Progress Report
Added 2022-02-01 16:15:41 +0000 UTCHi all!
Working on skill based staff. Long overdue.
So each npc will spawn with some set of skills. Some with more than one. Each skill will correlate to the job.
You can already see this on the skills tab.
Each skill has a primary attribute attached to it, some also a secondary.
Attributes can improve the "effective skill level" or even worsen it.
For example, directing skill has primary attribute Charisma and secondary Sex skills.
Sorta like fallout, but not really.
Skill will increase while working, but you can also train it.
This also means you can now switch npc jobs around as you wish. You can put totally inexperienced guy as a director and he'll lvl up with time.
It's all pretty straightforward and it makes more sense as current system.
Do you want to see some additional mechanics?
I was thinking of adding one preferred job and one that they hate, for some happiness modifier.
New dev version on Saturday or Sunday.
Thanks for the support
Comments
hey there, hope you are doing well! I was wondering if you might have an eta for the next stable version of this great game? I appreciate all the hard work you are doing and also appreciate how much you care to deliver something that is worth being proud of too!
Kev103
2022-03-10 13:25:22 +0000 UTCJealousy and ffm threesome (lesbian couple), Sir.
AntonWR4
2022-02-13 06:45:59 +0000 UTCanything in particular you would like to see
PEdev
2022-02-13 06:42:14 +0000 UTCHi, do you plan to update the couples system?
AntonWR4
2022-02-13 05:50:33 +0000 UTCI've been thinking about boni as a one-time happiness boost. You pay them a percentage of their regular salary. Higher percentage, higher happiness gain.
Elfarion
2022-02-06 12:47:48 +0000 UTCof course
PEdev
2022-02-04 10:50:33 +0000 UTCNpc's don't appear on the new map. Will they be added later?
Carlos Vazquez
2022-02-04 00:13:52 +0000 UTCyou can already remove bad traits with therapy. only from pornstars tho, for staff they don't affect anything. i'll try to come up with something
PEdev
2022-02-03 06:28:21 +0000 UTCOops lol
Bob Zimmerman
2022-02-02 21:05:16 +0000 UTCI think it would be good to add a more dynamic way of boosting workplace happiness for each shooting room at the moment, the best way is to get staff with the Happy or Positive modifier and use the personal assistant perk, but maybe with the new system it could expand on that. In most of my playthroughs I try to get all working staff members the Happy attribute to keep everyone happy and working, which means everyone else is useless. Alternatively, there could be a way to remove or gain attributes over time, like therapy or something. Anyway, just some ideas. Keep up the good work :)
Elemental Sheep
2022-02-02 06:45:53 +0000 UTCIs this a Sims 4 question? Or did I forget to take my meds today and I'm having a hallucination?
PC
2022-02-01 20:28:17 +0000 UTCi will once i make some events for her to be useful. there's exactly one now.
PEdev
2022-02-01 19:04:26 +0000 UTCOut of curiosity. will you be adding the lawyer job back in or is that gone for good?
wraith
2022-02-01 19:01:32 +0000 UTCalso you can switch jobs, so you can employ anyone and the reposition him
PEdev
2022-02-01 18:49:05 +0000 UTCthey will be capped, but you wont need potential 100 staff to get max skill lvl. for now, so test run #1, having potential 60 is enough to reach max skill lvl. but you can find some low lvl dude, no potential but with fitness 80 and he's the perfect cameramen and you never need to train his attributes level, as you know it now, means absolutely nothing for staff. just an arbitrary number so you can see how far developed are his attributes. so you can easily have lvl 2 top staff member, he just needs to have the right attribute
PEdev
2022-02-01 18:37:00 +0000 UTCSounds good so far. I like the idea of them having jobs they hate/love. Adds an extra management aspect to it without making things too complicated.
Daniel M
2022-02-01 16:22:42 +0000 UTCSounds great! How do attribute values relate to maximum skill level? Because it seems to me that this way you'll return to the mechanics you briefly included and then rejected when maximum staff level was capped by their potential.
Elfarion
2022-02-01 16:22:36 +0000 UTC