There's now a thirty million coin purchase in the game! This is not something I expect players to acquire. It's not worth it. More reasonably, there's an 8k coins purchase that players might actually want, though the effects of the purchase aren't implemented yet. I also tweaked a description elsewhere.
Panhandling is a kind of daywork. It's actually the most profitable kind in the staycation model, if you took the background jobs that provide kaima or music skills. Hauling work will be more profitable than any of this, but it's not slated for implementation until after the staycation model is done.
I've put this down for the moment (just a few days) and I'm making sure the most recent version is posted to git. I'm not sure what I've actually changed this time...
I don't have a unified system for making skill checks, am I just going to scattershot all my skill checks according to whatever vibes I'm feeling at each point in the code?
Now the player can feel a bit nervous for no reason, but be calmed by good dreams, and find elation in watching plays. This doesn't do anything yet — philosophically speaking, will game mechanics ever do anything? — but it's a first step towards something that will be central. To-do: make doing the same activity repeatedly become less and less successful at fending off boredom until it cools down, necessitating a varied entertainment budget.