Friday, April 29, 2011

A World By Any Other Name...

I've been trying to decide upon a name for the world.  My goal is to come up with a few that I like and then let my husband make the final decision.  I was going to let him just come up with the name, but after the first 10 silly suggestions, I realized that was an exercise in futility.

Since I am not immune to ego-stroking, a few of the potential names include a similarity to my own (hint: my nickname is Sharebear).  However, I can easily incorporate it elsewhere in the world, if I choose to, so that isn't necessary in the name.  I'm leaning towards names that allude to the geographic style of the world.  So while I started with Sharington, I became drawn to names like Cape Amity and Sharing Cove (I love the way that one rolls off the tongue... almost sounds like Sharing Grove).  After some googling, I found out that a location in Jaws is called Amity Island, and as a movie that I resist watching due to nightmares it gave me as a child, I'm not sure I embrace that association.  Cape Amity is one of my favorites, though.

Anyway, drop off a suggestion if you'd like.  So far, I'm up to:

Sharington
Cape Amity
Sharing Cove

The following are inspired by the Cape of Good Hope in Africa, which is such an adorable name:
Cape of Sharing
Cape of Goodwill
el Cabolito de Amistad (Spanish for Little Cape of Amity/Friendship)  <-- This is a cute name, but I don't really have a lot of hispanic influence in the world.

These should give you an idea of what I'm leaning towards, which is an east coast beach tourist town style name.  I have a hard time thinking of ones that sound good.  I mean, Hilton Head sounds nice, but Sharing Head or Amity Head sound gross and like a site of former decapitation.

So which one sounds good to you?

Monday, April 11, 2011

Acquiring Store Items!

I went on a mini-shopping spree tonight.  I went through all of the 10x10s from Bloo's contest (well, all that were on the Exchange) and bought all of the Store items they used that I didn't own provided they were still available.  I don't know what Day Star 3000 was, but it must have been a popular promo item when it came out.  Several people used it, but it isn't available anymore.

Anyway, it only came out to 17 items.  Well, technically there are two more I need to get to make all of the houses show up in my world as intended (sans third party CC), but I had planned on getting them as part of sets, so I haven't made the plunge yet.  I have no problem buying them before I finalize with houses in game, but I won't get them until the last possible moment so that they have time to go on DD.  That's the only reason I've held off on them this long.

I may just have been looking for an excuse to spend simpoints on myself, but it was fun to go through them.  Some items were used so frequently that I started to recognize their names and not have to check them anymore.  And I just enjoyed looking at the houses again.  I don't know if it's the tiny = cute syndrome, but I just love 10x10s.  I feel like doing a featured lots each week, except I should spend my time on getting my world finished.  It just makes me like this world even more.

Wednesday, April 6, 2011

Survey Results

A couple weeks ago I posted the following survey:

What would you like to see in the "reward" area of the world? This campground is designed as a reward for those who have lived in a 10x10 house in the valley & gained enough skill or lifetime points to teleport. (You can pick multiple answers.)

These are the results:

Stick with the 10x10 residential lots theme - 9 votes (37%)
Larger residential lots - 5 votes (20%)
Harvestable plants from other countries - 10 votes (41%)
Fish from other countries - 7 votes (29%)
An explorable tomb like those in World Adventures - 14 votes (58%)
A nectary - 8 votes (33%)

I also had the great ideas submitted by anettesb of adding a playground and a swimable pond to the main campground.  These have both been incorporated and are great additions.  Good suggestions!

Using a cut off of 40% (meaning almost, but not quite, half of the voters agreed that this was needed), the following ideas should be incorporated into the reward area:

Harvestable plants from other countries
An explorable tomb like those in World Adventures

I'm surprised that plants from other countries received more votes than fish from other countries.  I tend to associate them together, but I guess it's easier to harvest without skill than to successfully fish without skill.  I'm sort of pleased that the nectary wasn't a very popular idea, as I like to have reasons to visit the other countries in game.  On the other hand, the tomb idea was more popular than I expected but shouldn't interfere with any opportunities, so that's good.  Now I have to decide what to do for it!  I'm tempted to do it myself as I don't know how many people use tomb objects and I'm at least mildly experienced with them.

Since the first two choices, 10x10 homes versus larger homes, is a decision I need to make, I'm letting the votes decide.  With 9 votes, the lead goes to "stick with the 10x10 residential lots theme", so that's what I'm doing!

Tuesday, April 5, 2011

Back to the Original Plan, I Think

Ok, there's definitely a difference between orange routing paint, which means land is unroutable due to terrain height, etc., and blue routing paint which is manually put on the world by the creator to mark an area as unroutable to sims.  I covered the cliff with the blue paint...


and when told to go to the tattoo shop in the valley, my little test sim freaked out and said he couldn't do it.  I even walked him to the edge of the cliff to make sure it wasn't due to any obstacles in his way.


He was still about to order pizza and get his newspaper okay.  The NPCs just popped into and out of existence.  I tested the response of the firefighter NPCs by having Ed experience a little cooking accident...


and firetruck showed up without a problem.  Fire was put out, although Ed got pretty singed.  I put the subway stations in place on both the plateau and the valley.  It didn't seem like a viable solution.  Whenever I told Ed, up on the rewards plateau, to go to Slocum's Ink in the valley, he would say there was no routable path.  However, when I clicked on the subway station in the valley and told him go there, he would take the subway without a problem.  I don't know if he would have taken the subway willingly if there had also been a street route to get there.  I may test this just to know it, but I don't want to do that in the world if I don't have to.


Out of curiosity for the firefighter career, which requires you to go to others' houses without being able to choose your transportation method (no choosing to teleport if you have that ability), I built another house in the reward area and moved in a resident.  Then I had Ed join the firefighter career.  When it came time for him to go to work, his carpool showed up without a problem.


The ride then blinked out and reappeared in front of the [completely undecorated] firestation.


I don't know if it was because of the massive amounts of trees, the game trying to populate the world with NPCs, or it trying to figure out how he could respond to a fire in an area without a road, but the game started slowing down at this point.  A lot.  I'm a bit concerned about it because it is just happening with this world, but I'm not going to focus on it until real testing starts in case it's resolved by some of the things I fill in later, like NPCs.

Anyway, Ed did receive one emergency to respond to and, as far as I'm aware of, the only resident in town should have been the sim living up in the reward area.  I wasn't able to check because of the lag and abruptness, but I suspect that it was for this sim because the alarm shut off and the emergency disappeared almost immediately.  I think the game started the emergency for this sim and then analyzed it, realized there was no way for the firetruck to get there, and shut it off.  It didn't seem to count negatively against him and I double-checked that the sim in the reward area still had his house and no apparent problems from having an unaddressed emergency.  It's good to know that while people living in the reward area will be inaccessible for this type of activity, it doesn't actually cause problems for them or the firefighter sim.  There should only be about 4 residences in the reward area anyway, so the majority of emergencies should be down in the valley and accessible.

Well, this has certainly been a learning experience.  I think this is turning out pretty similar to how I first imagined the reward area, and it's good to know that NPCs are not impacted.  It's possible that some other issue may come up during testing, but I'll face that when I come to it.  If all else fails, it's easy enough to blaze a trail through the forest and add a road to that area.