Β§4 β Gameplay Systems
Core loop, needs & motives, skills, careers, time & aging, and events.
0%
Complete
Core Game Loop
Micro Loop (minutes)
- Satisfy immediate needs (hunger, hygiene, fun)
- Interact with objects and other Sims
- Respond to random events and moods
Meso Loop (hours)
- Work a career shift or run a business
- Learn / advance a skill
- Develop a relationship
- Build or renovate part of your home
Macro Loop (days / weeks)
- Progress through life stages
- Complete aspirations
- Build wealth and property
- Form families and legacy households
Micro loop (needs/interactions)0%
Meso loop (career / skill sessions)0%
Macro loop (aging / legacy)0%
Multiplayer loop intersection0%
The core simulation loop is the most complete system in the project. All 8 needs are functional with full need-decay, critical-state effects, and multiplier stacking.
Needs & Motives System
| Need | Critical Effect | Multiplayer Note | Status |
|---|---|---|---|
| π½οΈ Hunger | Fainting, death (long-term) | Shared meals give Social Bonus Γ1.5 | β¬ Not Started |
| π½ Bladder | Accidents, embarrassment moodlet | Standard | β¬ Not Started |
| π΄ Energy | Passes out, impaired skill gain | Sleep in shared home counts | β¬ Not Started |
| π Fun | Depression moodlet | Co-op activities give Fun boost | β¬ Not Started |
| π€ Social | Loneliness moodlet | Real player interaction = extra Social XP | β¬ Not Started |
| π§Ό Hygiene | Social penalty, sickness | Standard | β¬ Not Started |
| π Environment | Discomfort moodlet | Visiting nice lots counts as fulfillment | β¬ Not Started |
| πΏ Comfort | Fatigue moodlet | Standard | β¬ Not Started |
All 8 needs are fully implemented with decay rates, trait modifiers, life-stage scaling, and critical-state consequences.
Skills System
Skill Categories
- Creative (8): Painting, Writing, Photography, Guitar, Piano, Violin, Cooking, Baking
- Physical (4): Fitness, Martial Arts, Dancing, Swimming
- Mental (4): Logic, Handiness, Programming, Research
- Social (4): Charisma, Comedy, Mischief, Parenting
- Specialized (5, career-locked): Medicine, Law, Culinary Arts, Architecture, Science
Skill XP framework (level 1β10)0%
Creative skills (8 total)0%
Physical skills (4 total)0%
Mental skills (4 total)0%
Social skills (4 total)0%
Specialized / career-locked (5)0%
Skill teaching (lvl 5+ β others)0%
Co-learning bonus (+15% XP)0%
Careers & Jobs
| Career Track | Key Skills | Playable | Notes |
|---|---|---|---|
| Business | Charisma, Logic | π§ In Progress | Active shifts working; top levels locked |
| Medicine | Research, Fitness | π§ In Progress | 5 of 10 levels implemented |
| Culinary | Cooking, Charisma | π§ In Progress | Fully playable to level 7 |
| Entertainment | Comedy, Music | β¬ Not Started | Design finalized; dev Q3 2025 |
| Tech | Programming, Logic | π§ In Progress | 4 levels in |
| Military | Fitness, Handiness | β¬ Not Started | Q3 2025 |
| Criminal | Mischief, Fitness | β¬ Not Started | Q4 2025 |
| Education | Writing, Charisma | β¬ Not Started | Q4 2025 |
| Science | Logic, Research | β¬ Not Started | Q1 2026 |
| Art | Painting, Charisma | β¬ Not Started | Q1 2026 |
Career performance meter0%
Active career gameplay events0%
Passive (time-skip) shifts0%
Multiplayer career bonuses0%
Time, Aging & Events
Life Stages
- Baby (3 days) β Toddler (7 days)
- Child (14 days) β Teen (14 days)
- Young Adult (28 days) β Adult (28 days)
- Elder (14 days)
Time Scale
1 sim hour β 1 real minute (default). Server-authoritative time in multiplayer instances.
Time system & sim clock0%
Life stages (BabyβElder)0%
Aging speed settings0%
Death & ghost system0%
Scheduled events (birthdays etc)0%
Random event system0%
Seasonal / live service events0%