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The First 1000 Days - Employees Design
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Employees Design

Summary

  • The purpose of employees is to allow players to hire each other for tasks of their choosing.
  • Examples would be: hiring someone to serve food at your restaurant, to do your gardening, or to clean up your trash.
  • We will give the players limited means of securing this interaction, but it is up to them to determine what work will be done and to police the employee and verify that they are doing the task they agreed to.
Design

Making Friends And Enemies
  • Hire Interaction
  • In Transaction submenu
  • "Hire" brings up Dialog with numeric entry of how much per game hour for the person doing the hiring and a confirmation dialog for the person being hired.
  • Both dialogs should have basic information about hiring. I.e., "By hiring this employee, you are agreeing to pay them an hourly rate for the work that they do on your lot. It's up to you to tell them what to help you with and to make sure they do it. If you're dissatisfied with their work, end their shift to cash out. How much would you like to pay this Sim per hour?"
  • If you are not on your lot, you cannot hire, therefore a visitor cannot hire.
  • Hire is active only for that house session while employee is on lot.
Employee Interaction
  • An employee Sim has permissions that other visitors don't. Primarily, players should be able to handle this by using permissions doors (i.e., I put the "kitchen" area of my restauraunt behind a permission door and set the permissions to allow employees but not visitors).
  • However, since there are some object-specific interactions that are not typically available to visitors but which are likely candidates for hiring someone to do, they will be available to employees.
    • Make meals/Use BBQ
    • Make drinks/Fill punchbowl
    • Fill buffet
  • And of course, like all visitors, employees can:
    • Clean
    • Repair
    • water plants
End Shift Interaction
  • End shift will pay employee the amount they have coming, based on the time between when they were hired and End shift.
  • Both Sims get dialog feedback re: how much money is paid.
  • End shift behavior also happens when: host crashes, employer quits or leaves the house, client crashes, employee leaves the house or quits.