Statistics
This is where the numbers are listed out as we crunch through them. All of the nitty gritty details go here, and will be subject to change as we play test and figure out what works and what doesn't.
Zyk Traits:
- Attitude (determines core statistics for a Zyk)
- boolean attitude
- major = true (boosts Speed, Jump, Attack, Weight)
- minor = false (boosts Sneak, Dive, Ferocity, Toughness)
- boolean attitude
- Weight (determines if Zyk can walk over sparsely covered holes)
- int weight
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int weight
- Speed (how fast the Zyk can move/run)
- int speed
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int speed
- Sneak (can the Zyk sneak past enemies or does he wake them up)
- int sneak
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int sneak
- Ferocity (can the Zyk intimidate enemies)
- int fierce
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int fierce
- Toughness (how well can the Zyk stand up to attack or Push Boulders)
- int tough
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int tough
- Jump (how high can the Zyk jump)
- int jump
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int jump
- Dive (how deep can the Zyk dive)
- int dive
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int dive
- Attack (how much damage can the Zyk inflect)
- int attack
- 0 = initial
- 4 = "max" (IE highest that matters)
- 5 = true max (IE if you're trying to create the ultimate Zyk)
- int attack
- Color (what color is the Zyk) (I'm hoping that changing color is relatively simple…)
- Color color
- White = initial
- Modifiers:
- Major = lighter
- Minor = darker
- Keys: (revised by Sascha)
- C - (0,128,255)
- G - (0,0,255)
- D - (128,0,255)
- A - (255,0,255)
- E - (255,0,128)
- B - (255,0,0)
- F# - (255,128,0)
- C# - (255,255,0)
- G# - (128,255,0)
- Eb - (0,255,0)
- Bb - (0,255,128)
- F - (0,255,255)

- Note that some of the colours may need to be tweaked due to our eyes' differing abilities in processing various colours. We will also need to make sure not to sample the entire gradient space, since a lot of it simply looks either like white or black, and that's not going to help anyone. A linear sample over (0.25,0.75) might do the trick, or perhaps a nonlinear sample will be needed.
- Max Zyk (Special)
- Silver (Minor)
- Gold (Major)
- Color color
Special
- Infinite Flight - Unlimited Jump/Dive (5)
- Projectile Rainbow - Unlimited Attack/Ferocity (5)
- Flower Blossom - Unlimited Sneaky/Speed (5)
- Dragon Scales - Unlimited Weight/Toughness (5)
Negative
- int irate
- start = 0
- max = 10
- Note Duration (Notes faster than 1/16 played for more than 2 beats)
- Chord Density (More than 5 notes played simultaneously)
- Tritones (Simultaneous notes are 6 half-steps apart)
- Half-Step (Simultaneous notes are 1 half-step apart)
page_revision: 14, last_edited: 1172464140|%e %b %Y, %H:%M %Z (%O ago)





