Wellbeing System Showcase
Added 2021-07-09 14:55:27 +0000 UTCHello! How is everybody doing?
Since we are working on the wellbeing system I wanted to take everyone on a deeper dive into how it works and what to expect overall. In this update’s images you can check the ⚡ Energy cycle at work, and also how the wellbeing system ties in with our Main Game Loop.

So as of now Little Sim World has 8 different wellbeing status, these are:
❤️ Health
⚡ Energy
😀 Mood
🧑🤝🧑 Social
🍗 Hunger
🥛 Thirst
🛀 Hygiene
🚽 Bladder
(Disclaimer: we are currently working on wellbeing one at a time!)
Since we’re all fans of the sim genre here I believe these status are pretty straightforward, as each relates to the different needs of your character. I don’t think ❤️ Health is explored in a lot of sim games, but we’re adding it to Little Sim World as it can interact with some cool features we plan on having further down the road, like our fitness skills and food events.
So the system you’ll have on the next release works like this:
- All of your wellbeing stats deplete over time at different rates.
- The player needs to perform certain actions to recover them.⚡ Energy for example is recovered by sleeping.
- Actions may have different effects on different wellbeings. Exercising on a treadmill will increase your ❤️ Health health, but cause you to spend some ⚡ Energy in the process.
I plan to also have your traits interacting with how your wellbeing behaves. Like if your character has the 🌔 Moonchild trait you may get a slower decay rate on 😀 Mood during night time, or even an increase in that wellbeing.
Our decay rates won’t be as fast as in some other games of the genre though, because we still want Little Sim World to have a chill vibe overall, so the wellbeing system is more flavourful than punishing. (That doesn't mean the game won't be challenging!!!)

Before adding a wellbeing into the playable version of the game (the one you guys find here on Patreon), we first need to make sure the full wellbeing cycle is complete. This means:
✔️ Wellbeing depletes over time (this is global and already in place for all of them)
✔️ Player can recover the wellbeing through interactions (this involves animations and code)
✔️ Player is punished by complete wellbeing depletion (passing out from energy loss for example)
Once we complete these 3 requirements the wellbeing is ready to be implemented. Right now ⚡ Energy is the closes from being complete as you can see from the gifs, and we’re considering adding 🚽 Bladder next as it is a simple departure from our sitting animation, we just need to optimize the current censor shader.
Thanks for joining me this week! Let me know what you guys think about what we have planned here, hope it turns out fun (•ө•)♡
Michel & Terry
Comments
Looking forward to the well-being system!
Felicia
2021-07-09 18:06:49 +0000 UTCThis sounds like a balanced system so far! I can't wait to see how the traits will interact with the well-being system that you're creating.
Benjamin
2021-07-09 17:38:45 +0000 UTC