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| 1 | +# Sims Sleep System — Internal Email Threads |
| 2 | +**July 1998 – January 1999 · Maxis** |
| 3 | + |
| 4 | +Two related threads documenting the evolution of Sims 1 sleep tuning: the first (July 1998) captures |
| 5 | +the initial implementation specs written for QA; the second (January 1999) captures a later proposal |
| 6 | +to prevent autonomous waking at night. |
| 7 | + |
| 8 | +--- |
| 9 | + |
| 10 | +## Thread 1 — Sleep Tuning & Sound Proximity: Feature Specs for QA |
| 11 | +**July 1, 1998** |
| 12 | + |
| 13 | +--- |
| 14 | + |
| 15 | +### 1. Request for Documentation |
| 16 | + |
| 17 | +**From:** Kana Ryan |
| 18 | +**Date:** Wednesday, July 1, 1998 · 9:38 AM |
| 19 | +**To:** Jamie Doornbos |
| 20 | +**CC:** Chris Trottier; Michelle Perry; Jim Mackraz; Will Wright; Sean Blair |
| 21 | +**Subject:** Can you… |
| 22 | + |
| 23 | +Give us a description of the following stuff you've done so that Chris, Michelle & Sean can test: |
| 24 | + |
| 25 | +- Sleep tuning |
| 26 | +- Sound proximity |
| 27 | + |
| 28 | +Thanks mucho, |
| 29 | +— Kana |
| 30 | + |
| 31 | +--- |
| 32 | + |
| 33 | +### 2. Feature Specifications |
| 34 | + |
| 35 | +**From:** Jamie Doornbos |
| 36 | +**Date:** Wednesday, July 1, 1998 · 10:12 AM |
| 37 | +**To:** Kana Ryan |
| 38 | +**CC:** Chris Trottier; Michelle Perry; Jim Mackraz; Will Wright; Sean Blair |
| 39 | +**Subject:** RE: Can you… |
| 40 | + |
| 41 | +The sleep tuning is a combination of several things implemented to make sleeping work right. |
| 42 | + |
| 43 | +#### Sleep tuning |
| 44 | + |
| 45 | +- **Discrete awake/sleep split.** Before, it was a continuous alertness value. The ultra-speed-switcher |
| 46 | + has been changed to check this value, so we should no longer see the pop-into-ultra-speed while |
| 47 | + the person is still standing. |
| 48 | + |
| 49 | +- **No alertness.** Alertness is no longer a real motive. Nothing advertises for it and it only means |
| 50 | + anything if the person is sleeping, and then it represents how well they are sleeping: |
| 51 | + - −100 = very deep sleep |
| 52 | + - −1 = unrestful sleep |
| 53 | + - \>0 = awake |
| 54 | + |
| 55 | +- **Energy more important.** The control panel energy bar now is actually energy. The energy of the |
| 56 | + person now controls when they most need sleep: |
| 57 | + - At −100, the person should go autonomous (and hopefully find a bed). |
| 58 | + - Once a person is sleeping, the motive engine takes over, increasing energy gradually: |
| 59 | + - Expensive bed: ~10 hours to go from −100 to 100, at sleep level (alertness) of −50. |
| 60 | + - Couch: ~12 hours, at sleep level of −1. |
| 61 | + - When a person is awake, energy decreases gradually: 100 to −100 in about 20 hours. |
| 62 | + |
| 63 | +#### Sound proximity |
| 64 | + |
| 65 | +The sound proximity is an addition to the sound subsystem and to the object simulation that takes |
| 66 | +into account locational factors to set the volume and pan of sounds emitted by the object. Factors |
| 67 | +and intended effects: |
| 68 | + |
| 69 | +- **Zoom attenuation.** Overall object volume attenuated by the zoom level of the house view. |
| 70 | + Maximum in large. |
| 71 | +- **Pan.** Pan of sound linear with object's pixel location between left and right edge of house view. |
| 72 | + Left edge should have 0 right sound and vice versa. |
| 73 | +- **Distance attenuation.** Volume of sound attenuates as the object moves off screen. Should be 0 |
| 74 | + volume at 800 pixels from any edge of the screen, and "linear" in between. |
| 75 | + |
| 76 | +— Jamie |
| 77 | + |
| 78 | +--- |
| 79 | + |
| 80 | +## Thread 2 — Autonomous Night Waking: Proposal and Implementation |
| 81 | +**January 13–15, 1999** |
| 82 | + |
| 83 | +--- |
| 84 | + |
| 85 | +### 1. Proposal: Minor Change to Sleep |
| 86 | + |
| 87 | +**From:** Jim Mackraz |
| 88 | +**Date:** Wednesday, January 13, 1999 · 5:53 PM |
| 89 | +**To:** Will Wright; Jamie Doornbos |
| 90 | +**CC:** Patrick Barrett; Kana Ryan; Luc Barthelet |
| 91 | +**Subject:** minor change to sleep proposed |
| 92 | + |
| 93 | +Luc's having trouble getting his characters to sleep through the night… Too much caffeine, perhaps. |
| 94 | +Or stress. |
| 95 | + |
| 96 | +I have a proposed change; if Will wants to bless it, Jamie can you code it? It's a bit out of |
| 97 | +Patrick's scope, and it would be nice for the Economic Game implementation. |
| 98 | + |
| 99 | +#### Proposed modification |
| 100 | + |
| 101 | +People don't wake up on their own if it's dark outside. More precisely, they don't wake up on their |
| 102 | +own between two times we can tune, basically dusk and dawn. Once "dawn" arrives, they'll wake up if |
| 103 | +they're rested, and stay asleep until rested if they need to. Player can still wake them up at any |
| 104 | +time. |
| 105 | + |
| 106 | +#### Desired effects |
| 107 | + |
| 108 | +- If a person goes to sleep at night, they'll sleep at least through the night. They might sleep in, |
| 109 | + past "dawn," if they're "still tired." That way, if a person stays up late, the player has to rouse |
| 110 | + them (or buy an alarm clock) in order to get them to work, but if you get them to sleep at a |
| 111 | + "reasonable hour," you're relieved of that burden. |
| 112 | +- If a person falls asleep midday, they'll wake up from their nap when rested. |
| 113 | +- If they fall asleep just before dark, they'll probably sleep through the night. |
| 114 | + |
| 115 | +#### Additional notes |
| 116 | + |
| 117 | +- Most people will wake up automatically at "dawn," then, if Luc's experience with the tuning is |
| 118 | + typical. We could toss in a Zelda rooster sfx at "dawn" if we want. |
| 119 | +- People would wake up simultaneously unless we inject a stochastic variable, but I like the idea of |
| 120 | + well-rested people all arising at the same time, with slackers sleeping in. |
| 121 | +- We will have a much better shot at tuning people to go to bed autonomously at a reasonable time |
| 122 | + (this sort of clamps the drift, in one direction). |
| 123 | +- I don't know the motive engine code, but it seems that whatever decides to wake them up could just |
| 124 | + check the time-of-day as one ez condition to accomplish this. |
| 125 | +- Somebody pick good values for "dusk" and "dawn," please. |
| 126 | + |
| 127 | +Jamie, if we get sign off, can you bump this to the top of your queue? |
| 128 | + |
| 129 | +Thanks, all. |
| 130 | +— Jim |
| 131 | + |
| 132 | +--- |
| 133 | + |
| 134 | +### 2. Sign-off |
| 135 | + |
| 136 | +**From:** Will Wright |
| 137 | +**Date:** Thursday, January 14, 1999 · 11:57 AM |
| 138 | +**To:** Jim Mackraz; Jamie Doornbos |
| 139 | +**CC:** Patrick Barrett; Kana Ryan; Luc Barthelet |
| 140 | +**Subject:** RE: minor change to sleep proposed |
| 141 | + |
| 142 | +This sounds ok to me, should be simple to try any way. Let's give it a shot. |
| 143 | + |
| 144 | +— Will |
| 145 | + |
| 146 | +--- |
| 147 | + |
| 148 | +### 3. Implementation |
| 149 | + |
| 150 | +**From:** Jamie Doornbos |
| 151 | +**Date:** Friday, January 15, 1999 · 1:42 AM |
| 152 | +**To:** Will Wright; Jim Mackraz |
| 153 | +**CC:** Patrick Barrett; Kana Ryan; Luc Barthelet |
| 154 | +**Subject:** RE: minor change to sleep proposed |
| 155 | + |
| 156 | +Here's the new tree for "tweak sleep finished" in both of the beds. |
| 157 | + |
| 158 | +#### Logic (both bed types) |
| 159 | + |
| 160 | +1. **First node** — Check if the user woke the person up. This always prevails. |
| 161 | +2. **Second node** — Keep them in bed if their energy is below 90. This can be tweaked. |
| 162 | +3. **Third node** — Keep them in bed if it's still nighttime. |
| 163 | + |
| 164 | +#### Sofas ("tweak nap finished") |
| 165 | + |
| 166 | +Same as above, except the person will wake up when their energy hits zero in the daytime. |
| 167 | + |
| 168 | +#### Additional tuning |
| 169 | + |
| 170 | +- Changed napping to increase comfort up to a maximum of 40 for two hours, then start decreasing it |
| 171 | + until −100. |
| 172 | +- Changed the motive contribution curve for energy: |
| 173 | + - There is still a very steep part between −100 and −90, with a 190-point rise in that range. |
| 174 | + - Added another 5-point rise between −90 and −60. That way, they will take naps without being dead |
| 175 | + tired. |
| 176 | + |
| 177 | +— Jamie |
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