Forum Discussion
7 years ago
UPDATE 9.7.18
Good evening everyone!
Back again with another update with a reasonable amount of progress that I am rather pleased with anyhow! Decided to slightly rename the thread as it’s now being used as a Dev Log style space really but comments and ideas very welcome!
EVERGREEN VALLEY
Ok so the first and most obvious update is the name! ‘Paper Life’ didn’t quite cut it... ahah...
But seriously the name wasn’t unique and didn’t in my opinion engender the relaxing suburban paradise vibe I was going for. Evergreen Valley however suggests serenity and persistance which is exactly what should be experienced upon playing the game!
PROGRESS OVERVIEW
First a new photo.
https://preview.ibb.co/cY8d1o/93_DF30_BD_C455_41_D0_A082_07676_A9_F21_AD.jpg
On this occasion I decided to collage all the new cards together which I will explain in detail below. Also due to the quick changing nature of prototyping I am no longer cutting each design, I will build the entire prototype and then cut them out for test if that...
NEW: HAPPINESS (Working Title)
The top leftmost card is Happiness which is as the name suggests a measure of your current mood in the world. Evergreen Valley is a paradise and as such you will never be ‘unhappy’ you can merely be content at worst and experiencing euphoria at best! I figured this would keep the game positive while adding further incentive to your characters progression. The mechanics share similar properties to other leveling cards namely a Bronze, Silver, Gold system. Unlike other cards however you can achieve a Platinum level and perks are only unlocked upon reaching a minimum of silver.
Below the level unlock you can see the 3 work in progress orbs which are unlocked the further up the Happiness ladder you go.
Example: You reach Gold level Happiness which in turn allows you access to Orb one and two respectively.
The result of the individual Orbs will be explained below as we move on to Interaction cards.
The way you gain Happiness in the first place is as a result of Interactions, perhaps from work, skills or certain objects.
INTERACTIONS
Moving on to the 2nd, 6th and 7th cards respectively are the Interaction cards!
Almost every action you take is a simple instruction as a result you may get similar effects from a variety of cards for example gaining a life token, fulfilling a vital (updated explained below) etc. Instead of each skill / job / object card rewriting the same action they simply display the same Orb which can be researched as to effect by browsing through the interaction cards!
Current Interactions In Order Top to Bottom:
- +1 Happiness
- Roll 6 to Break (Object Fixing)
- Take top Job card
- +5 Resource Tokens (Carpentry Job Explained Below)
- +1 Resource Token
- +1 Life Token
- -1 Hour Time (Gain a free hour... the Platinum Happiness perk)
- +2 Hours Time. Fulfills energy
- Fulfills Hunger Vital
- Fulfills Bathroom Vital
- Fulfills Hygiene Vital
- Fulfills Pleasure Vital
Hopefully relatively self explanatory, I’m fully aware that I will need to clarify all the gameplay rules at somepoint!
OBJECTS
Next up we have a basic computer object. Pretty simple, you have two options the top row of Orbs or the Bottom and each Orb must be fulfilled including the roll to see if the computer breaks.
SKILLS / JOBS
I decided to group the explanation of both as they have similar properties.
You start both without a level and work your way up Bronze, Silver, Gold etc. Each level can be achieved by exchanging a full card of life tokens.
Once you level up you permanently gain the coloured perks below.
Example:You are Silver badge level at cooking. You gain one Happiness point each time you eat and also one life token!
CONCLUSION
A variety of holes in my description I’m sure but the gist is there and it’s gradually getting to a more playable state rather than purely conceptual! Feel free to comment and questions you may have I’ll happily answer.
Long term I’m considering the potential for releasing it as a print and play title if there’s interest, but for now the plan is still the same to design a fun personal life simulation game that I can gradually add gameplay too.
Thanks again,
Nyt.
Good evening everyone!
Back again with another update with a reasonable amount of progress that I am rather pleased with anyhow! Decided to slightly rename the thread as it’s now being used as a Dev Log style space really but comments and ideas very welcome!
EVERGREEN VALLEY
Ok so the first and most obvious update is the name! ‘Paper Life’ didn’t quite cut it... ahah...
But seriously the name wasn’t unique and didn’t in my opinion engender the relaxing suburban paradise vibe I was going for. Evergreen Valley however suggests serenity and persistance which is exactly what should be experienced upon playing the game!
PROGRESS OVERVIEW
First a new photo.
https://preview.ibb.co/cY8d1o/93_DF30_BD_C455_41_D0_A082_07676_A9_F21_AD.jpg
On this occasion I decided to collage all the new cards together which I will explain in detail below. Also due to the quick changing nature of prototyping I am no longer cutting each design, I will build the entire prototype and then cut them out for test if that...
NEW: HAPPINESS (Working Title)
The top leftmost card is Happiness which is as the name suggests a measure of your current mood in the world. Evergreen Valley is a paradise and as such you will never be ‘unhappy’ you can merely be content at worst and experiencing euphoria at best! I figured this would keep the game positive while adding further incentive to your characters progression. The mechanics share similar properties to other leveling cards namely a Bronze, Silver, Gold system. Unlike other cards however you can achieve a Platinum level and perks are only unlocked upon reaching a minimum of silver.
Below the level unlock you can see the 3 work in progress orbs which are unlocked the further up the Happiness ladder you go.
Example: You reach Gold level Happiness which in turn allows you access to Orb one and two respectively.
The result of the individual Orbs will be explained below as we move on to Interaction cards.
The way you gain Happiness in the first place is as a result of Interactions, perhaps from work, skills or certain objects.
INTERACTIONS
Moving on to the 2nd, 6th and 7th cards respectively are the Interaction cards!
Almost every action you take is a simple instruction as a result you may get similar effects from a variety of cards for example gaining a life token, fulfilling a vital (updated explained below) etc. Instead of each skill / job / object card rewriting the same action they simply display the same Orb which can be researched as to effect by browsing through the interaction cards!
Current Interactions In Order Top to Bottom:
- +1 Happiness
- Roll 6 to Break (Object Fixing)
- Take top Job card
- +5 Resource Tokens (Carpentry Job Explained Below)
- +1 Resource Token
- +1 Life Token
- -1 Hour Time (Gain a free hour... the Platinum Happiness perk)
- +2 Hours Time. Fulfills energy
- Fulfills Hunger Vital
- Fulfills Bathroom Vital
- Fulfills Hygiene Vital
- Fulfills Pleasure Vital
Hopefully relatively self explanatory, I’m fully aware that I will need to clarify all the gameplay rules at somepoint!
OBJECTS
Next up we have a basic computer object. Pretty simple, you have two options the top row of Orbs or the Bottom and each Orb must be fulfilled including the roll to see if the computer breaks.
SKILLS / JOBS
I decided to group the explanation of both as they have similar properties.
You start both without a level and work your way up Bronze, Silver, Gold etc. Each level can be achieved by exchanging a full card of life tokens.
Once you level up you permanently gain the coloured perks below.
Example:You are Silver badge level at cooking. You gain one Happiness point each time you eat and also one life token!
CONCLUSION
A variety of holes in my description I’m sure but the gist is there and it’s gradually getting to a more playable state rather than purely conceptual! Feel free to comment and questions you may have I’ll happily answer.
Long term I’m considering the potential for releasing it as a print and play title if there’s interest, but for now the plan is still the same to design a fun personal life simulation game that I can gradually add gameplay too.
Thanks again,
Nyt.
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