Could Hoomie buy an implant?
Could Hoomie put an RFID lock on his door?
Could hoomie have a safe in his house that opens with an implant?
Could Hoomie buy things with his implant?
With multiplayer, could Hoomie meet up and share contact information by reading each others implants?
I know it sounds targeted at our community, but if it was simply an accepted part of Hoomies world…
Eh, unlikely. (Hooome-MasterCard doesn’t approve he he)
Also unlikely, not because of the implant idea but because I don’t want users to exchange user-made content. (ie. a chat: no, predefined reactions: yes). The reason being people are ass*** and any option to do that will inevitably lead to a bunch of moderation issues and triggered gamers. So no exchange of anything textual or drawn if it doesn’t bring anything to the game. I think a Hooomie avatar and a hat will be enough to express yourself for now.
This stuff will definitely not be in the first priorities but I consider implants as a common and normal thing so it will be reflected in the game at some point.
One last thing is implants are notoriously small and not visible so in the game I would end up putting the implant in your inventory as a usable object instead which kinda defeats the idea.
You can enter some buildings downtown and do tasks there in exchange for money (jobs). Some of these are the shady FOCUS Labs Inc. buildings… Would you work there? There might be some biohacking going on inside
More seriously I’m done adding the three initial job locations I wanted. Each has “workstations”, items you can interact with, play a mini-game, and make money every x duration. For example, the coffee shop has tables that you can set and the clients will leave a tip after some time.
It seems that some of you have found the not-so-well-hidden open-testing Hooome app. Be careful though this is a very early unstable release full of bugs and lacking content. There’s also no guarantee that your save will be compatible when updating. In fact, it is better if you reset whenever you update versions.
Anyway as I power through adding a bunch of items for the Hooomies to buy and play with I was thinking about balancing the money statistic.
Currently, you earn money by:
Selling things you bought, crafted, or grew
Working downtown/watching ads
Fulfilling tasks
Slow constant income from rare rewards (crystals)
You spend it by:
Buying
What I need is a mechanic that I can sneakily adjust to control the rate at which you accumulate money in an average playthrough.
Options I thought of are:
Taxes/rent/fees (feels too arbitrary and unfair. Animal crossing does that)
Globally changing prices (unfair/ confusing)
Changing food prices (meh, you can grow your own anyway)
Repairs (hooome maintenance or items breaking down, why not?)
Adjusting jobs duration and reward (the easiest)
So I will probably be going with the latest but I was also hoping for a mechanic that slowly drains your money if you do nothing (like taxes would) forcing the player to stay active…