Damn Gas, that project you worked on... damn.
I had no idea how much I was biting off. It took way longer and was way more involved than I thought it would be. And I had pretty restrictive data requirements, too.
Crush = 10+ with display of affection
Friendly = 8+
Hate= 2-0
There's a vast network of "kinda hate," "not really familiar," and "They seem alright" that I just left completely out that accounts for more than a third of the possibilities.
And the data, even limited as it is, turned out damn near indecipherable even in graphical form.
It's clear to me that for this presentation method to work, it needs to be done in flash or javascript, where you can not only turn on/off entire colors, but you can also mouse over/click individual characters to display their pertinent data. And that'd be a project of at least a few days, so hell with that, I'm not doing that.
Week 3's State-of will probably just end up a screenshot of a color-coded excel spreadsheet.[DOUBLEPOST=1381498132,1381497677][/DOUBLEPOST]Also I've learned that once an esteem level reaches 0, it's nigh impossible to raise it again. This concerns me - it makes me think that on a long enough timeline, everybody will eventually come to hate each other.
The only in-game way to raise a 0 level hate rating is to have a committed relationship with someone else, talk to the person who hates you and wait for your lover to get jealous and hopefully force a confrontation, then choose the person who hates you over your lover. This will raise their esteem for you back to 4 (completely indifferent), though it also of course severely damages your relationship with your lover, possibly triggering a breakup.
In the interest of keeping things dynamic, I might have to take measures out-of game, like maybe at the end of each day editing all 0s to 2s or so. That will still have them hating the target, but with a slim chance for reconciliation.