Notes
Outline
Simulation and Modeling:
Under the hood of The Sims™
CS 395 Game Design
Spring 2002
Overview
The Sims as storytelling medium
Modeling the world with objects
Modeling people
Programming The Sims
Thanks to Will Wright for material on The Sims
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AI Design Requirements
Robust (graceful failure)
User defined environments
Understandable (to the player)
Expandable (code not just data)
machine independent
drop-in components
Eventual end user programming
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Interaction Types
Normal (90% of the Interactions)
Advertised (Autonomous)
Manual (Player Selected)
Pushed (High Priority, Immediate)
Carpool
Fire
Functional (Goal oriented, outside needs)
Clean
Repair
Cook
Etc.
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Invisible Objects
Social Interactions
Job
Phone Line
Visitor Generator
Burglar Portal
Sickness
Room Structure / Room Motive
Architecture Score (baseline)
Room size
Lighting / Windows / Doors
Negatives
Trash
Broken/Dirty Objects
Positive
Art / Fireplace / Wallpaper / Floor
Uses
Privacy
Routing
Jealousy, Etc.
Routing (sucks)
A-star (2 modes)
Room-to-room (Room Map)
Within room (variable-res quad trees)
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Customization
Skins / Faces
Wallpaper / Floor
Music
Stories / Web pages
Objects (soon)
Behavior Expansion
Incremental patches
Sickness
Party mode
Drop-in NPC’s
Programming objects with EDITH
Visual programming language
Let’s look at an object…