Forum Discussion
7 years ago
@LittlBowBub
Aw, that's ok. :)
Hmm. Ok, I think I see where you're going with this. I guess the extent of it would depend on how dependent the power's gameplay is on emotion. If it's very little (like little quirks "he's angry, so he's going to set things on fire sometimes") then we could probably just attach those quirks to having a specific trait or blacklist it for some traits and that would be relatively easy to do.
But yeah, if we were to want a fully equal experience, despite not having X special trait(s), that would require some additional designing and programming.
One example of a variation that comes to mind for me (so we're talking specifics) is in the Thinking Skill I made, there's a chance of getting a buff while you're embarrassed from social rejection if your thinking skill is low enough. This buff is Angry for most sims, with the exception of Gloomy, who gets a Sad buff instead. That degree of variation wouldn't be too difficult, so long as we're not doing it for every feature. But if we start going "Hothead gets X buff, Gloomy gets Y buff, Romantic gets Z buff," that sort of thing (while very appealing from a design standpoint for giving variation in gameplay) doesn't look great from a time spent / logistical standpoint.
I wish it was more feasible to embrace that level of detail because this game would probably feel infinitely more detailed if traited behavior was involved more in various skills and abilities.
Oh yeah, also, I have seasons and have some familiarity with it now and I'm pretty sure causing it to rain because the sim is sad is definitely possible. However, the one caveat/caution would be only do this with one type of weather and/or maybe as a safeguard put some kind of cooldown on the chance of it occurring (like it can only occur every 24-48 hours or something). Otherwise, there might be weird behavior that is taxing on performance or has unforeseen consequences where two sims are fighting over influencing the weather and it's shifting back and forth bizarrely quickly.
This got buried in my bookmarks! Notifications don't seem to work very well anymore :confused:
Aw, that's ok. :)
Yes, that was sort of the idea I was going with, tying powers with emotions so it feels more connected with the sim.
I think it would be simpler to restrict opposite traits so it doesn't get too complicated. However, this would probably be time consuming.. but there could maybe be two options to choose from. For example, 1 where powers are more dependent on emotions, like anger/ fire.
2, where emotions are separated from the powers so a water power could have the hot-headed trait because it doesn't share any emotions of the gloomy trait. If that makes sense? Although I assume this would require a full re-work of each power.
Hmm. Ok, I think I see where you're going with this. I guess the extent of it would depend on how dependent the power's gameplay is on emotion. If it's very little (like little quirks "he's angry, so he's going to set things on fire sometimes") then we could probably just attach those quirks to having a specific trait or blacklist it for some traits and that would be relatively easy to do.
But yeah, if we were to want a fully equal experience, despite not having X special trait(s), that would require some additional designing and programming.
One example of a variation that comes to mind for me (so we're talking specifics) is in the Thinking Skill I made, there's a chance of getting a buff while you're embarrassed from social rejection if your thinking skill is low enough. This buff is Angry for most sims, with the exception of Gloomy, who gets a Sad buff instead. That degree of variation wouldn't be too difficult, so long as we're not doing it for every feature. But if we start going "Hothead gets X buff, Gloomy gets Y buff, Romantic gets Z buff," that sort of thing (while very appealing from a design standpoint for giving variation in gameplay) doesn't look great from a time spent / logistical standpoint.
I wish it was more feasible to embrace that level of detail because this game would probably feel infinitely more detailed if traited behavior was involved more in various skills and abilities.
Oh yeah, also, I have seasons and have some familiarity with it now and I'm pretty sure causing it to rain because the sim is sad is definitely possible. However, the one caveat/caution would be only do this with one type of weather and/or maybe as a safeguard put some kind of cooldown on the chance of it occurring (like it can only occur every 24-48 hours or something). Otherwise, there might be weird behavior that is taxing on performance or has unforeseen consequences where two sims are fighting over influencing the weather and it's shifting back and forth bizarrely quickly.
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