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Boring Bones Tv
Boring Bones Tv

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First Steps in Project Mayor

We are taking the first steps in Project Mayor, and I have great news to share! The first stage has delivered very promising results.

One of the initial goals was to create a functional object or tile (internally referred to as a Beacon) that could modify the environment need in The Sims 2 or add specific buffs in The Sims 3, such as a "dirty environment effect." In The Sims 2, I achieved this by adjusting a parameter in a specific type of flooring. By simply adding the tile—hidden under objects or rugs—into any room, the environment need is automatically reduced. This change can be clearly seen in before-and-after comparisons.

The concept behind this functionality is rooted in the idea that the conditions of a lot or region directly affect the Sims living there. This isn’t intended to be a faithful reproduction of reality but rather an abstraction and satirical depiction of human dynamics, staying true to the franchise’s essence. The goal is to provide players with contextual feedback, encouraging them to progress and improve both the environment and the quality of life of their Sims.

This feature can also represent elements like pollution, adding new layers of challenge and immersion to the game. The idea is that a lot in a less developed region—with factors such as industrial activity and low population density—would have direct impacts on the Sims’ moods and progress. This introduces more complexity to urban management, motivating players to enhance their Sims’ living conditions while tackling the challenges associated with these environments.

The next logical step is to develop objects or beacons that can be added to the Sims’ inventories, expanding the effects of their living conditions. These items would not only influence the Sims' moods but also affect how they are perceived by other characters.

The idea here is that the environment and social conditions leave deeper marks on Sims, extending beyond the physical context.

For instance, even if a Sim improves their home and moves out of a less developed area, certain traits tied to their previous experience would still follow them until they can fully transform their reality. This mechanic adds an element of continuity to the narrative, simulating how origin conditions can shape a character’s journey.

With this approach, we aim to create richer and more meaningful challenges for players, encouraging them not only to work on their Sims’ material improvement but also to address the emotional and social impacts of the changes they experience. This allows for the exploration of the saying, "You can leave the place, but the place doesn’t leave you," offering a deeper, more contextualized reflection on how environment and life experiences have lasting effects.

Now, not only can the environment be represented visually, but your Sim becomes aware of it and acts accordingly. My ultimate goal is for you to STOP having to imagine everything and instead be able to assign your Sims the conditions to truly EXPERIENCE the story you're trying to tell. However, I am still studying how to implement this functionality effectively in terms of inventories and their influences.

More Than Mods: A Shift in Perspective

Now, it’s clear that we’re talking about a significant shift—not just in how people play but also in how they interpret the game’s data. That’s why Project Mayor isn’t just about a mod; it’s about creating a whole ecosystem with guides, lots, and tools that transform the gameplay experience.

I see so many brilliant players diving into spreadsheets, and I can’t help but think: You shouldn’t have to juggle so many numbers! I mean, as players, our role is to play. While I fully understand and respect the enjoyment some people find in managing with spreadsheets, I couldn’t help but wonder: Couldn’t this be more fun and engaging for everyone? 

The conclusion? There’s always room for improvement. That’s why I’m developing guides that help players reinterpret the data the game already provides, so they can approach The Sims with the mindset of a SimCity player—seeing the world through the lens of a mayor. On top of that, I’m creating dynamic, easy-to-use templates that can be filled out visually, making it more accessible and fun for players who enjoy managing resources and tracking progress.

Sure, you can still use a spreadsheet—but isn’t it much more enjoyable to use a visual, interactive template instead?

When I began Project Mayor, I was seeking something deeper—meaning, inspiration. In The Sims, behaviors and interactions are largely random, yet they are still shaped by the Sims' unique personalities. But I wanted more. I wanted to move beyond being a distant, all-powerful figure. I wanted to step into a more intimate, personal role with the Sims—one where I could truly understand their motivations and provide them with the data and context they needed. I wanted to feel, through them, the real sense of progress—from one condition to another.

Because it’s not just about the number of Simoleons they collect or the objects they accumulate. At the core, the Sims are social creatures, constantly influenced by and influencing their environment. To create a world where I, as a player, felt inspired to play in new and meaningful ways, I knew I had to bring depth to the experience.

I don’t yet possess all the skills I’d need to turn every idea I have into reality. But I am using the talents I have right now to push this game forward, to make it something that can truly inspire both myself and others. I hope Project Mayor sparks something in you and many other players, too.

What do you think about the direction we’re heading and the ideas behind Project Mayor so far? Your thoughts and feedback mean the world to me. Thank you for your support, your enthusiasm, and for joining me on this journey. I can’t wait to surprise you with what’s coming next!

First Steps in Project Mayor

Comments

🥳🥳🥳🥳🥳🥳

Ruby

Although there have been few or no comments asking for it... surprise: YES!! I have already translated several strings, and in fact, I count on your feedback to get an idea of ​​how it turned out in English. It is very likely that it will differ from Portuguese, but I tried my best to bring the idea as close as possible!!

Boring Bones Tv

Will this be released in english?

Ruby


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