SimGuruGraham and SimGuruSteve have both shared valuable information about The Sims 4 Eco Living Community Stuff Pack.
Kicking off the day with another IR (Implementation Review) meeting. We’ll be covering the Dryer; should be quick after yesterday’s Washer.
— Graham Nardone (@SimGuruGraham) August 22, 2017
There aren’t any plans for that. You’ll be able to stack a dryer on top of a washer to save space if you’d like though.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Just held a quick Implementation Review meeting for Clothing Piles. They’re essentially the glue that holds the laundry system together.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Nothing unexpected. We’re using the clothing piles to track a lot of numbers (commodities) updating and decaying behind the scenes.
— Graham Nardone (@SimGuruGraham) August 22, 2017
It’s a funny idea, but we’re going to be focusing laundry around washing your clothes, not other things around the home.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Wash Tubs will be a new addition that weren’t available in Sims 3. We’re also improving things – like not requiring a hamper in every room.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Here’s a portion of the GSO (Global Object Spec, or sometimes simply “model spec”) we reviewed in today’s IR meeting for the Dryer. pic.twitter.com/4ekklPXxjB
— Graham Nardone (@SimGuruGraham) August 22, 2017
From the root of the object you can see the location the Sim routes to when using the dryer, and the transform bone.
— Graham Nardone (@SimGuruGraham) August 22, 2017
The transform bone is what we attach the animation to so the machine shakes when in use, which will make everything under it shake as well.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Under that transform bone you’ll first see a joint for us to attach VFX to, so you can see the clothes tumbling inside the machine.
— Graham Nardone (@SimGuruGraham) August 22, 2017
All the XYZ coordinates on top of the object are the various small & medium decorative slots (deco slots for short), so you can add clutter.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Finally, the flat green surface is where cats will route across, and the green panel is where Sims will press buttons to use the machine.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Remember – this is one aspect of what we discuss in Implementation Review meetings – there’s a lot of info to coordinate across the team!
— Graham Nardone (@SimGuruGraham) August 22, 2017
As we’re hoping to have blog style interviews with other members of the SP team during this project, that’s a great question to tuck away.
— Graham Nardone (@SimGuruGraham) August 22, 2017
That’s the idea 🙂
— Graham Nardone (@SimGuruGraham) August 22, 2017
No pets or Sims are getting inside the laundry machines, although we’re planning to allow cats to jump on top of them.
— Graham Nardone (@SimGuruGraham) August 22, 2017
Important milestone for the community Stuff Pack today; our dev line (“development line”) is officially open for us to start working in!
— Graham Nardone (@SimGuruGraham) August 23, 2017
Separate dev lines are how we’re able to work on multiple packs at the same time. Each planned release has its own dev line to work in.
— Graham Nardone (@SimGuruGraham) August 23, 2017
Every day the changes submitted to the build in various dev lines are tested, verified, and integrated down the dev lines sequentially.
— Graham Nardone (@SimGuruGraham) August 23, 2017
For example, work done on the Cats/Dogs expansion won’t affect our Stuff Pack until we integrate the various code/data changes they’ve made.
— Graham Nardone (@SimGuruGraham) August 23, 2017
Because the community SP is further down the dev lines than Cats/Dogs, any changes we make to the game for laundry can’t affect Cats & Dogs.
— Graham Nardone (@SimGuruGraham) August 23, 2017
By having our SP dev line ready while we wrap up IR meetings, we’re positioned well to enter production on the pack first thing on Monday.
— Graham Nardone (@SimGuruGraham) August 23, 2017
We’re going to have a hamper, where the dirty clothes are gathered, and collected from when taking them to be washed. 🙂
— Graham Nardone (@SimGuruGraham) August 23, 2017
It’s actually the opposite. 🙂 Because pets are ahead of us in the dev line, we have access to & can account for them when creating laundry.
— Graham Nardone (@SimGuruGraham) August 23, 2017
No IR meetings scheduled today, so I’m taking time to write our next two SP blogs, and answering interview questions for an EA blog.
— Graham Nardone (@SimGuruGraham) August 23, 2017
No, the decorative hampers from other packs will remain decorative. We’re creating a new one that will be built to be functional.
— Graham Nardone (@SimGuruGraham) August 23, 2017
I’m certain that’ll be a thing.
— Graham Nardone (@SimGuruGraham) August 23, 2017
Your Sims will have to own a washing machine or wash tub to opt in to the laundry system. Without those, it’s as if it doesn’t exist.
— Graham Nardone (@SimGuruGraham) August 23, 2017
If you have a washer and no hamper, then yes – clothing piles will appear on the floor after an outfit change.
— Graham Nardone (@SimGuruGraham) August 23, 2017
Yes, they’re their own unique object with a washboard for scrubbing clothes clean.
— Graham Nardone (@SimGuruGraham) August 23, 2017
Yup, just like dishes.
— Graham Nardone (@SimGuruGraham) August 23, 2017
So SP12’s coming. SP12 objs aren’t expected to have cats on them (yet). If a cat breaks an SP12 obj, it shouldn’t stop SP12 from shipping. https://t.co/3dOOYf9dFe
— Steve Lansing (@SimGuruSteve) August 23, 2017
So we separate the development in lines. We integrate SP12 changes down to the next pack and if something’s not compatible, we fix it there.
— Steve Lansing (@SimGuruSteve) August 23, 2017
This waterfall affect of changes keep the top (more recent releases) clean of bugs caused by later packs.
— Steve Lansing (@SimGuruSteve) August 23, 2017