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Game Log #2 cover: an AI-assisted editorial composite using the October 10 development-build captures.

Game Log · Nº 2

The house needs a floor before it needs a reputation

Cover illustration · Created 2026-10-10

Back to the Game Log

A floating building grid, a floor that needed a surface to walk on, and the Goodies waiting to get on with their day. Plus the finished video and a very important pear.

The test home in the new video is furnished. The Goodies have needs, wants and worries. In the corner of the screen, some of their interactions are still being refused. Before anyone can have an interesting argument in the kitchen, they need to be able to reach the furniture.

I’ve finished the second video Game Log, a walkthrough of an early build with three Goodies. It covers the bigger picture, including memories, relationships and careers. For the written entry, I want to spend a little more time on the house itself. A lot of the work behind that walkthrough is about giving daily life somewhere to happen.

Watch on YouTube: I'm building the life sim I always wanted | SimGoodie Game Log #2

A house you can actually build

My playtest notes from October 7 include a building grid floating above the ground and walls I couldn’t draw on the second floor. I also couldn’t draw the foundation I wanted for a patio. The screenshot below comes from that playtest build. Those are fairly fundamental things to get stuck on when you’re trying to make a home.

R12 playtest · grid floats

Playtest screenshot · Report date 2026-10-07

I changed the wall and room previews so they show the expected result while you’re still dragging. The point is to let you see whether a room will work before you release the mouse. That preview needs to agree with what the game actually builds; otherwise it is teaching you the wrong rules.

Raised houses need their roofs to move with them, so I changed the roofs to follow a foundation raise. The floor work was less obvious to look at. One bug left a fully covered floor without a walkable surface. I changed the floor coverings to carry that surface. You can draw a perfectly plausible floor and still leave the game with nowhere for someone to stand.

These changes still need to hold up in play. The video has its own rough edges, including a lot-grid mismatch and problems building a second floor. I’m keeping those rough edges in the walkthrough because they are part of what it is like to use the game at this stage.

Giving the household a day

The household view shows the other half of the job. Wants, worries and needs are meant to give each Goodie reasons to do things during the day. In the walkthrough I talk about how those fit together with moods and memories. The blocked-interaction notices are visible in the screenshot too. A household needs both those reasons and a house it can use.

Needs, wants and worries during the Game Log #2 test-home walkthrough. Blocked-interaction notices are visible in this development build.

Gameplay context · Captured 2026-10-10

Ada’s early baking career is one of the examples in the video. I extended the skill curves and career tracks to ten levels. The pacing numbers are still provisional. The workday has to fit into the rest of a Goodie’s life, with needs and moods affecting how work goes.

There is also a small change to conversations. I changed player-directed socials so they can wait for a busy Goodie or ask them to yield. Autonomous conversations drop instead of waiting on that busy partner. A conversation you deliberately start gets different treatment from one the household picks for itself. The social menu still had a direction problem in the October 7 playtest, where talking worked one way between two Goodies but not the other.

Rain, and a very important pear

In the video I use the weather test controls to trigger rain and a thunderstorm. Those controls are still on screen in the image below. It is a look at the weather in this development build; I’m choosing the conditions for the demonstration.

Rain and a thunderstorm demonstrated with the weather test controls open in the development build.

Gameplay context · Captured 2026-10-10

There is also a pear-banner streetlamp beside the greenhouse. It is quite a lot of ceremony for a pear. I want Goodhaven to have room for that sort of civic self-importance alongside the ordinary business of people living there.

Goodhaven’s pear-banner streetlamp beside a greenhouse in the Game Log #2 development build.

Gameplay context · Captured 2026-10-10

What I’m working towards

The larger ambition is still the character depth I loved in The Sims 2 with the open-world ambition of The Sims 3. SimGoodie is early, and the larger open town I describe in the video is a goal. For now, I keep coming back to a household that can move in, change its home and get through the day. That gives all the memories, ambitions and arguments a place to start.

Which would you like a closer look at next: building the house, or the people living in it?

Alexander