Monday, October 16, 2023

Oldschool Runescape in LifeUp


full image - Repost: Oldschool Runescape in LifeUp (from Reddit.com, Oldschool Runescape in LifeUp)
IntroductionHello all! I have been using LifeUp for a few weeks now, and I want to share my work on creating Oldschool Runescape mechanics and assets in LifeUp Pro! This project is a personal one, and it serves more as a proof-of-concept rather than a fully fleshed-out system. As such, lots of things in it don't fully work, XP rates and gold rewards/costs are not calibrated, and modules discussed below are incomplete, bare-bones, or entirely theoretical; but I share this in hopes of inspiring others to create interesting LifeUp systems of their own. As LifeUp continues to grow and implement new features I too intend on updating and implementing new modules into this project, and if there is any interest in this project I am eager to collaborate and learn! This post will serve as a sort of personal public bulletin of my progress in building up this system. If it seems chaotic and disjointed in places then it probably is.I have linked a copy of my backup file that you can use to import my entire system in its current state. In the download link there is also a folder containing Runescape icons that I have compiled and resized for LifeUp. Some icons are modern, while others are from 2006/2007 that I have sourced from the Wayback Machine.If you encounter any errors, typos, or issues please let me know in the comments! And, please, utilize these files however you see fit.WARNING: if you import my back up file it will erase any data that you currently have on the app. I think that my profile is still logged in, so Consider uploading my backup file on a different device, in a work profile on your phone, or make a backup of your own before importing my file.DownloadsDownload LinkVersionDateDownload1.02023-10-16Future PlansExperiment with the Teams functionality and how it can be integrated into various modulesCreate Quests!Add more achievements. Negative achievements not currently implemented.Add more skill icons and templatesAdd more items to the shop, namely:​- Consumables- Collection log items- Achievement AwardsExperiment with a combat leveling systemRecreate existing item iconsPrinciplesThese are the principles that I utilized in creating the modules. They were my own hard (evergreen) rules, and you do not have to follow them if they do not work for your needs.Keep it simple.Where sensible, attempt to replicate the Runescape experience as much as possible.Utilize gacha mechanics and Runescape nostalgia for positive habit enforcement.Good habits are tracked via tasks and consumables, which give boons to attributes and skills; and provide rewards in the form of loot boxes, gold (GP), and achievements.Skipping good habits (tasks) or practicing bad habits (consumables) provide banes to the Wisdom attribute (which tracks discipline/happiness) and other applicable attributes/skills. Provides negative achievements.Wisdom attribute = Discipline. Discipline = Happiness.Bad habits impact attributes through shop purchases (e.x. smoking, fast food). Bad habits should always negatively affect Wisdom.Achievements are goal posts. Provide cosmetic rewards only.Opt for original Runescape assets over modern-day Oldschool Runescape counterparts.LevelingThe leveling system is the same as in Oldschool Runescape in that levels cap at 99/120, and the experience rates reflect the same logarithmic rate as in OSRS. The intention is for this system to be used long-term, like an MMO, with experience rates slowing down dramatically as you go on.You can adjust the XP rate for yourself in the app settings. I have not used this leveling system for long enough to determine what is an appropriate rate for me, so I have left it at its default setting.According to a brief Google search it takes approximately 2,500 hours to max an account in OSRS. Assuming a play rate of 4 hours per day this should take 625 days. This seems like a good goal post for maxing the main attributes in LifeRPG in effort of staying aligned with OSRS.AttributesMain AttributesThe main attributes are categorically based on the abilities in DND—with the addition of LifeUp's Creativity attribute. The idea is to minimize the qualitative overlap between the Main Attributes as much as possible. I've found that DND abilities worked as a better framework for tracking habits than Runescape skills were, hence the thematic deviation.Constitution (Vitality) - Constitution is the measure of physical health and general wellness.In LifeUp, the Constitution attribute is to be utilized for habits and tasks that affect your physical well-being; in this context, the Wisdom attribute can be considered the mental well-being counterpart to Constitution. Constitution can be affected by consumables. In order to fully utilize this system, it is recommended to create health-related consumables and tasks with positive boons and negative banes (e.x., fast food provide banes, while healthy food provide boosts). Examples have been provided in the shop under 'Consumables'.Strength - Strength is the measure of physical power.In LifeUp, the strength attribute is to be utilized for habits and tasks related to strength training. By default, strength will drain if the included workout (found in the 'Workout' task list) is skipped, and XP will be earned if the workout is completed. This workout should be customized to your needs, or deleted entirely if you do not intend on using it (in which case strength will not be affected by any default systems).Dexterity (Endurance) - Dexterity is the measure of reflexes, accuracy, and the ability to sustain prolonged physical effort; martial ability.In LifeUp, the Dexterity attribute is to be utilized for habits and tasks related to endurance training. By default, is linked to Dexterity to the default 'Morning Run' and 'Morning Walk' tasks. It is recommended to include Dexterity XP rewards to any endurance workouts you intend on adding. This can be done via consumable items or tasks. In the future, if implemented by the LifeRPG app, Dexterity could be linked to the pedometer to automate XP based on step count.Intelligence - Intelligence is the measure of general knowledge and ability to reason.In LifeUp, the Intelligence attribute is to be utilized for habits and tasks related to learning and education. By default, the Intelligence skill is not utilized by any systems, and it is intended to be leveled through XP rewards from tasks and shop rewards.Charisma - Charisma is the measure of force of personality.In LifeUp, the Charisma attribute is to be utilized for habits and tasks related to socializing and networking. By default, the Charisma skill is not utilized by any systems, and it is intended to be leveled through XP rewards from tasks and shop rewards.Wisdom - Wisdom is the measure of ability to delay gratification; resisting short-term temptations in order to meet long-term goals.In LifeUp, the Wisdom attribute is to be utilized for tracking discipline, and it can function as a way to track your ability to perform difficult tasks without adding XP to other skills or provide gold rewards. Wisdom can be affected by consumables (e.x., vices provide banes, while positive alternatives provide boosts). By default, Wisdom XP rewards and penalties are attached to the default tasks, and thus is intended to drain when you skip important tasks. Philosophically speaking, in the context of this system, discipline in inextricably tied to happiness, as it is a measurement of the maximization of your own human potential. In simple terms, it is how well you are doing at being the person you want to be. The Constitution attribute can be considered the physical well-being counterpart to Wisdom.Creativity - Creativity is the measure of the ability to use imagination to create and solve.In LifeUp, the creativity attribute is to be utilized for tracking habits related to working on artistic projects. By default, the Creativity skill is not utilized by any systems, and it is intended to be leveled through XP rewards from tasks and shop rewards.Minor Attributes (Skills)Any habit that you wish to track that is not covered by the main attributes can be added as a minor attribute, which essentially function as specific skills. As an example I have included 'Music', but it could be more specific, such as 'Piano'.Modules OverviewThe systems in LifeUp are inextricably tied to the each other. This synergy allows for the creation of incentive systems (I refer to them as modules) that emulate some gacha game mechanics within Runescape and other MMOs/mobile games. Below describes some of the modules—and their gacha mechanic counterpart—that I have experimented with recreating so far.Achievements - AchievementsSelf explanatory. The achievement system should be mentioned for it's integral synergy with the other systems. Achievements provide you with goals to achieve and assist you with creating good habits and direction. A category of 'Negative Achievements' has been added as a form of operant conditioning, but this can be deleted if it is not considered useful or if you do not wish to use negative reinforcement.Achievement Diaries - Not utilizedNot really sure what this could be used for, but it's an integral system to Runescape and could be cool to implement as a task system in the future.Adventure Paths - Not utilizedNot really sure what this could be used for, but it's an integral system to Runescape and could be cool to implement as a task system in the future.Clue Scrolls - Item Rolling/Loot boxesClue scrolls are items that can be consumed to receive a casket, which in turn provides random rewards that include gold (GP), collection log items, and consumables. Clue scrolls are intended to be purchased in shop and received as a reward from tasks. Clue scrolls can serve as a gold sink.Collection Log - CollectiblesCollection log items can be obtained a variety of ways: completing achievements, purchasing from the shop, and rolling loot boxes. Some collectibles are received wholly and others require you to combine items. Collection log items can serve as a gold sink.Combat Achievements - AchievementsNot yet utilized. Another category of achievements that could be reserve for specific long-term goals (bosses).Distractions & Diversions - Daily ActivitiesDistractions & Diversions are your daily repeatable tasks that offer attribute XP and small gold rewards to cover any daily purchases that you intend on making/saving up for. Anything that you put in your daily to do list falls under this category.Kourend Favour - Not utilizedNot really sure what this could be used for, but it's an integral system to Runescape and could be cool to implement in the future.League - Not utilizedCould be utilized alongside the Teams function in a competitive manner.Minigame - Not utilizedCould be utilized alongside the Teams function in cooperative or competitive manner.Quests - GamificationNot yet created Quests will be templates of task lists that reflect the quest stages of free-to-play OSRS quests. Users will set an overall goal that reflects the nature of the quest (e.x. Sheep Shearer = helping a stranger; Cook's Assistant = a mundane task; Dragon Slayer = a monumental challenge). Quests will provide a novel way to gamify tasks lists and implement Runescape-themed rewards and Quest achievements.Skills & Attributes - Progression SystemSkills and Attributes provide a way for you to track and gamify your habit building progress. Skills are affected by tasks and consumables. The main attributes are categorically based on the abilities in DND—with the addition of LifeUp's creativity attribute.ShopConsumablesI've included a few example consumables that I made for personal use to showcase the philosophy behind shop rewards. As a coffee lover, I often have to limit my caffeine intake, and the rewards below reflect my options for this vice and their effects on attributes.Cup of tea - Free uncaffeinated beverage. +Con +Will​Cup of coffee - Low cost caffeinated beverage. -Con -Will​Starbucks coffee - High cost caffeinated beverage. -Con --WillLoot boxesLoot boxes provide randomized rewards. Aside from the Mystery box and Clue scroll, loot boxes are generally not intended to be purchasable, as gold is primarily reserved for purchasing consumables and some collection log items, and loot boxes provide incentive for earning achievements. Unpurchasable loot boxes will not be viewable by default.Mystery box - Provides low-tier coin and consumables rewards. Purchasable.​Clue Scroll - Provides rolls for clue scroll collection log items. Purchasable.RewardsMost rewards are primarily cosmetic in nature and are generally not intended to be purchasable at all, aside from Clue Scrolls. Instead, rewards are earned directly by completing achievements.Capes of accomplishment - Currently includes the quest point cape, achievement diary cape, and max cape. Earned from the 'Completionist' achievements. Not purchasable.Collection LogPurchasable collection log items. Not all collection log items can be purchased in the shop and instead must be earned by attaining achievements and completing tasks. Some collection log items must be created by combining separate pieces, and only some of the individual pieces can be purchased.Some collection log items will reside in the shop. This is to serve as a gold sink in the event that you find yourself with too much gold, and in order to incentivize saving gold instead of spending it on vices.IconsAlongside the LifeUp backup file I have included a folder of original Runescape icons and assets that have been resized for use in LifeUp. I have zero digital design knowledge, and I'm sure that someone can make more aesthetically pleasing assets than what I've provided.Everything has been stylized to resemble Oldschool Runescape, with original Runescape assets—which have been sourced from the Wayback Machine—taking precedent over modern day counterparts. If you prefer modern assets, you can find some icon counterparts in the 'Icons' folder of the download provided above.


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