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I've been watching some Sims 4 play throughs lately, and it's given me some ideas for how to make Jesse more, believable. I'm still not 100% sure how all of this will be implemented, but I'll be adding 'moods' on top of the emotion stats that already exist. The 'moods' will basically be emotional status effects, that will be toggled based on certain actions and/or occurrences. They won't affect Jesse's facial expressions (mostly) but they'll add modifiers to the current stats. For instances, if Jesse's mood is "Angry" his happiness won't go above a certain amount until he's been calmed down or cheered up. Moods will have a direct effect on Jesse's receptiveness to different stimuli as well. Moods will be harder to affect then Jesse's current expression stats. The current plan is for them to be triggered by keeping Jesse's expression stats at certain points for extended periods of time, or by meeting some other specific requirement. I currently have 20 different moods planned. Most of which are variations in one way or another, ex. happy, very happy, angry, very angry, furious, etc. The next test build I release will be showing off how the moods work. I'll get all (or at least the major) moods implemented, as well as a manual toggle, that way you guys can test out how they affect the game, and give me feedback on whether I should continue with it, or scrap it.

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