#asset inventory system
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Top Insurance CRM System for Agents
Elevate your insurance agency's efficiency with the top insurance CRM system for agents. Our platform offers comprehensive tools tailored to streamline client management, policy tracking, and claims processing. With intuitive features and a user-friendly interface, agents can effortlessly organize client information, track policy renewals, and provide exceptional customer service. Say goodbye to manual processes and hello to increased productivity and client satisfaction with our cutting-edge CRM system. Trusted by agents worldwide, our platform is designed to optimize workflows, enhance communication, and drive business growth. Experience the power of the top insurance CRM system and take your agency to new heights today.
#customer service#customer service software#crm system customer service#sales and service software#dispatch management#dispatch system software#dispatch fleet management system#fleet dispatch software#fleet operations software#fleet operations management#insurance crm system#insurance client management system#general crm#client management crm#crm client relationship management#financial management solutions#management solution#account tracking software#financial tracking software#self service payroll system#payroll analytics#payroll and hr management#asset inventory system#inventory asset tracking#IT asset inventory system
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For such a common feature, a proper inventory system is a surprisingly complex task. I wouldn't have been able to make mine at all if not for dissecting the work of Devion Games, who made this excellent free Item & Inventory asset. My final code is very different at this point, but Devion Games gave me a great starting point to study and work from. We got drag n drop, we got storage containers, we got stack splitting! We got equipment!! It's been good and functional so far though I fully expect to encounter outrageous bugs to iron out as I test longer gameplay sessions.
#gamedev#indiedev#solodev#inventor system#unity#made with unity#devion games#free item & inventory asset#unity assets#unity asset store#devbite#fishionista#fishionista devbite#mp4#video
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Why Fixed Asset Depreciation Matters

Understanding Fixed Asset Depreciation: A Vital Component of Financial Reporting
In the modern business environment, managing fixed assets effectively is key to maintaining accurate financial records. One of the most important aspects of this process is depreciation—the systematic reduction of an asset’s value over its useful life. Whether it’s machinery, office equipment, or company vehicles, fixed asset depreciation enables businesses to spread out the cost of these assets over several years, rather than expensing the entire amount upfront. This not only aligns with accounting principles but also provides a clearer financial picture.
What is Fixed Asset Depreciation?
Fixed asset depreciation refers to the accounting method used to allocate the cost of tangible long-term assets over their expected useful lives. Instead of reflecting the entire expense at the time of purchase, companies gradually recognize the cost through periodic depreciation. This method better matches expenses with revenue and reflects the asset's actual wear, tear, and aging process. By doing so, depreciation helps businesses maintain realistic and up-to-date asset values in their books. READ MORE
#assetmanagement#assettracking#rfid solutions#macoinfotech#Asset management software#asset tracking software#barcode inventory system#rfid tags
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Optimize your manufacturing maintenance with key software features: asset tracking, efficient work orders, mobile access, scheduling, data-driven reporting, spare parts management, and seamless system integrations.
#maintenance management#CMMS (Computerized Maintenance Management System)#Asset Management#Work Order Management#Preventive Maintenance#Predictive Maintenance#Inventory Management#Mobile Maintenance#Maintenance Scheduling#Industrial Maintenance
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Advanced Biometric & Access Control Solutions in dubai and saudi arabia
#rfid and ble solutions in dubai#fingerprint technologies in dubai#facial recognition solutions in dubai#access control solutions in dubai#asset management system in dubai#inventory management system in dubai
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Implementing Real-Time Intelligent in Transportation Systems
Long wait periods and unpredictability provide many problems for transportation systems, especially bus networks for Intelligent Transportation Systems. These issues reduce public transit's efficacy and efficiency, which causes commuter annoyances and subpar operations for transportation authorities. Numerous factors, including traffic congestion, unanticipated events, and insufficient information, contribute to uncertainty and lengthy wait times in transportation networks.
As a result, passengers frequently have to wait for long periods of time at bus stops due to erratic bus arrival and departure times.
In addition to being inconvenient for passengers, lengthy wait times deter people from using public transit, which increases the use of private vehicles, causes traffic, and raises environmental issues. Our study intends to create methods and tools to lessen waiting times and uncertainty in bus transit systems in order to address these problems.
#Intelligent Transportation Systems#Electrical Lighting Supply in Doha#Tunnel SCADA#Gulf Business Qatar#Top Road Network Surveys in Qatar#Asset Management in Qatar#Top Tunnel Management System in Qatar#Tunnel Operations and Maintenance#Tunnel Maintenance Qatar#Congestion Charging Qatar#Tolling System Qatar#O&M Services Qatar#O&M Framework Contractor Qatar#Access Control System Qatar#Asset Inventory Survey Qatar#ROMDAS#Road Surveys
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Essentials of Effective Inventory Management
Effective inventory management is critical for increasing efficiency, lowering costs, and maintaining smooth operations. Here are the most important things to remember:
Real-time Inventory Tracking
Using a centralized system, track stock levels in real time to avoid overstocking or running out of things, ensuring that your inventory is constantly current.
Regular Stock Audits
Conduct regular physical counts or cycle counts to maintain accuracy and quickly address any discrepancies between actual stock and recorded levels.
Automated Reordering
Set up automated reorder points based on sales trends and lead times to ensure products are restocked before they run out.
Vendor Management
Compare rates and manage vendor relationships to guarantee you get the best value without losing quality or dependability.
Asset Tracking
Effectively monitor asset movement and condition, ensuring that they are well-maintained and readily available as needed.
At Procure, we specialize in non-profits inventory management with features like centralized order management, vendor price comparisons, inventory control and real-time asset tracking. Our platform enables organizations to reduce costs and reallocate resources to serve their communities more effectively.
#inventory management#inventory management solutions#simple inventory tracking software#non profit inventory management#asset and inventory management systems
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#cmms software#digital assets#asset management#software to track assets#digital asset management companies#asset lifecycle management software#asset life tracking software#cloud based asset management system#Fleet Management Software#Maintenance Management Software#order management software#order management software for small business#inventory tracking system for small business
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Sludge Be Gone! Toddler Food and Snacks
2-Sep Update: Thank you @jeebeehey for the French translation. Please redownload if you'd like them.
25 July update:
Fixed an issue where the Trail Mix was resetting Sims. One of its components got lost when I was merging all the objects together so it kept giving an error when trying to pull it up. It should now not happen for either the high chair or the activity table. Redownload both the MAIN and the merged Objects file
24 July update: Thanks to @simdreams and @zanynka for the Brazilian Portuguese and Czech translations! You can redownload at the links below.
(Update: I forgot to include one of the files in the Objects file. It's just a little piece of food that toddlers pick up when eating snacks. If you downloaded both files already, you don't need to redownload anything, just download the file and add to your game.) (Just download the updated Objects file)
They literally call the baby food "sludge" in the game files. EA really did TS3 toddlers dirty.
This was actually originally part of my Quickie Food and Snacks mod and I abandoned it (this seems to be a theme with me). But then I came back to it after TS4 Growing Together came out. I still haven't played that game but I know there's a preference/taste system in the game for baby food, which is really cool!
So this mod adds two interactions to the high chair to feed toddlers meals or snacks. There are 11 meals and 5 snacks. Similar to Growing Together, toddlers will love, like or hate certain foods. This preference is based on their favorite food (see more after the cut).
The foods work somewhat similar to recipes in that they require ingredients to be available. However, you only need to have at least 1 ingredient. Whatever ingredients you have will be used for the meal/snack. The icon images will tell you which 3 ingredients are required.
Teens+ can serve toddlers and they will stay and watch to make sure the toddler eats like a good little girl/boy.
There was a second complementary mod to close out this little series that would allow toddlers to eat their foods and snacks on their own on little tables but I probably won't have the time to finish testing it before I go on my summer holidays so I'll release it sometime end of next month when I'm back.
Credit/thanks: The food tray and bowl is from @aroundthesims. All other assets are from EA (TS3 and TS4). Icons are from Freepik.
Download HERE / Alternative: SFS
Enjoy! I'll be totally offline starting 1 July for about 2 weeks so do let me know before then if you run into any issues!
More info and details on features after the cut
Meal/Snack recipes: Each meal or snack requires 1-3 ingredients (either in your fridge or personal inventory) to be available. Again, you only NEED 1 of 3. Some of the ingredients are from the Store or cc (Icemunmun's Baker's Basket or Hot Chili) but if you don't have it, the game will just ignore it. If you have none, it won't be available.
Food categories/preferences: Preferences are based on the toddler's favorite food and along 4 categories: Sweet, Savory, Veggie and Cheese. So based on what their favorite food is, you can tell what their food preference category is. If you change the toddler's favorite food after playing with the mod, it will adjust to their new tastes BUT will keep whatever food they liked or hated before.
Category Preferences:
Sweet hates Veggie
Veggie hates Sweet AND Savory
Savory hates Sweet
Cheese is chill and can give or take anything
Here is the detailed breakdown below (if you want to be surprised and figure it out for yourself in the game, you can stop reading here):
SW - Sweet, SV - Savory, VG - Veggie, CH - Cheese Store - TS3 Store BB - Icemunmun’s Baker’s Basket HC - Icemunmun’s Hot Chili
Snacks: Trail Mix (SW) - Banana, Walnut (BB), Pecan (Store) Cheese Crackers (CH) - Cheese Apple Slices w. Almond Butter (SW, CH) - Apple, Cheese, Almond (BB) Cucumber Tuna Bites (SV) - Cucumber (Store), Tuna, Tomato Pita Chips w. Carrot Hummus (VG) - Chickpea (HC), Carrot, Lemon
Meals: Chickpea Salad (VG) - Chickpea (HC), Carrot, Watermelon PBJ Sandwich (SW) - Strawberry (Store), Almond (BB) Pancakes and Sausage (SW) - Any fruit, Sausage links Chicken Nuggets (SV) - Chicken, Carrot, Blueberry (Store) Fishsticks (SV) - Any fish, Potato, Carrot Meatballs w. Yogurt Sauce (SV) - Patty, Cucumber (Store), Tomato Mushroom Omelet (VG) - Egg, White Cap mushroom, Onion Fried Plantains (SW) - Banana (I considered making a custom plantain ingredient but too lazy), Tomato, Onion Falafel w. Yogurt Sauce (VG) - Chickpea (HC), Cucumber (Store), Tomato Cheese Ravioli (CH) - Cheese, Tomato, Strawberry (Store) Mac and Cheese (CH) - Cheese
So for example, the toddler in the photos, Duncan. His favorite food is Fried Peanut Butter Banana Sandwich (oh, America) which is in the Sweet category. So I know he will eat any of the sweet category foods. He tossed the mushroom omelet when I served it to him but he likes mac and cheese.
@kpccfinds @pis3update @s3cc-finds
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🇹🇷🔥 Turkish Air Force - F-4E 2020 Terminator
The F-4E 2020 Terminator represents a significant leap forward in the capabilities of the Turkish Air Force. This comprehensive upgrade enhances the venerable F-4E Phantom II with modern Turkish-made weapons systems, showcasing Türkiye’s commitment to self-reliance and advanced military technology.
Background
With a storied history dating back to the 1960s, the F-4E Phantom II has been a pivotal player on the global stage of air combat. Serving multiple nations and seeing numerous conflicts, the Phantom carved out its place in aviation history as a versatile and rugged aircraft. Türkiye’s decision to upgrade this aircraft stems from a strategic imperative to leverage existing assets while infusing them with cutting-edge technology to maintain relevance in modern aerial warfare. The 2020 Terminator program is the Turkish Air Force’s ambitious initiative to retrofit these fighters with state-of-the-art systems.
Strategic Importance
The ability to exert air superiority and conduct precision strikes is paramount in a region marked by dynamic security challenges. The F-4E 2020 Terminator’s enhanced capabilities contribute significantly to deterrence, and the demonstration of Türkiye’s advancing aerospace industry serves both a strategic and diplomatic purpose.
Upgrade Overview
The 2020 Terminator upgrade, realized by Turkish Aerospace Industries in collaboration with ASELSAN, constitutes a multifaceted improvement over the aircraft’s original design. It touches every aspect of the aircraft’s systems, bringing its avionics, armaments, and electronic warfare systems into the 21st century.
Avionics:
The modernized multi-mode pulse Doppler radar extends the aircraft’s detection range, allowing it to lock onto and engage targets from greater distances. Integrating a Hands-On Throttle-And-Stick (HOTAS) system enhances pilot control, minimizing response time during high-stakes manoeuvres. Color Multifunctional Displays (MFDs) replace outdated gauges, providing pilots with real-time data visualization for improved situational awareness.
Armament:
The Terminator’s weapons suite has been revolutionized with a mixture of Western and indigenous munitions. Long-standing armaments like the AIM-9X Sidewinder are joined by Türkiye’s own precision-guided munitions, such as the SOM cruise missile, capable of striking strategic land and sea targets with formidable accuracy. The UAV-230, a domestic innovation, represents the pinnacle of Türkiye’s missile development, offering supersonic ballistic delivery of a range of warhead types over substantial distances. The BOZOK, MAM-C, MAM-L, and Cirit missiles exemplify Türkiye’s expertise in laser guidance and smart munition technology, enabling the Terminator to engage and defeat a broad spectrum of target profiles with unerring precision.
Electronic Warfare:
To contend with the contemporary battlefield’s electronic warfare environment, the F-4E 2020 Terminator incorporates an advanced Electronic Support Measures (ESM) system for rapid threat identification and an Electronic Countermeasures (ECM) suite to confound hostile tracking systems. Moreover, chaff and flare dispensers have been integrated to provide decoys against incoming missile threats, enhancing the aircraft’s survivability in hostile airspace.
Operational Capability:
The F-4E Phantom II, transformed by these integrated systems, emerges as a multirole platform capable of dominating beyond-visual-range air-to-air engagements and precision ground-attack missions. It can operate in complex electronic warfare environments and deliver various ordnances based on mission requirements, making it a flexible asset in the Türkiye Air Force’s inventory.
Significance:
The F-4E 2020 Terminator project is a hallmark of Türkiye’s aerospace ambition and its push toward defence autonomy. By retrofitting and modernizing its Phantoms, Türkiye maximizes the value of its existing fleet while also establishing a foundation for future indigenous aircraft development projects.
Munitions Details:
The advanced, indigenous Turkish weaponry integrated into the F-4E 2020 Terminator underlines a significant shift toward self-reliance in defence technologies. Each munition type brings unique capabilities that enhance the platform’s lethality:
UAV-230: A domestically-developed ballistic missile, this supersonic weapon delivers high-precision strikes at long ranges, challenging enemy defences with its speed and reduced radar cross-section.
BOZOK: The versatility of this laser-guided munition makes it ideal for engaging both stationary and moving targets with high precision, ideal for close air support.
MAM-C/L: These smart micro munitions are designed for tactical flexibility, allowing for precision targeting in complex engagement scenarios, from anti-armour operations to counter-insurgency roles.
Cirit: A highly accurate laser-guided missile system designed for low collateral damage, Cirit is adept at striking soft and lightly armoured targets with pinpoint accuracy.
SAGE Munitions: TUBITAK SAGE, Türkiye’s leading defence research and development institute, has contributed a range of munitions enhancing the Terminator’s operational capabilities across various domains.
Conclusion:
The upgraded F-4E 2020 Terminator is a testament to Türkiye’s determination to retain a competitive edge in aerospace and defence technologies. The integration of modern avionics, armaments, and electronic warfare capabilities ensures the aircraft’s continued relevance in modern air combat, and its presence in the skies serves as a deterrent in a strategically complex region.
#turkish army#turkish armed forces#turkish air force#turkishnavy#turkish navy#turkish#military#aircraft#air force#fighter jet#aviation#fighter plane#plane#airplane#military aviation#military aircraft#f 4 phantom ii#f 4 phantom#f 4e
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The Best Insurance Client Management System
Discover the ultimate solution for managing your insurance clients with Elisops Insurance Client Management System. Our platform offers a comprehensive suite of tools designed to streamline every aspect of client management, from policy tracking to claims processing and customer support. With Elisops, you can efficiently manage client information, track policy renewals, and handle claims seamlessly, all in one centralized system. Our user-friendly interface and intuitive features make it easy for insurance agents to stay organized and provide exceptional service to clients. Say goodbye to manual processes and hello to increased productivity and customer satisfaction with Elisops Insurance Client Management System. Experience the best-in-class solution trusted by insurance professionals worldwide to optimize their client management processes and drive business growth.
#customer service#customer service software#crm system customer service#sales and service software#dispatch management#dispatch system software#dispatch fleet management system#fleet dispatch software#fleet operations software#fleet operations management#insurance crm system#insurance client management system#general crm#client management crm#crm client relationship management#financial management solutions#management solution#account tracking software#financial tracking software#self service payroll system#payroll analytics#payroll and hr management#asset inventory system#inventory asset tracking#IT asset inventory system
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when i could make a narration system quickly with Fungus, but I start building it from scratch as I have in my head that I can build something more specialized to my needs... what god has cursed me with this hubris ! ?
#jibberjabber#welp i already made an inventory system so i might as well#it is just nicer to have my own systems rather than having to make work-arounds for other assets!#ive barely started maybe i can talk myself out of this
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Project Special K, my "maybe this will be an Animal Crossing some day" thing that I mainly use to learn C++ has a Starbound-inspired asset system, much like many other things I made. As such, it works in much the same way:
On startup it takes a list of asset sources, sorts them by priority (I haven't added dependency graphs yet) and enumerates all the files in these assets. It then spends more time populating various databases from these files, like which items, species, and villagers there are.
That's it lol it's single-player only for now.
Even though I've written a function to forget certain files' existence in the asset system, there's a catch. Imagine two asset sources contain a file with the same relative path, let's say "foo.json", and they're different in content. During enumeration, the first file is put on the list, marked as coming from the first asset source. Some entries later, the second file is found and takes the first one's spot in the list, marking it as coming from the later source.
If I were to call ForgetVFS("foo.json"), I would not magically get the first version back. It was replaced, after all. That entry in the file list is removed, but it's the only entry listing "foo.json".
And that brings me back to the first PSK mockup screenshot that I made, the Content Filter screen.
Since PSK is beholden to the same limitations as SB that I literally just rambled about, clearly the content filter can't disable specific asset sources. It's all already loaded and processed after all.
But as the text in the mockup notes: "Unchecked species will never appear in your town as villagers. Any villager already there will remain." So if you uncheck the cranky personality and the hippopotamus species before first starting a game, no villagers of that personality and/or species will try to move in. But any cranky hippos already there will remain there until they're put in boxes.
This can be dynamic, in the middle of a running game. You could have a single cranky villager, disable that personality in the content filter, and no other cranky villagers will appear.
Or you could disable sea bass. Any bass already caught, stored in your inventory, in an aquarium on display in your house or the museum, or in storage, will still be there, but no more sea bass will spawn in the waters until you re-enable them.
That of course raises the question...
What happens when you remove an asset source whose contents are already used in your saved game?
My take? Since the saved game would refer to all of this by ID names that have to resolve to the actual things, it could fail gently. Items turn into fallback stuff (perfectly generic items as it were), and villagers whose IDs don't appear in the database, or whose species don't exist anymore, spontaneously move out, their houses replaced by cordoned-off "this space for sale" placeholders.
That was my take. But what's yours?
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The Sims 2 PSP Cut Content: Part 2
This is a follow up to my first cut content post, mostly talking about the cut Kine Dairy content there.
Missing Division 47 Scientists
Catelyn Lancaster
Catelyn is one of four Division 47 research assistants that are in The Sims 2 PSP. The two research assistants that still show up are Red Sands and Cristian Allard. All four scientists originally spawned inside the Laboratory along with the Curious brothers. Red and Cristian were later moved outside the lab to roam with the guards, leaving the other two scientists behind. This was likely due to performance issues in the lab. The schedule file indicates that Catelyn Lancaster would have spawned in the Laboratory only during the night.
This screenshot shows Red Sands when he used to spawn inside Division 47's lab. (Unfortunately, I couldn't find any pictures showing Catelyn)
As mentioned in part 1: Gender: 0 = female, 1 = male. The eye color is only specified if they're not the default brown. (I'll be using the Sims 2 PC to recreate them, as it shares a lot of assets with the PSP version)
Catelyn Lancaster's Details
Bio: "A research assistant at Division 47." social = 15, intimidation = 3, personality = 1, Her social score is higher compared to other Division 47 locals, and her intimidation score is at the max of 3, which would have made her one of the difficult Sims to do social games with. She has the Air personality type and she uses the serious idle set of animations instead of neutral. Her topic sets (interests) are dresses, makeup, medicine2, school2, politics2, spacesuit, travel2, money1, and the solar system. A visual of these:
Catelyn Lancaster's Secrets
(Personal): "Does all of the work at the lab and gets none of the credit."
(Intimate): "You were her first kiss … and after that experience, probably her last."
(Dark): "Persists in enumerating common domestic fowl prior to emergence from their pre-natal habitats."
Terri Tortuga
As said above, Terri is one of four Division 47 research assistants that are in the game. The schedule file indicates that Terri would have spawned in the Laboratory only during the day.
Terri Tortuga's Details
Bio: "A research assistant at Division 47." social = 13, intimidation = 2, personality = 0, Her social and intimidation scores are average for Division 47 locals, so social games aren't too bad. She has the Fire personality type and she uses the serious idle set of animations instead of neutral. Her topic sets (interests) are dresses, makeup, classical, school1, alien, aliens, and birdbee. A visual of these:
Terri Tortuga's Secrets
(Personal): "Has a HUGE crush on Pollination Tech #9."
(Intimate): "Sometimes turns the radio telescope towards the city and pretends it's a laser."
(Dark): "Tests new chemicals on herself, just for kicks. Once grew a second head."
Since we're talking about Division 47, I can add one more thing about TA7 (go see p6tgel's post to learn more about who TA7 is) The devs left notes here and there in the files.
don't worry, he's just (sleeping :P)
Random fact time: When you collect Roberta Rossum's parts, you can check your inventory and read the descriptions for them, but I don't believe you get a chance to read the description of Roberta's head before you give it to Isaac Rossum? But here it is.
There's also a toy horse story item that I can't seem to find any other information for.
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Going back to the Grand Bazaar
to preface, I'm feeling very nostalgic rn cause it's spring break and over a decade ago, I spent that whole week on the couch just playing Grand Bazaar. So it's very cute that the remake got announced, while I'm on spring break again, and also playing a bokumono game nonstop while I have the time off.
Anyway, I'm just gonna talk a bit here about Grand Bazaar, the original version for the Nintendo DS, what it did, what it does, and how it just idk, fits into the grand scheme of things for that decade.
So to reiterate, Harvest Moon: Grand Bazaar released in Japan in 2008 as "Bokujou Monogatari: Let's Go to the Wind Bazaar" (or something to that effect). It finally released in North America in 2010, so I was either playing it then, or I didn't play until 2011, either or. I was in high school at the time, I think that was my sophmore spring break (so 10th grade here). So uh, just to be clear; I am old and so is this game lmao.
Grand Bazaar was the 5th mainline (not counting Frantic Farming) game to come out on the DS, preceded by Harvest Moon: Sunshine Islands.
Graphics: It takes the same 3D art style as Island of Happiness and Sunshine Islands, and re-used many of the same assets. It did come with a much brighter color palette, and has more of a "story book" feel. 2D character portraits are more chibi-style.
Controls: More or less the same as Sunshine Islands, with the stylus having less functionality. If anything, you use the stylus very rarely, as all the gameplay occurs on the top screen of the DS, while the bottom screen is your rucksack/storage menus and your map. You can still navigate through them using the control pad. There is now a jump feature, a double jump even, that you can employ to use shortcuts to get around the map. There are no minigames to pet your animals or collect products from them.
Unique Features: -Your farm has a wooden board on it that you can write on via the bottom DS screen with your stylus. It's just a cute fun thing for just you, and has no effect on gameplay. -One of this game's key features is using windmills to create products, like grinding crops into seeds, or turning milk into cheese, for example. While standing outside next to a windmill, you could blow into the DS's microphone to make the windmill spin faster. Additionally, wind speed is a huge factor in this game as well. The faster the windmill blows, the faster your products will finish processing. So normally, on hurricane/typhoon days when you can't accomplish much outside, it's actually the perfect day to load up your windmills with products because they will process much, MUCH faster. Tool upgrades are also done through the windmills as well. -And of course, the eponymous bazaar. The game lacks a traditional shipping bin, and instead you sell all your goods at the weekly bazaar. You will spend the week, Sun-Fri, gathering everything you can, processing it, and getting it ready for sale. Come Saturday (or Sunday depending), you bring all your goods to the bazaar to hopefully sell out and make a tidy profit. This is the main "Story" and objective for the game; to make money and continuously the bazaar to greater and greater proportions. Most of your shopping will be done through the bazaar as well. Here is where you buy farm animals, pets, more seeds, cooking materials, home and farm upgrades, and furniture.
Introduced & Axed Features: -Pets now have actual functions! Dogs will herd cows and sheep in and out of the barn, while Cats will do the same for chickens.
-One of the few games to have voice "acting", aka everyone makes a grunt, giggle, or some sort of sound at you when you interact with them. Interestingly, more fully realized voice acting will be included in the SoS remake.
-The perishable items freshness system. This really makes this game a fight with inventory management, as a majority of goods in the game have a freshness rating that determines how much they sell for. The game even went on to have these items expire faster in the summer season due to the heat. You also have very limited storage in this game that you can only upgrade a few times before it maxes out. Your personal rucksack inventory is also very limited, and perishable items in your rucksack will expire faster if you have them with you than they would in your storage. This feature carried on to Tale of Two Towns, but was slightly improved. It is set to return for the Story of Seasons remake, and I can only hope at the very least, we can get better storage and refrigeration to manage it. (please, oh god, I am begging.)
-Rivals romances returned but marriages did not. You'd only get a handful of rival cutscenes that ultimately lead nowhere, and you never have to worry about the apple of your eye getting swept up by someone else. As we all know, this would continue on to the present day, and as of this writing, there is no indication that rival marriages will at all, ever return. They were NOT present in the DS game to begin with, so I doubt they will suddenly be added to the SoS remake (but never say never, ya know???)
-Bug (or critter) catching makes it debut here! Now, not many of the villagers enjoy these as presents, and really they're just useful for making small bits of cash of the course of the week while you're waiting for the bazaar (you can sell items to Raul at his shop for half the price they would at the bazaar). You can sell them at the bazaar, but only little kids and old men will sometimes buy them, but you if you're really desperate to sell SOMETHING, then here's your option.
-The Harvest Goddess and her sprites are NOT present for this game, despite how prominent she was in past titles and would be in future ones. This isn't a big deal or anything, but just worth mentioning in case you were wondering. The trailer for the SoS remake does show that we get a new cast of Harvest Sprites, but still no word as to whether or not the Goddess will be added as well (as of this writing).
Some Negatives: -The writing for the NPC is fairly barebones at best, more so than the usual bokumono game. You get a generic dialogue from them depending on where they are and what season, but you only get truly unique dialogue related to their affection for you when they're standing in their bedrooms. Dialogue overall is fairly simple and not very in depth. And as mentioned previous, there are no rival marriages.
-There is no mine. At all. Instead "mining" is done through finding "ore rocks" that irregularly spawn, but have a higher chance to in winter. Later on, you can unlock a bazaar stall that sells ore and gems, but if you really wanna upgrade your tools or make high priced jewelry, you will have to save up and get lucky for many in-game years.
-Which, this may be a negative to some, but game is all about long-term planning and investments. You will not get through this game at a speedy pace, everything takes a long time to do; whether it's processing windmill products, saving up money, or even trying to beat the game's story. This game also does unfortunately continues on the mechanic of waiting several in-game years for your child to grow from an infant into a toddler.
-Farming IS required. "Well yeah it's a farming game??" but I know some people do not enjoy raising crops. But I am sorry to say, that you DO need to grow something, at the very least, tea bushes and grape trees. These are required for participation in the Tea Festival in spring, and the Wine Festival in fall. But also, you very much want these because teas and wines sell for a lot at the bazaar. Processed tea and wine also don't expire, so you def wanna horde these for the big bucks.
-The windmill system can be very tedious, and you can't upgrade any of them. You can use wonderfuls for small boosts in the functionality, but you can only use one at a time. So you have to be very diligent about your process times.
-The bazaar system itself can get very complicated very fast for those unprepared. A secondary mechanic of the bazaar is reputation. You earn rep by selling items to customers quickly, but sometimes the customer will engage you in a dialogue that can determine how much rep you gain, but also whether or not you sell that item (or the whole stack of items). The more positive reputation you have, the easier it is to attract customers. But get too much negative rep, and you'll be struggling to clear your counter. You need as much positive rep as possible to sell out quickly and efficiently, as well as upgrade the bazaar and beat the story. As you can imagine, there's a reason why this whole system did not return as is in future games, but how the SoS remake will handle it is yet to be seen.
-The game is arguably very slow paced in the beginning. Once things start picking up though, you'll find yourself swamped with how much work needs to get done in a single day. While it is possible to water all your crops, take care of your animals, go through windmills, forage/fish, AND talk to NPCs in a single day, you'll find that even with carefully planned time management that it still might not be possible to do it all. If anything, this game wants you to prioritize your farm work in preparation for the bazaar over anything else.
In Conclusion: I'm a sicko crazy person who loves this game despite everything LOL I've played this game extensively over a handful of files for hours upon HOURS of game time. I wish the standard DS tracked playtime because I'm sure it'd be some ludicrous amount that I've spent. Like sometimes I just play for pure funsies and I am bored. But it's so easy to get sucked into this game if you're really into it like I am. Naturally, the Fogu guide is my very best friend while I play. Even after more than a decade, I still keep it open on my phone or my laptop to consistently reference back to. Cher, if you're reading this, I love you and thank you for all your hardwork <3
I still recommend this game, whether it be the DS version, or an emulated version because I just... Idk man, it's just one of those games that changed my brain chemistry at a formative age. I can't begin to explain just how excited I am for the SoS remake just because it's the last thing I ever expected, from anyone. I very excited for a whole new generation of farmers to experience it, and perhaps some old foagies will give it a second chance with new and improved features.
Thanks for reading and happy farming! :)
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