Main Menu
Game Guides
Catalogs
Cities
Search
Sim Time
City Status
Did You Know...
FreeSO allows you to see the neighboring lots right from inside your own.
FreeSO Blog
Quick Links
Special Features
The First 1000 Days - Custom Content ... for the Shop Owner Design
Back to Designs of the Past | Print Page

Custom Content ... for the Shop Owner Design

Outfits

  • A clothing rack owner moves outfits from a clothing palette panel into their inventory stock by selecting a skin and paying its wholesale purchase price.
  • Pull-down navigation allows players to select the Brand and Collection they want to select merchandise from. They will only see collections they have access to. For example: If "SimFreaks" brand is a club-only selection, it will not appear as one of the options if the player is not a member of the club.
  • Wholesale pricing is set by dynamic pricing (based on the # of that skin in the world ... assuming that all skins want to be seen in equal #'s). Median value is $650.
  • The owner can set the "name" of the clothing rack. This name appears in the pie menu for shoppers: "Browse: Ladies' Formalwear."
  • There is a limited stock inventory size for each clothing rack: 20. Multiple instances of the same outfit count multiple times.
  • Clothing rack owner sets the resale price.

Phase B
Players can buy mannequins and "dress" them in outfits that they have represented in their clothing racks.

Heads

  • The facelift object will be modeled on the clothing rack object, but it allows you to change your head appearance permanently.
  • Like the clothing rack, the owner can "stock" their facelift object with looks from the standard Maxis palette or with custom looks, up to a max stock size.
  • The facelift owner pays a wholesale price for each facelift, set by dynamic pricing where the average price is $5,000.
  • Object owner sets the "retail cost" of each face.
  • Someone with the appropriate skill needs to run the "facelift" object.
Walls and Floors

  • Wall and floor vending objects have a UI much like the clothing rack.
  • From here the vending object owner can browse brands and collections, select any wall or floor they have permissions for, and choose to "add to inventory."
  • There will be a cost associated with them adding something to their sale inventory.
  • The owner sets the price that each player pays to add it to their palette.
Objects

How Are Custom Objects Brought Into the World?
  • Through a "create" interaction at the workbench.
  • A player must have a certain combination of skills in order to create.
  • At the beginning of the create interaction, the player chooses the object they'd like to create, and they pay a wholesale cost for materials (this person will most likely be the workbench owner). Wholesale price is set by dynamic pricing.
  • Any player with the right skills can "complete" the creation of an object once it's been paid for.
  • At the end of the interaction, the object gets placed in the workbench table owner's inventory.
  • From that point, they can either go door-to-door trying to sell the object, sell it to a shop owner, or run a shop of their own.