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.
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