Kudos 2 design update September 1, 2008 cliffski I’m now firmly at the ‘play the game until you detect an imbalance, then make a note and fix it’ stage. This can be a tad dull, because you are playing to test, not to have fun. The truly great news is that despite playing the game for hours at a time 1) It never has any performance problems of any sort ever, even in debug and 2) It never crashes. I currently have a little list of niggles to fix for tonight and tomorrow like this: todo : check that people get bored with an event even if you didn’t show up. if you ignore a phone ring and go to the next day, its visually still flashing. birthday screen friend description can be blank! dog status text runs out of room. I need new button graphics for graph screen muscles should degrade slower motorbike should give you some kudos or charisma or confidence I maybe need some alert sound if dog fights off a burglar might be funny to slightly stretch and squash avatars with weight. paint ball gun needs a use button, for all year round. dogs never eat any food. I also have just one biggish design issue. Acting jobs last forevere, and as they have no promotions, you can get into condition for the job then ‘let yourself go’. I can’t decide right now whether to make the jobs a finite length (as in kudos 2). or have you sacked if your performance (job suitability in effect) falls below a certain level. Both ideas require horrid custom coding, but I thuink they are important to making the acting career more playable. Today I also got some more NPC artwork, and switched payment providers abck to BMT. It’s all in a good cause (getting the best deal, and the best customer service for people buying the games).