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Happy Friday! It's time for another dev diary.

We're also out with v0.8.1g today with another round of bugfixes. Unless something very important crops up, this is probably the last update of the month until early access begins for the August update.

This week I first did some more work on moods. Following your input on where and how to surface NPC moods, I kind of went "why not both?" about it and put them in, potentially, both the View Person dialog and when talking to them.

When chatting with an NPC, you'll get a little bit of a low-down about how they seem with a little system that borrows the dialogue line system to put together some mood text. This isn't always very specific, and some moods aren't exposed this way at all.

But someone made a comment about how viewing somebody by clicking their link represented taking a better look at them, or giving them some more thought. I like this logic — I had a similar justification in mind when I made the anonymous mask system, where an NPC will appear anonymous in the passage text but if you click on them (symbolically taking a closer look) then it will tell you who they are. So, the View Person dialog will reveal some more specifics.

"Neglected" is a more conceptual kind of mood and depends on very specific circumstances and their relationship to the PC. Fuckbuddies are neglected if you haven't had sex recently, and romantic partners will feel neglected if you haven't taken them on a date for a while or even talked to them in the last few days.

This is another reason why I wanted to work on the moods system in the leadup to working on the cheating system. The average NPC will require this Neglected mood before they'll consider cheating. (Some NPCs are of course more inclined to cheat, with the Cheater inclination, and don't really need a reason, while others are Loyal to the end. Also, I'll point out again here that the PC being cheated on has a toggle under Content Options and is fully optional.)

Someone else wrote to me once pointing out that cheating mechanics have to be handled carefully and not be completely random. Say an NPC inclined to cheat on you has a 10% chance every day of cheating, while an NPC who is very much into you has only a 0.2% chance of cheating each day. Those are pretty low odds... but over a long enough timescale, both NPCs will cheat on you just the same, which doesn't feel right. The NPC simulation system will leverage the mood system and take some of the randomness out, as the average NPC has to be in a Neglected state before they might consider cheating. This also gives a form of early warning to an attentive player.

As of writing this, I have the moods system finalized (though I'm sure more moods will be added over time), and the simulation now handles the PC's partner cheating in much the same way as it handles NPCs cheating on other NPCs: they may cheat randomly, but usually will eventually acquire somebody on the side that they cheat with regularly, and if your relationship with them ends, they will probably officially get together with their cheating partner in short order.

The next step is to make cheating discoverable by the player, which will also use the simulation system: simulation events queued to happen through the day can be surfaced by the narrative event system, it's just a matter of getting creative about various circumstances to witness them in. This is where the kink factor comes in too, as I'm sure there are some players who would be interested in watching the cheating actually happen.

I've also been thinking about some sort of gossip system to help surface things like this. This would tie into or, more likely, replace the current rumors system (where, for example, one NPC can tell another that you flashed them or some such) and involve a few more specifics about the event being gossiped about and spread more organically around the campus and town. Basically, catching you (or somebody else) streaking, seeing somebody go off alone with somebody else, etc., would all become distinct pieces of gossip that could float around, affect reputations, and eventually reach your ears.

This would also be a useful avenue for discovering cheating that you otherwise haven't witnessed, and just surfacing more simulation event stuff in general and adding more life to the campus. So, I'm probably not working on this next week or anything, but it is in the back of my mind, and I'd be curious to hear what you all think of it.

My current aim is to get done with these cheating mechanics this week or early next week and then start in on houses and apartments. Someone else (sorry, I am terrible with names, I remember what was said but not who said it!) pointed out that they'd rather have new housing on campus than in town. I want to accommodate both, so I think it's also time to build out something that's literally been on the map since 0.1 but not addressed: the special student housing on Bancroft Lane.

I'll talk about all of that more as I get more done, but, as always, I welcome your suggestions in the meantime! And that will also do it for this week's dev diary. I will return again next week for another progress report, and until then, I hope you have a good week! And thank you for your support — as always, I appreciate you!

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Comments

Darth Najida

Excellent workmanship and great ideas. I like the suggestion to include new gossip, a great idea. As for the mood, I think your solution is the best. If you encounter it, you get feedback, but not everything. You have to click to take a closer look, or better yet, take an interest. If you don't, getting information is logical and nice. Excellent here too.

Matthew Evan Davis

Regarding the dorm situation: I teach at a university (which is why I can never do and have no interest in the teacher seduction aspects of the game. To be honest, I don't know how it works. It's one thing to role-play being an undergraduate again, but that whole thing feels super squicky to me). One thing I've noticed going up is a lot of apartment-style dorms: four apartments with a shared bathroom and common area, rather than the long hall and gym-style showers. This is both on the university owned housing and the stealth dorms that are privately owned around the area by the campus (which would be interesting to model too -- campus, immediately off campus, and downtown, say). If you want to map to realism it might make sense to have dorms on campus, an area where it's mixed houses and these stealth dorms, and then full-on apartment complexes. So your first year you could be in the dorms. The second you are either on campus or in one of the mixed areas, and when you graduate (or have money) you can live in one of the areas that undergraduates usually don't live in in town.

Daniel M

Mood system looks cool. It should let you add some depth to NPC interactions in the long term by letting you tailor options and dialogue responses based on them.

Steve

I am loving the new dynamics that have been added lately. One ask of mine would be for some kind of pregnant icon that shows on the people screen after you have been told about it. In my latest game, I have a stable of subs and several have been impregnated, but keeping them straight while talking to them is a chore. I have placed them all in a special pregnant group, but there is no indication of that when I am in a new area and trying to talk to the people present. Thank you.

etettiu

Can't wait to try the mood system! Regarding on campus housing, I would love to finally live in the Greek houses too.

GothamRose

After cheating gets finalized, a gossip feature would be cool like "did you see Sam go upstairs with Steven at last night's party?" " no way, i thought Steven was off limits now cause he has a gf" or maybe something like "lucky Sam, rumor has it his cock is huge." Like finding out your partner is cheating through rumors would be great.

Laplace

The state machine for the relationship is a great idea! You can even consider depending on NPC personalities various way they deal with Neglected mood: some go for cheating, others become needy and try to pressure PC to give them more, third straight up tank down their romance score and and break the relationship, if neglect continues.

Anathema

There is this idea in sexology called Esther Perel's framework. It explains why people lose the spark in marriage, why some erotic fiction is way hotter than other, etc. It is quite complicated, has literal papers written on it, but the heavily butchered version of it is this: Desire = Wanting x Obstacle x Stakes x Uncertainty. Sex is payoff whose heat equals tension accumulated before them. I can't help but wonder if CoT is one game where one can quantify those properties and make sexual encounters around them. If this is the direction that the game is taking, it would have been awesome.

courseoftemptation

Yes, that's the sort of thing I'm hoping for! It'll have to be balanced against data storage constraints, but I can find similar solutions as I did with storing sim events.

nervouspirate

I’m my experience, special student housing is reserved for 1) Full Time Undergrads with spouses and/or children, 2) Graduate Students, or 3) Professors. Graduate School is an interesting option. Harder, more specialized classes, opportunities to be a Teaching Assistant, associate more closely with the teachers, and get jobs or internships in town more relevant to your degree.

RiekerVerse

have you considered adding a "canada" mode? the one time I was taken to the nurse cuz i was 2 steps away from the hall before passing out I was a bit sticker shocked at the healthcare costs as a canadian 😂 seems like a small thing but it made money really hard to manage on that save as it wasnt something i'd even considered. also, a cheat option to alter the starting wages would be nice, Id definitely use that over just giving myself cash if i want a more casual save (funny enough this might actually also apply to canada mode, seeing as our minimum wage is $15, even for tipped work like the River Rat, except in quebec... but that doesnt count, its quebec)

Xeviares

Thank you for the update! I am excited to hear about the new gossip system! That’s definitely more realistic, and I do hope that will make it slightly more likely for you to get known as studious faster. I do still hope that as gossip dies down, your reputation for doing a certain event won’t be imprinted in every person’s memory, so as to achieve a kind of reduction in your reputation? like the npcs who saw you or heard about it are not going to keep telling others/new people about that incident six months ago

General Tacticus

"Someone else (sorry, I am terrible with names, I remember what was said but not who said it!) pointed out that they'd rather have new housing on campus than in town." -waves- I don't know if anyone else also said this, but I definitely did! I also liked the idea (to which it was a response) of getting to choose a small group to share the new place with, and have roommates/flatmates you hopefully actually like.

Matthew Evan Davis

One thing that would be interesting, if summer gets implemented, is having to figure out how to make a living while a grad student in summer. When I was doing my PhD. we had a stipend for the year (that always started about five weeks after classes actually started) and the opportunity to teach a class in summer. If we didn't take that opportunity we ended up having to figure out how to pay the rent and buy food for three months; if we did, we only had to figure it out for six weeks. Considering the kinds of jobs the game has that could be interesting, and really provide an element of "I'm only stripping to pay for school" trope you hear about sometimes.

Fredo Pratama

Personally, I want to live off campus because there are already dorms and Greek houses on site, though I'm pretty sure not everyone wants to live in a Greek house. Also, my PC's boyfriend lives off campus, so it would be nice to live with him away from the hustle and bustle. But this is just my opinion. I'm still pretty excited about the possibility of visiting NPC's place!

Wizzard

Would it be possible to have a slide bar when creating the world that allows adjusting the percentage of people that are in a relationship? Might be difficult because the player can limit possible relationships if one gender is maxed out and the other very low while the world is mostly heterosexuals. I just feel that right now - at least at the start - almost everyone seems to be single in my games even when the genders are distributed evenly. Same goes for the older people in town. Would love to be able to adjust that a little.

Kitt

Juust to be wicked; Would you be open to adding a scenario where you have a high friendship with someone has recently been cheated on you could offer to 'even the scales' and initiate sex with them?

Roan

When cheating is fully implemented, I'd love the ability to confess to your partner. Potentially with different outcomes based on relationship strength, the eventual mood system, and if either of you have the open or polyam traits but are currently monogamous