BBZ01

Active Member
Apr 26, 2021
682
453
How do you get a roommate?
In addition to you asking them, they can also ask you to cohabit. Again, this depends on the relationship being high enough.
Note that if it's a guy who asks you'll move into his apartment. With a girl if they have an apartment they may want you to move into theirs or let you choose a new place. It's similar if you also have an apartment. When neither of you have 1 you'll get to choose the area, which is restricted initially to exclude the expensive areas.
If you've bought your own apartment the NPC will move in with you so if you end the relationship they have to move out.
 

about_it

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Game Developer
Aug 7, 2020
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1,536
New publication on Patreon today. Join our patrons and get these updates now.

About it v0.98.3_17.11


- Game version changed to "0.98.3"!!!
- Thanks to your comments, fixed a bug where MC, after breaking up with her NPC roommate, continued to pay only half of the rent for the rented apartment.
- Thanks to your comments fixed a bug when female NPC roommates demanded from MC to pay unreasonably high amount of money for living in her apartment. Fixed the game mechanic of paying rent together when MC lives with a female NPC.
- In previous versions of the game, we made it possible for MC to offer NPCs a ride on her car. Unfortunately, the implementation of this game mechanic was very weak and led to various bugs and paradoxes. Therefore, we had to make a new game mechanic that puts MC and NPCs in her car and allows you to fully utilize all its features. In addition to single male and female NPCs, MC can now ride groups of NPCs in her car, which can number up to 4 people. In addition to riding around the neighborhood, the MC can travel with NPCs to any area of the city. Car rides together will be a good way to improve relationships with NPCs, unless of course the MC gets into an accident or unpleasant situation on the road. We had to take a lot of factors into account to make the car ride look believable. We made NPC reactions to various incidents that might happen on the road. To avoid looping, made it possible for NPCs to stop the MC car ride if they decided not to participate anymore.
- Added the ability to start a fun run in the MC's car when she is there with a single male NPC. The fun can be initiated by either the MC or an NPC.
- While testing the new game mechanics of NPC travel in the MC's car, we encountered unreasonably high gasoline consumption. As a result, we made the engine hours count to make the mechanics of parts wear and gasoline consumption in the MC car work more accurately. The next paradox that puzzled us was the fuel gauge in the MC car, which wrote off fuel in large portions and did not allow us to orient how much gasoline was left in the tank of the car. As a result, we found a solution that made the fuel sensor work correctly and show the gasoline consumption in the car with an interval of 1 liter. Also we realized the moment when the fuel gauge shows 0, but the car engine still continues to run for some time. This is done to give you additional sensations and emphasize the reality of events happening in the game.
- NPC roommates have become more attentive. We have taught them to recognize bruises and injuries that may appear on the MC's body. Now they can emphasize it, and MC can take advantage of this situation to improve or worsen their relationship. In addition, we had to take into account the fact that between MC and NPC roommates, events may occur that lead to a fight, and it may cause bruises and injuries. In this way we managed to avoid the paradox where the housemates would inquire about the injuries that they themselves caused her.

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- Continued work on improving the NPC behavior model and their intelligence. The newly created game mechanic of NPC roommates' initiative, which gave them the ability to initiate interaction with the MC on their own, turned out to be very cumbersome and inefficient. With the ability to accumulate discontent and grievances, NPCs, when starting communication with the MC, expressed them simultaneously, without caring about their priority and sequence. This led to various paradoxes and did not make it clear how their relationship was developing. The new behavioral model created for these NPCs, changed the situation drastically. The NPCs are now more consistent in expressing their claims and desires. It was possible to reduce the number of variables that governed this process and get more stability in the operation of these mechanics. The changes affected both female and male NPC roommates.
- Also, using the experience gained while working on a new model of NPC roommates' behavior, we redesigned the game mechanics of scandals. NPCs have become more consistent in expressing their thoughts and acting on the basis of the development of such a situation.
- Situations when time is accelerated in the game and several days pass in an instant are not uncommon. For example, it can happen if MC lies down for treatment in a private clinic or hospital. Focusing on the correct display of the date and day of the week, we completely lost sight of the fact that during these days there are many other equally important events that remain unaccounted for, which leads to paradoxes and bugs in the game. To solve this problem, we had to change the time accounting and make additional locations to account for changes in various events. We spent a lot of time on this, but considering that time in the game is the basis of its foundation, we had no other choice.
- Per your requests, we've added the ability for MCs to invite their boss or supervisor, when she's in the office, to an after-work meeting.
- We also added the ability for the MC to leave the office party at will the moment her coworkers try to interact with her.
- After continuing to receive comments from you that the game mechanic of inviting NPCs to visit establishments in the city was still complicated and confusing, we've redone it again. The main problem was that having the ability to incur expenses, the MC still couldn't invite an NPC to the desired establishment, or vice versa, in case the NPC didn't have enough money, this money was automatically deducted from the MC's account without her consent. Now the situation has changed. NPCs in case of lack of money to visit the chosen place warn MC about it, and she has an opportunity either to bear all expenses or to change her mind and choose some other place in the city where they can spend time together.
- Thanks to your comments, the bug with earrings and watches disappearing when MC tries to put on new jewelry after forgetting to take off the previous ones.
- According to your recommendations, the speed of coursework completion when studying at university will now depend on MC's intelligence level
- Various fixes, improvements and edits.
Thank you so much for YOUR support !!!
 
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