§2 — Characters & Simulation
Create-A-Sim, personality traits, moods, relationships, family, life stages, and NPC AI.
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Complete
Create-A-Sim (CAS)
Body Customization
- Full body slider system (height, weight, muscle, facial features)
- Skin tone with undertone sliders — not just presets
- Hair: color, style, texture (100+ options at launch)
- Eyes: shape, size, color
- Facial hair, freckles, scars, tattoos, piercings
Clothing & Fashion
- Outfit slots: Everyday, Formal, Athletic, Sleepwear, Swimwear, Party, Cold Weather
- Individual garment customization (color, pattern, fabric)
- Accessories: glasses, jewelry, bags, hats
Multiplayer Rules
- Sims are always player-owned — no one can edit another's Sim
- Cosmetic items can be gifted between players
- Public profile shows Sim appearance to neighborhood
Body sliders & shape system0%
Skin tone & undertone system0%
Hair system (100+ styles)0%
Clothing catalog & CAS UI0%
Accessories system0%
Personality & Traits
Trait Categories
- Social: Outgoing, Loner, Charming, Mean-Spirited, Romantic, Commitment Issues, Family-Oriented
- Mental: Genius, Absent-Minded, Ambitious, Lazy, Perfectionist, Creative
- Lifestyle: Neat, Slob, Green Thumb, Animal Lover, Foodie, Athletic, Bookworm
- Hidden: Unlocked through gameplay milestones
Conflicts & Synergies
Some traits conflict (Neat + Slob), creating tension. Others synergize (Ambitious + Genius) for bonuses.
Trait selection UI (CAS)0%
Social traits (7)0%
Mental traits (6)0%
Lifestyle traits (8)0%
Hidden traits system0%
Trait conflict/synergy logic0%
Multiplayer trait chemistry0%
Moods & Emotions
| Emotion | Trigger | Effect | Status |
|---|---|---|---|
| Happy | Fulfilled needs | Skill XP +10% | ⬜ Not Started |
| Inspired | Creative activities | Creative XP +25% | ⬜ Not Started |
| Flirty | Romantic interactions | Romance options unlock | ⬜ Not Started |
| Focused | Quiet, clean spaces | Logic XP +20% | ⬜ Not Started |
| Confident | Successes, praise | Social quality boost | ⬜ Not Started |
| Sad | Loss, rejection | Skill XP -15% | ⬜ Not Started |
| Angry | Insults, betrayal | Aggressive interactions unlock | ⬜ Not Started |
| Embarrassed | Accidents, failure | Social penalty | ⬜ Not Started |
Emotion state machine0%
Moodlet system (+/-)0%
Emotional memory / logs0%
Mood → gameplay effects0%
Relationships & Family
Relationship Axes
- Friendship (0–100): Built through positive interactions
- Romance (0–100): Built through romantic interactions
Friendship Milestones
- 30 → Friend 60 → Good Friend 90 → Best Friend
Romance Milestones
- 50 → Partner 80 → Serious Partner 100 → Engaged / Married
Family System
- Family tree tracking all living and deceased members
- Biological children require committed relationship
- Adoption system available
- Children inherit weighted-random trait tendencies
Friendship axis & milestones0%
Romance axis0%
Chemistry / trait compatibility0%
Player opt-out settings0%
Family tree system0%
Children & pregnancy system0%
Adoption system0%
NPC AI Behavior
| Tier | Description | Status | Notes |
|---|---|---|---|
| Background | Crowd filler, visual presence only | ✅ Complete | Spawning & movement done |
| Ambient | Basic routines, react to environment | ⚡ Partial | Routines working; reaction triggers WIP |
| Social | Full relationship tracking with player | 🔧 In Progress | Framework built; relationship memory in progress |
| Story | Named NPCs with scripted arcs | ⬜ Not Started | Designed for launch; dev starts Q3 2025 |
NPC spawning & population scaling0%
NPC needs & schedules0%
NPC–NPC relationships0%
NPC memory across sessions0%