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Quote: Originally posted by LittleCheshire
I don't mind you asking me about my job at all, however being able to answer you is a bit tricky, since I don't really have one specific job.
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Thanks for sharing. You're really qualified to talk about pet behavior mods!
Quote: Originally posted by LittleCheshire
That said, incredibly interested in your model for fighting and injuries! Especially the possibility of death feature, as morbid as that sounds. I understand why EAxis refused to implement other ways for pets to die other than old age and meteor, as more gruesome animal death such as death by fire or drowning can be extremely upsetting, but I do think your feature model where pets can die from injuries would give players an incentive to actually manage and watch their pets.
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Yeah, I do feel some risk is part of what makes playing Sims interesting, even though I manage risk pretty carefully in my game. My sims almost never die accidentally. But, the thing is, I have to work for that!
I do plan to make death configurable though. Some folks who have tested for me were pretty distressed at the idea of dying pets. As an alternative for those who don't want pets to die, I plan to try out a 12-hour unconscious "Recuperating" moodlet so that there is still a penalty for letting wounds or illness get out of control.
Quote: Originally posted by LittleCheshire
I'm also wondering that due to the existence of default replacement hairs, makeup, brows, etc, for human sims if it's possible to create default replacement breeds for the pets in-game.
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OK, so I don't really understand this yet, but pet breeds are an "outfit," which is some kind of genetics template in this case? My impression is that you can make an "outfit" out of any sim's genetics, so there's a path to replacing the default definition of a breed with something better created by the fan community.
Echo Weaver's Simblr:
http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy:
http://sims3sample.illation.net