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Hello friends! It is dev diary time once again!

This week I've been getting things done in two main areas.

First, the advice stuff I talked a bit about last week. I'd completed the part of it that queues a simulation event up as "pending advice" rather than executing it immediately, but I still had to figure out the part where the player character gives their advice and the NPC then chooses to act on it, or not.

Naturally this is a bit more edifying for you if you actually know the other person, but sometimes we just have to take what we're given. Even here, NPCs still have a will of their own — if she likes this guy, your advice may not sway her against going on the date with him. In the back of my mind, there's a question about whether it might just be annoying to be asked for advice which then isn't taken, but for now at least we're going the more realistic route.

The other major hurdle was how to handle things when the NPC accepts the advice to not pursue a simulation event. Behind the scenes, what led up to this was your friend and this other NPC flirting and getting to know each other, and the prerequisites for this go-on-a-date event are still true, meaning there's nothing inherently stopping the event from just queueing up again next week. So it needs a blocker.

This involved a bit more iteration on the simulation event system. So far, events have just queued themselves automatically, but this called for a manual event: one that represented advice given against pursuing the date and set a flag for this particular NPC pairing. The date event then just has to not fire if this particular flag exists. I imagine that, as the system develops, there will be other cases where manually inserting events into the simulation makes sense.

I've also now done advice events for other situations: whether to become friends with a person, whether to pursue friends with benefits, whether to go all the way with a partner, and so on. What sorts of things you're asked for advice on depends on your relationship with them and what sort of inclinations they have. For instance, a less confident friend tends to ask for advice on more things, and is more likely to accept your advice when it's given.

I still haven't tackled advice regarding inclinations, though I'm looking forward to getting a start on this. These will be a bit more involved with some full prose scenes. Getting an NPC to pick up an exhibitionist inclination needs to be more than "Hey, yes or no, should I become an exhibitionist?" More of a realization about themselves that you steer them into through actions rather than words.

The second area of progress has been year advancement. Had year advancement actually won the poll, I would be working on different types of class projects and other stuff to spice up college work. But as it is, I should be able to get the basics of year advancement working without taking too much time, and I'll save the other planned content for another time.

The first step was to come up with more advanced courses for each major for each year... so, twelve new courses per major, for a total of 108 courses. Fun times! Hee Ho and Rfpnj helped me with this.

Second step was to find professors for all of these new courses. I thought this might require generating new professors, but it turns out the current professor schedule is pretty light, so they have plenty of time to cover all of the new additional courses. I think this will be fine, but if it turns out it makes the faculty feel unusually small, we can always generate more professors later.

Next was to allow the player to update their course selection as they change years, which you can see above. You can decide on a different major as you enter your sophomore year if you want, but that will be your final chance to change your mind. However, each year you can pick any electives you want from any major (these are your block C and D classes), so there's some more variety for you there if you want it.

The next step is to have the seniors graduate, either converting them into townies (a likely outcome if they're important to the player character) or quietly removing them from the game. New freshmen will then have to be generated, which will give you some new people to meet each year. I may not get this finished this week, but it'll get done before 0.8 is up for release.

So, that's about where we are. Next week I'll be shifting focus over to getting a January content update ready, which will probably largely involve continuing to expand sports content (the winner of the last development focus poll) but also probably some other stuff. I'll let you know my progress next week.

Until then, thanks for reading, and I hope you have a good weekend! As ever, thank you so much for your support and for making this project possible.

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Comments

a goober fox

While it might be fun to be the eternal senior living in the walls of the dorm, I'm assuming there's some long term plan for the player to become somd be sort of townie... But now I'm thinking of what fun it might be to become the professor in one of your old classes and have fun assigning students random tasks for improved grades, like maybe send then over to the psych professor and you get to use those hypno phrases on them behind closed doors as the continue to attend those extracurricular activities.. etc.

courseoftemptation

Yep, that's the other thing I've been thinking about but didn't bring up because I definitely won't get to it this week. What I'll probably do is just a fairly basic apartment living implementation that I can iterate on later.

Ludociel

With year advancement and seniors removing from game, will it be possible to become the star player or captain of a college team/greek house president?

Harlequin

I'm someone who always asks many background questions when asked advice. While implementing that might be close to impossible, could there be an option to decline advising (perhaps on the grounds of not knowing enough about the situation)?

Matthew Evan Davis

In terms of schedules -- some of the majors might have a small department, or classes might be taught by graduate students for the first couple of years. At most campuses professors teach two or three courses a term, and the ideal is to have less preps than you have courses to teach. So I think for art and sports management a small faculty might be fine, but for English (for example) it should probably be larger.

Matthew Evan Davis

Or make them a grad student for their sins and they they experience everything from the other side, plus having to deal with departmental politics, grad classes, and having no actual power.

GothamRose

'A wolf in sheep's clothing' inclination would be baller, imagine giving your friend advice to date someone, and then hooking up with that someone behind your friends back. Oof the gameplay. I just.. can't wait. On a different note over a 100 courses that's going to be so fun picking and choosing which one to pursue. All of this is so exciting. I say it a lot but truly thank you for All of your hard work. I hope your planning to take a break for the holidays. The game is fantastic but don't overwork yourself.

Cyryos

I was thinking the same thing. Getting high marks in your final exam could qualify you for a teaching position in your chosen major. There could also be a townie option for the player. By fully progressing the part time jobs, you could land a management position at the River Rat, Quickie Burger or Summit Market. And the new porn career would have the same effect

a goober fox

Grad student would be perfect.. you still have to show up for classes as a ta maybe, help grade homework and tests and plan lessons instead of homework and study..

Jtzquyiwq

Grad student to professor seems like the most natural transition, doesn’t need to be the only path but that could easily be the most common/main one to build off of

Katieclysm

Ooh, upperclassman PCs should have increased 'influence' on incoming freshmen.

ForgetfulRiver

What I want to know is, if we give advice they don't take, can we then get an opportunity to say 'I told you so' if it goes wrong? (Possibly by fucking with their date to make sure it does, hehe. Potential 'self-fulfilling prophecy' inclination, too, lol.)

Turtlefightclub

I think it could be annoying if my friend doesn't take my advice. Especially about dating someone. It would really suck to be pursuing someone romantically for a while and then they start dating someone else before you can seal the deal, even if it is realistic. But I think it will be fine as long as the likelihood of our advice being taken scales with how high our various relationship stats are. Either way, always excited to have a new mechanic to try out :)

General Tacticus

A suggestion for giving advice on whether to date some NPC or not - if you don't know that NPC well, maybe have the NPC give you a few basic facts about them aside from year and major, like them being a jock/a nerd/an artist/etc, a random Trait of theirs, that sort of thing? Giving advice based on wildly incomplete information sounds more interesting than giving advice on *no* information.

Hugo Trainor

The NPC friend can always keep asking for your advice until they get an answer they want, or decide that you _do_ know what you are talking about.

Hugo Trainor

A smaller number of faculty means we might have a head start on lust and romance (to say nothing of friendship), when we take a new class.

Johnny Cashless

If we "reshuffle" the deck of professors each year, then there should be a chance to meet and interact with other staff before you have classes with them. What happens if that older guy who once picked you up in the River Rat and thoroughly satisfied your masochist side turns out to be your new economics professor next year?

Matthew Evan Davis

Or have to teach your own classes, take a couple of classes to progress, then find time to grade. Plus if you get far enough along you have to put together a thesis/dissertation committee and deal with the fact that maybe your professors don't all like each other...

Matthew Evan Davis

You'd have to figure out a reason why they're staying at FK-U rather than getting a job somewhere else, which is usually frowned upon. Maybe they get a big grant or something, which requires them to stay around.

Hugo Trainor

I would like to see more options for the advice one can give to one's friends. Asking to do a hangout with the friend and the potential date, so one can see them in action, as it were. This might bring up the possibility of double dates at some point in the future, and maybe even casual multi partner sex!

Matthew Evan Davis

Something I was thinking about...it might be interesting if the advice metric could be used to hint to a player that an NPC has an interest in them.