Ok, A little more on the map screen as thats currently in development.
Generation: The town/city is made around a grid system, size to a degree set by the player. Large areas (2x2) are then spawned onto the the grid(Parks,shopping,offices,factories) these are generaly recreation and work areas.
After this several housing squares are spawned for each poor/middle/rich types.(Amount is user set). These initial blocks then start to spread out in sort of a growth pattern until the map grid is filled. This gives a sort of more natural spread of population around the map, and a more realistic but random pattern to the town(This part already done).
As I said the user during set up will have control to a degree over, town size and wealth, allowing more customization of the game play.
Screen Setup: The screen area is a split screen system, with a main area,smaller bottom area for input/output, small right hand area for information. The map itself appears in the main area and is used for travel and to view known information. clicking a housing block will show know contacts and information gatherd in the right hand screen, whilst there will be buttons at the bottom screen for travel and actions regerding that area.
Travel will be time based, but instant on the player side. Think Skyrim etc, Instant travel but with time deducted. The player and npc's will never actualy be on the map screen.
Upon traveling to an area, the map screen is replaced with a screen of the specific plot(Similar to the graphic posted in the other post). The right hand screen will show houses and known info for that block, as well as any NPC's moving around the block(HH+).
The bottom area again for actions. The player and npc's will not physicaly appear on this map either, although clicking on an npc in the area will display the person,known info and possible actions.
Housing blocks: As stated housing blocks will be generated in classs/wealth type blocks. Poor housing block will consist of around 10-12 houses PER BLOCK, middle class blocks 6-8 houses per block, Upper Class houses 2-4 per block. There will also be random special housing blocks (Student/Flats etc).
NPC Generation: Npcs will not be generated in game play time. Upon buiilding the town, the engine then checks each housing plot and assigns an npc/family name based to each house in the block. So a poor block generates 10-12 families, the engine then generates npc's to that family name, dependant on rules. This means you will get singles/divorced/couples/families etc adding a lot of variety. Each of these npc's is then assigned a personaility, stats, work place (If appropriate) Clothing and physical features.
Average NPC count in any game should be between 3000-10000.
This may sound complex but be assured the base generation system has already been tested and works. Each npc will have a full AI system and will work/rest/play and travel (Sort of!) Npc's are only tracked when in the square you occupy. but other calculations will be done at set times of the day.
Gameplay:As I said eating/sleeping/Earning money will be essential, this will be an RPG Simulation. There will be no turning up at 3am doing 1 hours at work. Work times will be set as they are in real life, dont turn up you will end up getting fired!
HOWEVER as stated these things are boring lol, and the focus of the game will be the players lessure time. You will travel to work at which time time will pass more or less instantly to the point you leave, or till an event happens. The same is true of eating/sleeping these will be single button time advances but based on location. With the exception of dining with others these will be events rather than time/money sinks.
Money & Choices: Money is the essential reasource, everything will just about require money. But there will be many ways to gain it, dependant on who you want to be! Want to work 9-5 in a factory whilst playing the lottery and watch your life dwindle away, Good luck with that! Want to stand outside a school selling drugs? I'm not going to judge, however I am implamenting a complex law enfocement and reputation system. Want to start a gang/burgle houses/rob grannies/shoplift etc.
The systems will be ingame as will starting your own business,education,qualifications and the ability to play as you want(Within reason, it isnt real life!).
On that note I should state, non consensual stuff as well as burglery/drugs etc will be in place from the begining. This does not mean the game will be based around that, just that the systems need to be there from the begining. Houses need security setting made during generation not added as an afterthought later on.
However this is a choice based game, and no choices will ever be pushed, the player decides what happens(to a degree) and normaly unless you want to go in that direction, you wont ever see these things.
Whats in/Whats not:
Gay etc. The system will be in, however I am a straight male so this wont be fully functional at start.
NonCon, in but player chosen.
Furries! Forget it, this is a real life sim.
Girls with dicks etc. See Furries! not my thing.
Scat/watersports etc, again not my thing, but could be implamented in the future if asked for.
Drugs, Violence etc. Again not actualy my thing but it is part of life so it's in.
Pregnancy. Fully functioning fertility/pregnancy/birth systems in.
Incest, my family are ugly so not my thing but will be in.
Animals, nope gross!
Pateron/Steam/Kickstarter. All Out, I may do a 'buy me a coffee' but thats it. I will be staying in complete control over whats in the game and what isnt, I will listen, but I wont be controled over the game direction or content.
Modding, Totaly out, way too much trouble. Will in future implament tools to inject events, and if anyone wants to do building sets for other styles, say oriental etc, I will put them in but thats it.
Bored now maybe more info later.