Forum Discussion
7 years ago
Thanks!
Update 28.06.2018:
Been coming up with logo ideas here is a preview:
https://preview.ibb.co/bXvwEo/312_FFFD4_772_C_4_F7_B_AC19_AF380_B9_FB2_E7.jpg
In other news I’m continuing to trial new gameplay ideas to streamline the experience and also to diverge a little from the classic life sim experience, trying to be creative while maintaining the fun!
Updates:
Vitality Tokens
On play testing it was actually a little boring managing needs directly not to mention lacking creativity from a design standpoint...
Enter Vitality Tokens! You have a card like the following: (Prototype)
https://preview.ibb.co/eZkA78/DEFBF906_867_C_4880_B8_E0_41_DE05_C73_AD5.jpg
Currently you have 6 slots which are filled one by one when you choose to use a card containing the Vitality Token Orb. Cards that contain such a token include the Bed, Toilet, Shower, Cooker and so on. In short all the characters needs have now been replaced with Vitality Orbs which in turn are ‘spent’ on more interesting cards such as The Computer, Bookshelf, and Hobby related objects.
On using a card that gives you an Token that card is no longer available to use until the following day being placed face down. In effect you are limited in your actions during the day and given a gameplay reason to achieve all of your basic needs each day!
Using this instead of individual needs makes the game more interesting in the long run as it’s less repetitive and you can focus on the story of the character etc.
Occupations
Next up I designed a simple idea for how Careers will work in the game although the prototype is different to the idea. Please see image below:
https://preview.ibb.co/njJV78/D725_DD82_1084_43_D2_8391_4_FF5_EA0_F79_CC.jpg
As you can see you have 5 ‘Progress Orbs’ and 1 ‘Level Marker’. The Orbs increase each day you complete and the markers increment Bronze, Silver, Gold resulting in pay increases.
Now the primary flaw here is that those parameters are on the Occupstion card itself when in practise you will have a character card dedicated to recording job progress and the Occupation card will tell you the rate of pay, ability requirements, interview difficulty and extra features.
Abilities
Now I don’t have a prototype to show you here but the concept is simple enough. You will get a character card with a variety of abilities displayed in Orbs (maybe 9 on one card). Each ability will increment Bronze, Silver, Gold and unlock improvements in your...ability haha. Abilities include Cooking, Fixing, Interview Skils etc
Lifestyle Points
How would one increase said ability I hear you ask? (Yes I’m British so apologies if I’m writing this weird :smiley: )
With Lifestyle points of course! You gain lifestyle points using a variety of objects, completing a day at work, achieving high Vilitality etc In turn once you have a specific number (I’m thinking 9...) you can spend them on Abilities and increase the level.
In future as more features are added you will be able to spend them on a variety of perks and character progression cards.
Achievements
Finally... and I mean finally we come to Achievements. Need I explain? Well I. Short you need to work towards goals in the game and while it’s open ended in design it’s nice to have a framework to help should you choose.
Similar to other cards you will have an array of Orbs which will each represent an achievement and once achieved you will gain any variety of rewards such as perks, lifestyle points, ability increase options etc
Conclusion
So... that was longer than I thought! Apparently I updated more concepts than I imagined! More coming soon of course as I continue to plan new features and implement prototypes of the above. The idea is to keep it relatively simple for the base version and then go from there.
Let me know what you guys think and any further tweaks!
Thanks.
Update 28.06.2018:
Been coming up with logo ideas here is a preview:
https://preview.ibb.co/bXvwEo/312_FFFD4_772_C_4_F7_B_AC19_AF380_B9_FB2_E7.jpg
In other news I’m continuing to trial new gameplay ideas to streamline the experience and also to diverge a little from the classic life sim experience, trying to be creative while maintaining the fun!
Updates:
Vitality Tokens
On play testing it was actually a little boring managing needs directly not to mention lacking creativity from a design standpoint...
Enter Vitality Tokens! You have a card like the following: (Prototype)
https://preview.ibb.co/eZkA78/DEFBF906_867_C_4880_B8_E0_41_DE05_C73_AD5.jpg
Currently you have 6 slots which are filled one by one when you choose to use a card containing the Vitality Token Orb. Cards that contain such a token include the Bed, Toilet, Shower, Cooker and so on. In short all the characters needs have now been replaced with Vitality Orbs which in turn are ‘spent’ on more interesting cards such as The Computer, Bookshelf, and Hobby related objects.
On using a card that gives you an Token that card is no longer available to use until the following day being placed face down. In effect you are limited in your actions during the day and given a gameplay reason to achieve all of your basic needs each day!
Using this instead of individual needs makes the game more interesting in the long run as it’s less repetitive and you can focus on the story of the character etc.
Occupations
Next up I designed a simple idea for how Careers will work in the game although the prototype is different to the idea. Please see image below:
https://preview.ibb.co/njJV78/D725_DD82_1084_43_D2_8391_4_FF5_EA0_F79_CC.jpg
As you can see you have 5 ‘Progress Orbs’ and 1 ‘Level Marker’. The Orbs increase each day you complete and the markers increment Bronze, Silver, Gold resulting in pay increases.
Now the primary flaw here is that those parameters are on the Occupstion card itself when in practise you will have a character card dedicated to recording job progress and the Occupation card will tell you the rate of pay, ability requirements, interview difficulty and extra features.
Abilities
Now I don’t have a prototype to show you here but the concept is simple enough. You will get a character card with a variety of abilities displayed in Orbs (maybe 9 on one card). Each ability will increment Bronze, Silver, Gold and unlock improvements in your...ability haha. Abilities include Cooking, Fixing, Interview Skils etc
Lifestyle Points
How would one increase said ability I hear you ask? (Yes I’m British so apologies if I’m writing this weird :smiley: )
With Lifestyle points of course! You gain lifestyle points using a variety of objects, completing a day at work, achieving high Vilitality etc In turn once you have a specific number (I’m thinking 9...) you can spend them on Abilities and increase the level.
In future as more features are added you will be able to spend them on a variety of perks and character progression cards.
Achievements
Finally... and I mean finally we come to Achievements. Need I explain? Well I. Short you need to work towards goals in the game and while it’s open ended in design it’s nice to have a framework to help should you choose.
Similar to other cards you will have an array of Orbs which will each represent an achievement and once achieved you will gain any variety of rewards such as perks, lifestyle points, ability increase options etc
Conclusion
So... that was longer than I thought! Apparently I updated more concepts than I imagined! More coming soon of course as I continue to plan new features and implement prototypes of the above. The idea is to keep it relatively simple for the base version and then go from there.
Let me know what you guys think and any further tweaks!
Thanks.
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