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One horse disagreer of the Apocalypse
#876 Old 4th May 2024 at 1:56 PM
I've warmed to the little characters. I love how they look slightly defensive like they've just walked into a room full of hostile strangers, with their arms held tightly by their sides and their shoulders all tense. I think it's actually something they're looking to fix but I'd love if we can give our characters a trait that would make that their default posture.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Instructor
#877 Old 4th May 2024 at 3:12 PM
Quote: Originally posted by Inge Jones
I've warmed to the little characters. I love how they look slightly defensive like they've just walked into a room full of hostile strangers, with their arms held tightly by their sides and their shoulders all tense. I think it's actually something they're looking to fix but I'd love if we can give our characters a trait that would make that their default posture.

Screenshots
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retired moderator
#878 Old 4th May 2024 at 3:31 PM
Quote: Originally posted by Inge Jones
I've warmed to the little characters.

That's really good to hear a positive view on this. There is a certain charm to it, I was just a little worried that we wouldn't be able to change this at all. At one point the arm posture was looking better in their videos, and then I was seeing videos where it reverted. Maybe they went back to an earlier build, or maybe based on what was mentioned a few posts back, this is due to the default being narrow, and players will be able to amend individuals. I love the way the rest of it is looking, though!

Another thing that occurred to me is that Tectonic really are victims of the moment- they rushed to show LBY before Project Rene to take the wind out of EA's sails, and offering an alternative to Paralives. But then, the whole playing field was completely scuppered by Inzoi coming out of nowhere, and demonstrating what a huge budget can do. Everything looks pathetic compared to Inzoi's realism, I'm just thinking that Paralives might win on gameplay, and LBY might do well for those who love to customise. I'm sure there will be something that appeals to everyone, which is a really good place for us players to be in!
Top Secret Researcher
#879 Old 4th May 2024 at 4:32 PM
I don't really worry about the actual look (that's what CC is for) but the proportions are still really odd, the animations are still odd (the walk and the interactions; the way the guy ended the beach collecting looked like he has serious back problems and possibly a gaping wound that he was trying not to aggravate; never even mind the jumps in between movements).

If the proportions don't work, the animations will look wonky even if they improve. Combine that with sims that don't actually talk, it creates huge problems with immersion for me. And that is quite a big problem for me.

So, yes, I don't think I will buy this in Early Access.

If I need to build a new computer for a new game, it better be worth it.
Lab Assistant
#880 Old 4th May 2024 at 7:12 PM
Having such 3d models for a game is a big oversight in my opinion. The possibility that the animations cannot get better saddens me.

I understand that both an artistic style and an art direction are subjective which means that it is open to interpretation by the community. You can choose an art style and you can think that you made the right choice and that is perfectly fine. But, when a product, specifically a game in this case, is on the market, the public will eventually decide if the game is worthy of our time as well as the critics.
Instructor
#881 Old 4th May 2024 at 7:29 PM Last edited by FREEDOM_55 : 4th May 2024 at 8:29 PM. Reason: added quotes from article
Quote: Originally posted by Ramaru
Is this confirmed in the discord? If so, that means they're bigger than Paralives, not nearly as big as EA, and likely totally eclipsed by the inZOI team. I think one of the biggest problems is some people imagined because this is Paradox, they would be on the same level as EA production-wise.


My source is a couple of rambles in his videos & interviews with Rod Humble, a few articles, Reddit, and LinkedIn. No harassment, strictly for research and science purposes for anyone interested.

Quote: Originally posted by eugene_b
They're a small team of mostly mobile game developers trying to make "the biggest life sim ever" as their first project, and that sounds like a recipe for disaster to me. Especially since their decision-making is questionable at best. Why did they have a single artist working on such a big game for years?


one of many articles: https://store.epicgames.com/en-US/n...ow-you-can-play
Quote: Originally posted by some direct quotes from epicgames article linked above

Art director Richard Khoo also came from a background in mobile games, where he often worked alone or in small teams, iterating on new games. He jumped at the chance to work on a big PC project. For a long time, he was still the only artist on the team. "I've worked at a lot of startups, so I'm really familiar with trying to build something from the ground up," he says.

Even now, as the game approaches its Early Access release, the team-size is only a handful of people. "We like to stay pretty agile," he says. "That way, we can experiment, and play with things, making sure that we're creating something that our audience wants. It allows us to be focused on the things that really matter."....When Khoo began on Life by You, he and the team knew roughly what they wanted, in terms of art direction. "We wanted to differentiate ourselves," he explains. "I wanted to find a good balance between something that is not too cartoony and not too realistic."

Quote: Originally posted by more quotes from article
Prior to Life by You, Culver worked in the mobile games sector. She doesn't miss the monetize-first design imperatives of mobile development. "I'm excited to be working in the PC space, and putting all my energy into just making it fun. Since The Sims was one of the first games that I really got into as a kid, it feels like my career's coming full circle, which is nice."



LinkedIn pages:

Quote:
17 people on the team according to linkedin, might not reveal the whole picture, but it probably reveals most of it

https://www.linkedin.com/company/pa...ectonic/people/
https://www.linkedin.com/company/paradox-tectonic

Quote:
senior game designer page, mobile game developer. Also, look through other similar profiles, most of them are paradox tectonic members

https://www.linkedin.com/in/gabrielcornish/
Instructor
#882 Old Yesterday at 3:49 PM Last edited by FREEDOM_55 : Yesterday at 4:43 PM.
update
In the game Life By You, there will be no queue system implemented intentionally, as confirmed by the creator Rod Humble. This decision is made to "enhance immersion and establish a stronger personal connection with each character". Humble finds it "more enjoyable" and encourages players to try out this RPG-style approach. While some may prefer a more traditional simulation experience, Humble's design choice aims to set his game apart from the Sims franchise. The absence of a queue system may be challenging for players accustomed to it, especially considering its popularity as a feature in previous versions of the Sims.

Controversial decision as it's received by the life sim gaming community close to early access. Some of you may have known already, but it is shocking news to me. A very bold decision but I am trying to be open-minded as my experience is limited to the Sims 1 to 3. Anyone's thoughts on this?

Some random experts from elsewhere on players' thoughts and responses:

Quote:
The biggest thing that just keeps bugging me is how in every gameplay I've seen, we have to control every single task.The idea that I have to sit down and micromanage every step of the way if I want my character to do something for an extended period of time is going to drive me up the wall.Like crafting sounds really cool and all but if I want to delegate that task to a character for a few hours and switch to somebody else at the park, it looks like it's going to be a pain in the ass to do.


Quote:
Yeah I agree 100%, even though I am one of those aforementioned players that play as if I were the character, I can't help but think of the gameplay systems objectively and how it would affect a huge amount of players in a game like this. Even I eventually transition into household management after playing as one character for a while, but all things considered I do feel like this is an issue that could easily be solved by doing what's proven to work for all play styles rather than doubling down on the "immersion" reason we were given.Yeah I'm going to try it out like I'm being encouraged to, but as someone who has been playing games like this for decades and seeing that the gameplay is heavily based on existing an franchise, it's not hard to see where the issues are going to be.I wish good luck to those players trying to do their maxed out household challenges without being able to queue any actions at all.


Quote:
I am feeling the exact same way.I already know myself that I'll be irritated by:
Click - Plant Seeds. Wait. Click - Plant Seeds. Wait .Click - Water Plant.Wait .Click - Water Plant. And so on....
I always queue up tasks to have my character play them out, even if I'm just playing a single character.So probably until this function is implemented, I'll more than likely just focus on building lots, community venues, setting up neighborhoods, changing settings for certain things, learning to mod my game, and not actually "play" the game.
I know the devs said they wanted players to try it this way first because they felt it would be more immersive.Well maybe if I played like I was the character, that may be, but I don't play that way. I'm the director setting up scenes for my characters. So having to micromanage every single action I want my character to do would get old within the first hour.I personally think it all falls back on how it seems the game was built solely as a single player game. (I don't mean not a multi-player game, but as in you control one person at a time and live their life.)You can tell that was the focus by the fact the conversation system is only 1-on-1, there's only a single person cooking/eating system, and the fact group activities didn't seem to have been a thought when making the game.I'm sure eventually all of these things will be implemented once the devs learn that yeah, a lot of players want an action queue and group activities because they play more than a single person household.


There is, of course, a minority of players who are uninformed about the technicalities of a queue system in the game and therefore don't care or understand. Or some mistakenly blame the Sims 4 broken AI and thus feel burnt by their implementation of the queue system, so they gladly embrace the change. Some are excited to play as an RPG (as one character) as a preference.

What do you guys think?
Field Researcher
#883 Old Yesterday at 5:38 PM Last edited by kirabook : Yesterday at 6:35 PM.
Hm, I think this is simply another "split" in the genre and how people want to play. The super micromanagy nature of LBY might appeal to very controlling simmers who don't give their sims free will. Or simmers who actually like a little bit of chaos and the GTA style of life sim. Or the simmers who literally only play one character (usually a young adult) and not much else. As an FFXIV player, this pretty much sounds just like an mmo or what I imagine Second Life to be like with the click click click mentioned. There is an audience for this and it can still appeal to the crowd that wouldn't normally play their life sim like this.

I would hope this means the AI (programmed AI not generative AI) of the characters you aren't currently controlling are not only smart enough to to take care of themselves, but can also build skills and do complicated tasks without the input of the player.

Imagine playing a 3 person household and none of them will cook unless you control them and pick out the ingredients. None of them will do extra stuff at work unless you tell them to. Etc etc. So yes, I think for a system like this to work to the fullest, their characters need to be VERY smart. They need to be able to do all the things you can do unattended else things will start feeling pretty shallow.

Edit: I've been thinking, maybe comparing LBY to The Sims was a wrong marketing move. The more we learn, the more this just feels like Second Life 2.
Test Subject
#884 Old Yesterday at 5:43 PM
I find it weird they make this game so highly customisable to allow players to play however they want, but when it comes to queue system it's suddenly "No, you can only play it in an RPG-style way." Why not just give players an option? You know, like they do with all the other stuf?
Smeg Head
#885 Old Yesterday at 6:12 PM
With no interaction queue to speak of, then the thing that may become the most annoying will be how fast is the autonomy set. If you can only command to do one thing at a time, then the sprite may always be fighting you to rush off and do something else autonomously before you get a chance to punch in the next - and only - command. A constant struggle unfolds. If the autonomy is slow, with plenty of time for you to punch in next command each and every time, then that works in the scenarios where you wish sprite to do many things consecutively, but when you just want to sit back and let them get on with things themselves, it'll be a snooze fest. (Much like the Sims 4 and its infamous simulation lag holding up sims from getting on with things quicker.)

To get around it, not only will we need the traditional Autonomy On/Off switch for either one sprite or all sprites (As like TS4, but please make it more easily "on the fly" accessible than dozy TS4 has where getting to autonomy options is almost as laborious as going through a load screen.) but also a never before seen feature (Outside of mods.) inside game to control the speed at which autonomy flows and pushes sprites. Cheers, Rod & Co, if you're tuning in here. That'll do nicely.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
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retired moderator
#886 Old Yesterday at 10:18 PM

I find going to the shops slightly pointless, especially since there's no checkout clerk and till.
Scholar
#887 Old Yesterday at 11:15 PM
Quote: Originally posted by simsample

I find going to the shops slightly pointless, especially since there's no checkout clerk and till.


For my character to shop yes. Prefer to buy from fridge, so I don't have to remember what I need for every dish. But I do like owning a shop for my character to sell items. I do wonder how that works though. Like is there actually an inventory you have to maintain?

Also, this has been mentioned in the comment section on youtube. The character's arms move in a scary way when he is eating. Shoulder cuffs seem to do a 360 almost.
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