View Full Version : The Sims Interface

02-21-2011, 06:03 PM
A very complex object that is part of a working level. The object consists of holographic material, many timer/ counter objects, sackbots, many microchips and a controllernator

Each time a simbot needs fall to empty a number of effects happen to the bot such as becoming sleaply, start to smell, become grumpy, and death. If all but the hungar need is empty, the simbot, becomes San and that turns the plumbob floating above the bot turns red.

It is also true for skills, five skills can be increased as they fill up it gives the sackbot a point bonus once all the skills are filled the player gets a large point bonus.

It has a lot of stuff going on, which lags a bit, but it is a demonstration of how it can work.


It's a shame that notes don't show up in pictures. This is the layout of the interface.


This picture shows the microchips open, again the notes don't show.

02-21-2011, 06:15 PM
Well that looks very cool. Looking forward to playing the level when it is released.

02-21-2011, 06:37 PM
Wow, talk about complicated. Cool but complicated.

And it's causing lag? That stinks. Maybe when you finalize your actual level the whole thing will have to be simplified by removing needs to tone down the lag? because once you start making a level around this logic I would imagine it could cause problems. But definitely an awesome concept you have going on here.

02-21-2011, 06:54 PM
Well that looks very cool. Looking forward to playing the level when it is released.

The level is now complete with a few updates to someb breaking objects

Take a look at the level showcase thread http://www.lbpcentral.com/forums/showthread.php?50499-The-Sims

I hope double posting is allowed but it has been only a few minutes

02-21-2011, 08:02 PM
Locking duplicate thread. Please use main Level Showcase thread (http://www.lbpcentral.com/forums/showthread.php?50499-The-Sims). Thanks! :)