Just a random thought that i want to discuss. Would it be possible to make that kind of game (with a build mode, social relations between others, skills etc.)?
There are 2 builder examples
And
I think there are more but i am too lazy too look
I just want to point out that I NEVER PLAYED SIMS
But from what i saw rest of the game would be just variables when it comes to social skills
And simply moving NPC based on these variables or order them to do stuff based on these variables
So yeah
Now better question how much time would need to be invested in what level of complexity
That would be extremely difficult in GDevelop I’d imagine, especially if it’s going to be a lot like The Sims game at all.
Do you think making analog clock in gdevelop would be complicated?
Like out of shape painter?
Well its digital from text and analog from SP
How about calculator in gdevelop made purely via events?
When i was here first month i also did believe A LOT of stuff i wanted to do is black magic and ultra complicated
Now i look at it and i can’t believe i was so stupid not to figure it out sooner
I am over 2 years here and i wonder what NOW black magic will be dramatically stupid for me in next 2 years
Sims game is just complex not difficult
Amount of timers and variables would be larger than you would see in most games
You would just need to build it piece by piece and don’t try to build whole logic at once
I know, the building system, the relationships, it’s a lot.
In its simplest form, it would be built off of one of the tile based city-builder games, with a lot of aspects from Monopoly, especially with how you can upgrade from one type of building to a better type of building, I imagine. Then, for the social aspects, it would be a whole nother game, tied in to the building sim. This game would be more of a life sim than a building sim, with a lot of boring buttons, allowing the player to play as any character of their choice, though not multiple characters simultaneously, probably. This character menu would probably allow the player to make a character perform a number of tasks, and monitor that character’s variables. Interpersonal actions would either be, if your character has this relation with another character, they may succeed at this action, and if not, they fail, or else, based at least partly upon RNG. The character menu would probably be accessible from a household menu. That’s a life sim combined with city-building elements, a neighborhood-sim, if you will, in its simplest form. But if you committed 100% to this description, it would probably end up being boring. In my opinion. Your opinion, admittedly, as well as the opinions of plenty of others, might be different.
Oh, and you’d still need to either use instances of objects as individual characters, or find some other way for the player to clone variable structures to create new characters, which I don’t know how to do, myself.