SimGuruGraham has taken to Twitter once again to give us some updates and information on the upcoming Laundry Day Stuff Pack.
Definitely.
— Graham Nardone (@SimGuruGraham) October 20, 2017
Another day, another Laundry Day milestone. Today we're hitting text lock; meaning all expected text is written and ready for translation.
— Graham Nardone (@SimGuruGraham) October 20, 2017
If you're wondering if I'm having fun writing text for Laundry Day, the answer is yes… pic.twitter.com/iNxGRCJ4uS
— Graham Nardone (@SimGuruGraham) October 20, 2017
Ah… price tuning actually hasn't happened yet, most objects just default to 100 when initially hooked up.
— Graham Nardone (@SimGuruGraham) October 20, 2017
Thanks! I try and have fun with them. 🙂 I did write all of the Toddler Stuff object text, yes.
— Graham Nardone (@SimGuruGraham) October 20, 2017
There really isn't much "process" behind it, at least not on Stuff Packs since I usually write all of the text.
— Graham Nardone (@SimGuruGraham) October 20, 2017
For myself, when I sit down to write text, I usually just try and look at an object and let my mind drift…
— Graham Nardone (@SimGuruGraham) October 20, 2017
Whatever idea pops into my head first may be totally nonsensical, but I try & use it as a starting point to craft a silly background story.
— Graham Nardone (@SimGuruGraham) October 20, 2017
That doesn't always work out to my satisfaction; it isn't uncommon that I go back and re-write text for a few objects during development.
— Graham Nardone (@SimGuruGraham) October 20, 2017
That's generally why it's also possible to search for categories, if you don't know the specific name of each object.
— Graham Nardone (@SimGuruGraham) October 21, 2017
Often the bugs we find during development are rather mundane. Sometimes though they make you do a double take… pic.twitter.com/g7GAjNxwpZ
— Graham Nardone (@SimGuruGraham) October 23, 2017
Bugs come with steps to reproduce them; it's often necessary to recreate an issue locally to discover what went wrong, then work on a fix.
— Graham Nardone (@SimGuruGraham) October 23, 2017
We have tools that help give us information when we think we see an issue, without having to observe Sim behavior over long periods of time.
— Graham Nardone (@SimGuruGraham) October 23, 2017
For example… Sims with the Loves the Outdoors trait are supposed to prefer using the Clothesline over the Dryer.
— Graham Nardone (@SimGuruGraham) October 23, 2017
Our tools let me examine every decision a Sim makes, and see how each interaction they considered "scored" before they decided what to do.
— Graham Nardone (@SimGuruGraham) October 23, 2017
Here, you can see that the interaction to move the laundry to the Clothesline or Dryer scored equally, which lets me know there's a problem. pic.twitter.com/CaEGp66wfg
— Graham Nardone (@SimGuruGraham) October 23, 2017
If I scrolled down, you'd see tons of interactions the Sim considered & discarded. The Status column shows why they didn't choose something.
— Graham Nardone (@SimGuruGraham) October 23, 2017
It's amazing how much the game is doing when you consider these autonomous decisions are being made constantly by every Sim that's loaded.
— Graham Nardone (@SimGuruGraham) October 23, 2017