.x = 1024; choicesContainer.y = 1800; game.addChild(choicesContainer); showNextDialogue(); } function showNextDialogue() { if (currentDialogue >= dialogueScenarios.length) { endGame(); return; } var scenario = dialogueScenarios[currentDialogue]; dialogueText.setText(scenario.prompt); // Clear previous choices while (choicesContainer.children.length > 0) { choicesContainer.removeChild(choicesContainer.children[0]); } // Create choice buttons for (var i = 0; i < scenario.choices.length; i++) { var choice = scenario.choices[i]; var choiceButton = new DialogueChoice(choice.text, choice.effect, function (selectedChoice) { return function () { handleChoice(selectedChoice); }; }(choice)); choiceButton.y = i * 140; choicesContainer.addChild(choiceButton); } } function handleChoice(choice) { // Calculate heart meter change based on personality match var effect = 0; var responseType = "neutral"; // Check if choice matches character's personality type var personalityKey = selectedCharacter.type.toLowerCase().replace("the ", ""); if (choice.type === personalityKey) { effect = choice.effect; responseType = "positive"; LK.getSound('heartUp').play(); } else { effect = -Math.floor(choice.effect / 2); responseType = "negative"; LK.getSound('heartDown').play(); } // Update heart meter var newPercent = heartMeter.currentPercent + effect; heartMeter.updateMeter(newPercent); // Show character response var responses = selectedCharacter.responses[responseType]; var randomResponse = responses[Math.floor(Math.random() * responses.length)]; dialogueText.setText(randomResponse); // Check win/lose conditions if (heartMeter.currentPercent >= 100) { LK.setTimeout(function () { showWin(); }, 2000); return; } else if (heartMeter.currentPercent <= 0) { LK.setTimeout(function () { showLose(); }, 2000); return; } currentDialogue++; // Continue to next dialogue after delay LK.setTimeout(function () { showNextDialogue(); }, 2500); } function showWin() { LK.showYouWin(); } function showLose() { LK.showGameOver(); } function endGame() { if (heartMeter.currentPercent >= 100) { showWin(); } else { showLose(); } } // Initialize the game createCharacterSelectScreen();
===================================================================
--- original.js
+++ change.js
@@ -326,9 +326,9 @@
size: 50,
fill: 0x8B4513
});
typeText.anchor.set(0.5, 0.5);
- typeText.y = 320;
+ typeText.y = 340;
button.addChild(typeText);
// Position buttons in grid
var col = i % 5;
var row = Math.floor(i / 5);
an intellectual woman's profile photo. In-Game asset. 2d. High contrast. No shadows
an adventurous woman profile photo. In-Game asset. 2d. High contrast. No shadows
a romantic woman profile photo. In-Game asset. 2d. High contrast. No shadows
a creative woman profile photo. In-Game asset. 2d. High contrast. No shadows
profile photo of a pragmatic woman. In-Game asset. 2d. High contrast. No shadows
Profile photo of a charming man. In-Game asset. 2d. High contrast. No shadows
Profile photo of an athlete man. In-Game asset. 2d. High contrast. No shadows
profile photo of a sensitive man. In-Game asset. 2d. High contrast. No shadows
Profile photo of an AMBITIOUS man. In-Game asset. 2d. High contrast. No shadows
Profile photo of a humorous man. In-Game asset. 2d. High contrast. No shadows