Forum Discussion
7 years ago
@LittlBowBub Hey, wanted to pop in mainly to say I'm still here, just have been preoccupied the past week or so.
Please feel free to continue brainstorming here, or if you think it's time we start trying to solidify some detailed design for features, feel free to share some stuff on that as well. It's nothing that has to be written in stone; the general aim when we move on from brainstorming as the main focus is to start getting down summaries of the intended goal for each main feature. Then from there, we can look at hammering out details, so that it can be implemented (or as is often the case with modding, so it can be attempted, sometimes with revisions or outright failure and a need to rethink whether it will work).
An example of what I mean as a summary of an intended goal might look something like:
Invisibility Trait: These superheroes may become visible or invisible at inconvenient times. As they grow in skill, they can learn to control their invisibility and use it for kind, malicious, or mischievous purposes.
That's a pretty broad summary and could probably do with being a little more specific, but that's the general idea, is try to create a baseline, so that when we're hammering out details, we can ask if some detail is adding to the goal, detracting from it, going off in a whole other direction, etc. These baselines can change of course, if need be. We're not on a schedule and have a lot of room to be flexible, plus in modding, you kind of have to be flexible, since so much is limited by the restrictions of modding for the specific game you're working on.
Please feel free to continue brainstorming here, or if you think it's time we start trying to solidify some detailed design for features, feel free to share some stuff on that as well. It's nothing that has to be written in stone; the general aim when we move on from brainstorming as the main focus is to start getting down summaries of the intended goal for each main feature. Then from there, we can look at hammering out details, so that it can be implemented (or as is often the case with modding, so it can be attempted, sometimes with revisions or outright failure and a need to rethink whether it will work).
An example of what I mean as a summary of an intended goal might look something like:
Invisibility Trait: These superheroes may become visible or invisible at inconvenient times. As they grow in skill, they can learn to control their invisibility and use it for kind, malicious, or mischievous purposes.
That's a pretty broad summary and could probably do with being a little more specific, but that's the general idea, is try to create a baseline, so that when we're hammering out details, we can ask if some detail is adding to the goal, detracting from it, going off in a whole other direction, etc. These baselines can change of course, if need be. We're not on a schedule and have a lot of room to be flexible, plus in modding, you kind of have to be flexible, since so much is limited by the restrictions of modding for the specific game you're working on.
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