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#unique game room design
clockward · 8 months
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Atlanta Contemporary Family Room Mid-sized contemporary enclosed game room remodel ideas with beige walls, no fireplace, and no television.
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kiteparty · 9 months
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Family Room Atlanta
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Image of a medium-sized, modern, enclosed game room with a dark wood floor and beige walls but no fireplace or television.
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caroline-gets-fit · 9 months
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Atlanta Family Room Game room - mid-sized contemporary enclosed dark wood floor game room idea with beige walls, no fireplace and no tv
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magnusficent · 1 year
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Game Room - Contemporary Family Room Inspiration for a mid-sized contemporary enclosed dark wood floor game room remodel with beige walls, no fireplace and no tv
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anarchopuppy · 6 months
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Did nobody play Cadence of Hyrule??? I can't even find a decent walkthrough or wiki for it, and I can't remember the last time I had that problem with any game, including niche indies
This game is incredible y'all. No game I've played has felt more like the best parts of pre-3D Zelda, including games intentionally meant to and even the Link's Awakening remake. And it manages to do that while being procedurally generated, too. I've been having a gay old time with it
I get the impression that a lot of people bought Cadence of Hyrule and either didn't try it or didn't get very far, then forgot about it. I and a few of my friends did at least, I don't remember if another bigger game came out right after or what. Anyway, if that's you, give it a try, it's fun. And finish Tears of the Kingdom too, the last boss alone is worth it
#pops talks zelda#this isn't sponsored or anything obviously#just a psa since i'm having fun and want y'all to have fun too especially if you already paid for it#i really hope it gets a sequel somehow#there's a lot of potential left to explore in a zelda game like this#especially the dungeons - there's almost no verticality to them like there is in LttP#just stairs like in Z1#having dynamic procedural interactions between floors with tiles falling out and stuff would be incredible#also more elaborate and multi-room puzzles - and give each dungeon more of a unique puzzle style/mechanic#there's some of that but not enough#making keys scarcer and dungeon-specific like LttP would also help make the spaces feel more interesting#i'm glad that at least one game in the time since Z1 has tried the 'keys as a global resource' design again#i think it was interesting and worth it - but for procedural generation i think it undercuts the design#makes the world feel kinda like a continuous blob rather than distinct dungeons and overworld#which isn't as fun#sorry for rambling i'm crossfaded lol <3#WAIT i'm not done i know no one's reading this anymore but i don't care#i also love that there are distinct multi-screen areas like towns and lake hylia and death mountain and just random stretches of grass#but those areas don't really have a lot of variation between playthroughs if any#have random sections/areas within the multi-screen zones!#have different variations of the same zone of different sizes to swap out between seeds!#have towns and zones and even dungeons that only appear on some playthroughs#there are more than enough locations to reference just in BotW alone!#oh man cadence of hyrule 2 botw edition kinda like what they did with hyrule warriors would be so sick#spike chunsoft hire me i'm single ;)
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waywardsalt · 7 months
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Hey, thanks for the response on the post where I asked about what people dislike ab totk! I genuinely appreciate it a lot, and you summarized most of my thoughts about this beautifully!
Here's something you might find interesting: something about this game's pacing REALLY bothered me from the start, and I think I know what it is. Totk, despite being an open world game that you can pour a ton of time into, feels short. It's a really weird feeling, and I think it can be explained in that Nintendo is trying to use the linear storytelling format for a nonlinear game, which is also why the ability to see the tears in a random order was disorienting, and why the stories from the ancient sages felt so repetitive.
The gameplay is long, but the story isn't! If you compare it to Skyward Sword, for example! In sksw, you go through each of the areas once, and then again with some changes, and then again with more. There's several clear acts, and even if the game is super super linear and recieves criticism for that, it works really well in that context. Additionally, the characters more than make up for the linearity of the story. Totk tries to take that same format, but doesn't seem to understand that this format is for a linear story. It only has a very brief story, and the story to gameplay ratio is so dragged out that unless you get invested in the world, it all starts to feel really stupid and pointless. Unfortunately, totk fails at getting us invested, too.
I really hope this made ANY sense at all, ty again for the input!! I love the responses I'm getting on that post djbdjsndns :D
Hi, you're welcome for my uh... totk rant, I guess? I covered a lot of stuff in it but I wouldn't say I covered everything bc there is... a lot abt that game that rubs me the wrong way in one way or another.
totk is definitely an odd case, it being an open world game that does try to adhere to linear game rules, you’re right- and i’d say the story is severely kneecapped by that attempt on the game’s part to have its cake and eat it too. it tries to mix what botw brought to the table with what was done in the past, but because botw is vastly different in what it does than past zelda games, the result is a messily paced, poorly-told, gameplay-focused with piss-easy mandatory puzzle segments result, failing to capture the advantages of linear games and instead making those specific parts considerably weaker.
people give linear games shit for… honestly, im not totally sure, as someone who really enjoys linear games. they allow for a good focus on story and character, mostly because you can have a set pace and passing of time and order of events. totk tries to implement linear style elements into a game where you can do anything out of order, so in the end the story is surprisingly brief but slow paced because you have to travel so far for everything and they have to account for you doing everything in any order, hence... repeating the same fucking information as a reward for four of the dungeons (which, i don't care how you feel about this game, is an awful fucking choice i mean holy SHIT), and is probably why the interactions with the new sages include very brief character arcs or something, they wanted to include some kind of linear character stories but it all just got stuffed in between a bunch of mini-main quests.
the fact that effectively half of the main story happens ages in the past and is communicated through brief cutscenes that can easily be encountered out of order, too, is kind of a pitiful way to tell the story. they're all basically glorified exposition dumps since nothing about them will change, they're all events that have already happened and have nothing to do with the player except hyping them up i guess.
the dungeons themselves are awkwardly transposed from a more linear game style with them relying on a specific skill to some degree, but they just fall so flat compared to past linear zelda dungeons. in botw the divine beasts honestly worked because the mechanic of manipulating the beasts themselves and the activating of switches fit perfectly with the setup of the dungeons being huge machines, while there isn't as good of a story example as to why totk's dungeons have the same switch mechanic. botw's divine beasts work pretty well in an open world setting. totk's just fall to pieces in an open with setting, even discounting how ascend could just snap them in half entirely. you just... can't have the same kind of dungeons as past zelda games in an open world format. once you take out the array of specific-use progressively-earned items, you're just left with this tiny little gmod ass toolbox to do what felt like baby's first loz-style dungeon. go to the clearly marked waypoint, do one (1) simple puzzle, get reward.
i miss mini bosses, rooms with puzzles that had to be solved to unlock a door or a doorkey, and even the experience of wandering around just trying to figure out what to do next. honestly, the first half of the lightning temple was the best part of all of the dungeons put together, and then we're back to 'go to four different rooms to do four different easy puzzles'. linear games have genuine advantages over open world games, and open world games have their own advantages. in the story segments, totk just ignores the advantages inherent to it's game's basic style in favor of trying and failing to emulate the advantages of a very different game style.
totk is so paradoxically unable to tear itself away from the series' past while at the same time disregarding series staples and even big parts of its own goddamn prequel.
in my experience with the game, as far as i can remember, i believe i went around and opened all of the towers, did some shrines and the depths, got the master sword, did the main quests with some side quests, then sped through getting all of the memories in order, then did the final boss. in between all of that, i managed to get all of the armor, do every single shrine, and open the entirety of the depths. i did not give a single damn about the story by the end. for me, with my playstyle, everything was just... spread out over such a long period of time so there was barely any urgency at all, i experienced the memories all in quick succession while already knowing the big twist (which. btw. i didnt care about. i wasnt really endeared to zelda and link's lack of visual interest during cutscenes just brought up the question of if he doesnt care why should i), and since this game's story is more linear, it just felt so disjointed and strange and... not important.
with botw it makes pretty good sense why link may take ages, why you could get the memories however you want, all of that. zelda is keeping things with ganon on pause for you. all of the big stuff happened in the past. you are here in the present, in the ruins of the past, a blank slate come to eventually complete the mission that you had failed, at the same time discovering this new world and becoming re-acquainted to it with this strange second chance you've been given. totk doesn't have this excuse. at least in past zelda games, you did things in a specific order, so when you wanted to fuck around, it was usually something related to or based on your progress. if you want to fuck around in oot what you can do is based on where you are in the game and even then it all ends up wrapping back around to bolstering link for the end. getting hearts, better items... like every side quest in every other loz game did. in totk you can do a sidequest for like. one flower. and what does that even do for you. it doesn't have the excuse of the honestly pretty well crafted setup and world state of botw.
i really don't know what happened during the development of totk, and i can't imagine it was the smoothest thing in the world, esp considering the pandemic hitting in the middle of it. but just... it just feels like it failed in so many regards and was just... so disappointing, and yet people are heralding it as the best zelda game and- this is not what i want a zelda game to be! i want a zelda game to have those wonderful puzzle-filled dungeons with well-written main characters and music that fits the setting and feels supported by the game's events and a unique setting with unique little nooks and crannies and good pacing and act structure and like. some kind of heart to it. not just another big open-world game created to be the big open world game where you can do this one amazing specific cool thing that TOTALLY is worth the $70 or whatever else it may be priced around the world.
idk. to me what makes zelda games zelda games is the linear storytelling and those complex dungeons and specific method of progression, and botw's new open-world emulation of the sense that loz 1 gave does not and probably will not ever be able to mix with that linear style unless you have massive in game game style shifts to allow for it. either return to the old format or just commit to the series becoming Triple A Open World Game Series Number 34
#asks#salty talks#bitching abt totk#wind-awoken#ty for the ask i love tearing into this game bc its at least helped me understand some stuff abt game design and what kinds of games i like#and why. too bad this game is rancid imo#dude i fucking love skyward sword. the linearity lends itself to a sense of progression and time passing and just. ugh. its so good#totk critical#totk neg#totk salt#covering my bases :)#i just. yeah gamedev is hard but if this is the mess we got after 6 YEARS what the fuck happened??? what was scrapped????#they had SIX FUCKING YEARS and having the ancient sages regurgitate the same info 4 times made it to the final release#what in the fuck happened in there#i dont really like the idea of there being a permanent move to open world bc its clearly just following the crowd on this one#its just such a massive departure from all other loz games (including loz 1 tbh) that that has to be part of it i feel. it makes sense#botw + totk dont feel unique like the other loz games do. they just. feel really similar to shit like elden ring and fenyx bc like.#thats just how open world action adventure games are ig. ironically theres not a ton of wiggle room with the open world formula#cant really get away from what makes them all feel interchangeable bc its so core to what an open world game is#best you can do is add some standout aspect like the general. Being A Souls Game in elden ring#totk adding dumbass glue doesnt even feel unique bc like. its just what every other sandbox game lets you do with some added jank#progression feels meaningless when it has no impact on what you can do in the game and thats the only kinda progression in totk#get more health make armor numbers bigger make better food fuse better weapons. you cant even upgrade the abilities this time#yeah botw has similar pitfalls but it at least owns being an open world game. it utilized and embraced the format#idk. totk before release was increasingly overwhelming to me and post release it was just such a massive letdown#i remember trying in earnest to pull a wagon using a horse and just. having the worst time. ultrahand sucks unless you make death machines#or one of like five specific traversal things
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kirbyddd · 9 months
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for a long while when I'd visit my relatives on the chesapeake for a brief respite from the hells of home life, there was an odd beat-up little cardboard box sitting amid the plastic-cased ds games in the gamestop I'd always visit (rarely to actually get anything)
finally, one time before the journey back to hell, i actually had a scattering of bills in my pocket. after looking around at the shelves of shovelware (i didnt have enough for any of the proper titles like mario or pokemon), i finally decided to bring the story to a close and give the ragged little box a home
it was Sola-to-Robo, one of the rarest ds games ever published, possibly the most technically advanced engine ever devised on the system, and among the most unique and emotional experiences I'd ever encountered in a video game (which is saying something considering I'd already all but lost emotion by that point)
i barely remember it anymore, but for the time it became my favorite standalone game of all time (although it technically is part of a series, succeeding the PS1's equally obscure Tail Concerto)
I still dream of returning to it and seeing just how well it holds up from a more experienced point of view
the one thing i do remember is that it had and still has by far the most beautiful and powerful opening song of any game ive ever encountered, which is saying something considering the hundreds out there! it's up there with Atelier Meruru's Cadena
also the fact that when you beat the game, after the credits it goes "chapter 2" and there's an entire sequel within the game. altogether both parts are probably not longer than any other rpg, but on the original ds where full 3d action rpgs were resource intensive and typically limited in scope, it was mindblowing
also it apparently had like undefeatable copy-protection and to this day still requires a modified rom to emulate or even run on original hardware without a card?
anyways.... remarkable game. i was shocked to find that it's one of the most sought after titles on the system. in rarities ive personally enountered it's second probably only to Retro Game Challenge, which I encountered at regular price once in the late 2010s but didnt have the money for at the time... that's my "one that got away"
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alosinteriordesign · 10 months
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White Glass Console Table
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factcheckingthefords · 11 months
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Game Room - Contemporary Family Room Example of a mid-sized trendy open concept carpeted game room design with white walls, no fireplace and no tv
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scofieldshumway · 1 year
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Game Room (St Louis)
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bigpoppadean · 1 year
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New York Family Room
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circeyoru · 2 months
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Collection of Overlords _ Part 2 = Requested
[Alastor x Soul Owner of All Overlords!Reader]
Part 1 — Part 1.5 — Part 2 (here)
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In a room, dark and empty, the floor below encased millions of crying and pleading souls. Yet you walked over them as one would to insects on the ground. Your eyes peeked open a bit and the voices all quiet to nothing
The rows of Knight armours and life-sized wooden figures that aligned the walls all bowed in your presence. Your feet brought you to a round red table to the farther side, on top of the table was the exact replica of the landscape of the Pride Ring
In this domain of yours was a lovely creation of yours after Lucifer took over Hell, a table for each of the Rings of Hell and one each table was the exact map of everything within the Ring. From buildings to landmarks to the portals to other Rings for the Hellborns. You had it all and saw it all with your eyes around all of Hell
Your fingers hovered over the marked territories and the duplicates of your souls’ figures placed in their respective areas. Your eyes scanned over, spotting some new figures that has appeared and some areas marked with unfamiliar colours and aura. A hand waves over the entirety of the map like a fan, domains marked in red was nearly half of the place
Whispers of souls from the bodies of your provided winged creatures known as Cages flew around you. They were of your design, with black feathered bodies and wings, similar to that of a crow or raven. But with a twist, eyes red as blood, wings of blades, metal claws, and uniquely their bodies house the souls you deemed with potential to return back to their own lives
“Sinners have been brazen.” 
“Very bold. They have stolen your land.” 
“Disrespectful. Undeserving.”
“Lazy Overlords!”
“Now, now, my Cages. They have a hard time as it is, don’t give them too much pressure.” While your tone was understanding and sweet, the coldness and disappointment in your eyes told a different story. “But I suppose they have been slacking in my absence.”
“Slacking. Slacking.” 
“How dare they. How dare.” 
“Punishment. Punishment.”
“Meeting?” 
A smile formed and your eyes closed, you turned away from the table as familiar dolls floated over to you. “Yes, it is time for a reunion.” 
A soft tune played in the radio tower. You sat in the comfortable armchair while your finger swayed from side to side with the music, you hummed a bit with your eyes closed, and one leg crossed over the other. Various pages floated in the air while a pen was writing on each of them at lightning speed
Your head tilted up a bit as something came to your knowledge. With a snap of your fingers, the paperwork all disappeared and the soft tune was gone. You hummed as you got up and faced outside, even with your eyes closed you can see all of Pentagram City that was the heart of the Pride Ring
“Alastor.”
The Radio Demon immediately appeared after the shadows rose to form his figure, he bowed with hand over his heart before placing it behind his back as he straightened up, “Yes, My Dear Liege?”
“Is Vox still challenging you to random games of his?” You remained facing the view outside of the tower’s window.
“That he is.”
After Alastor had rubbed into Vox’s face that you were avoiding Vox, the insecure Overlord was keen on challenging Alastor on battles of a playful nature to one up him as a way to prove he was superior. Though all that told you was his childishness and lack of responsibility
It had been a while since your presence was made known to the other Overlords, particularly your elite collection. Your stay in the Hazbin Hotel was passed within the group, but none dare to approach you as it was against your likeness to seek you out under information passed along. It wasn’t wise to fake or arrange a chance meeting as well, for you’d know and they don’t want to face the consequence
While you were physically absent, you were not ignorant to what goes on, especially with your collection. You thought perhaps it was time for you to formally make yourself known since they have been very well behaved even after Alastor egged them so. Good that none took the bait
It’s not your intention, however, to put such test and tease for your wonderful elites, but when the opportunity is there, you can’t resist. You let things fall and observe the results. They were very amusing with their persistence to find you yet appear as though they weren’t bothered with your absence
Though the fun’s gotta end
“Arrange a meeting of my Elites,” You turned your head to Alastor’s direction with your eyes closed, “Hmm, in 6 days, let’s do it at Camilla’s place. The Witching hour would do nicely.”
Alastor bowed once more, “Of course, as you desire. Shall I broadcast it right away?”
You gestured to his chair for him to take a seat. When he did, you placed a hand on his shoulder and your eyes opened with a glow, in turn, so did his pendant with an eye design, “Please do.”
Alastor felt power surge through his form as his tower lit up with an eerie green, he spoke into the microphone on his desk, “Let this be a broadcast to the only Elites~ A special message and invitation to the Collection of Elites from Our Beloved Liege.”
Simultaneously, in various parts of the Pride Ring, targetted individuals received their broadcast. Immediately standing at alert
Zestial threw away his teacup and saucer the moment he felt the left coat pocket glow. He carefully took out his pendant and made it hover in the air while his head bowed, awaiting for the message broadcasted through Alastor’s powers mixed with yours
Carmilla raised from her seat when her chest warmed from the pendant, she pulled it out from the charm from the chain around her neck. She brushed aside the documents she had littered around her desk and placed it down, bowing with her hair down when she realized the situation, the long await word from you
Rosie shushed her cannibals, excusing herself when his pendant warmed up with a glow. She arrived at her private room and set the pendant on the couch while she seated next to it, acting as if you were present with her
Zeezi immediately threw a punch at the demon, quickly ending the fight. She kicked away the body, wiping away the blood on her hands before taking out the pendant, and bowed her head to it with eyes closed
Vox’s eyes widened, eying the pendant when Alastor’s voice came through, he was about to dismiss it but the fact that your title was mentioned meant Alastor was speaking on your behalf. He travelled through the cameras to where the other two were lazing around with the pendant in hand, putting it on the table in front of him and which made Velvette and Valentino snap to attention
“A meeting will be held in actually 6 days, at the Wtiching Hour. The meeting place will be at Carmilla’s. Needless to say, your attendance is mandatory.” Alastor relayed all the details you told him.
However, before Alastor ended the broadcast, you spoke up near the microphone, “I look forward to your presence, everyone.”
Once the news was out, the Overlords immediately got to work
Zestial went to Carmilla’s place help her prepare to your standards and satisfactory. Preparing the room to be more elegant and dignified, different from how the usual Overlord meetings were when she hosted
When Carmilla’s daughters heard the news, they were excited as well, it has been ages since they last saw you and even longer when their household was hosting your meeting place. For it was an undeniable honour for you to pick their rundown location for something so rare and sacred
After all, this was the first meeting you’ve hosted and called the others since years, it felt even longer when it was you that gathered everyone together like this. Surely, the topics of discussion was grim and serious for such an occasion
Either way, all Overlords were going to enjoy their time in your presence. Just having you near them was a gift and for you to call them was a joyious event, one worthy of celebration
Though they were very envious that Alastor got you to himself all this time. Again, the blame would be on Vox who had been causing you such discomfortable in your own world, for all their territories were yours to begin with. You were merely gracious to share your spoils with them. Lowly sinners that rose to their current standing and ranks with your support
All looked forward and dreaded the day that was to come. The other sinners and demons felt a change in the air when the Elite Overlords were more active. It was subtle but hard to ignore when the Overlords were more on edge and easy to come to anger
Zestial appearing in the streets more, Carmilla’s demand for perfection, Rosie’s increase appetite, Zeezi’s increase violent battles, and the Vees’ desperate need to produce more results
Somehow, the nobodies Overlords heard of an Overlord meeting and planned on attending as well. Yet the moment these self-proclaimed souls planned on doing so, knight armours and wooden figurines took a hold of them and the shadows devoured them without mercy
Alastor set down a plate of food in front of you, noticing the small smile on your face even when your eyes were closed. “Does something amuse you so, My Liege?”
You chuckled, “Oh, nothing much. Merely some souls begging for a good torment.”
Alastor felt his smile grow, understanding the implication. He so loved your sadistic nature to those unworthy, for he done the same. “I see. As long as you’re enjoying yourself.”
Your eyelids fluttered open a hinch, “Believe me when I say, I am.”
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Note: Okay, I lied. There's more to write than I thought. In my defense, there wasn't much idea, but then it flooded when I started. So there's part 3 where the Overlords are meeting the Collector~
Circe Y.
Other Works: MASTERLIST
Taglist:
@aconfusedwonderland @crowleysthings @donustellaron @mistpurpl3 @plutobots @ray-rook @thealienartist @serenity-songbird @galaxydreamer468 @raynerrold @wen01203
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felixandresims · 2 years
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BAYSIC:)
Ya Baysic! 
Felixandre & Hey Harrie are back with yet another collaboration, but this time it is for that simpler life! It's great to have unique one of a kind pieces in your Sims’ homes, but sometimes it's the Baysic items that are missing. This set of 90 items aims to solve the problem for the living, dining, kitchen and bedroom.
Kitchen: Two fully fledged kitchens with not only a rainbow of colour swatches, but also special accent counters, appliance units, fridge nooks and colour co-ordinated appliances. Not forgetting the new kitchen prep trolley & clutter pieces to turn your house into a home.
Dining: A set of matching dining tables in 3 sizes along with a matching dining chair and pendant lighting 
Living: Full suite of matching sofa, love seat and armchair, plus your favourite ‘Needs No Introduction’’ accent armchair, along with matching side & coffee table and lighting options for every area of the room
Bedroom: The most requested item has finally been brought to life! The ‘Packs Wardrobe System’ enables you to create a custom built in wardrobe with 3 different cupboard fronts that snap into place and allow you to create an infinite amount of colour combinations to suit your room design perfectly. Of course there is a matching set of double, single and toddler bed frames and comfy bedding
99.9% of the items are Base Game compatible, however the ‘Colour Pop High Oven’ requires DHD to be fully functional. If you don’t own that pack the item will still place in game, but be purely decorative. 
Also make sure to have auto counters turned off when placing built-in appliances, otherwise they disappear when placed. You can always turn auto counters back on once placed :)
You can find all of the items in the build/buy catalogue by searching BAYSIC, plus look out for the fun new item names introduced with this set.
Early access now available on Patreon
Public Release: 5th August 
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celestialprincesse · 3 months
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🪐🩷
I write sm of Simon with like super cutie patootie sweet softie gf's and today is not one of those days!! What about Si with a sassy, snarky spitfire of a partner.
He's kind of always thought that he'd want some soft, gentle, domestic partner to offset the general frustration and struggle of his work life. Some bird in a frilly apron to coo and preen at him like a wounded puppy.
And then he meets her.
She's some intelligence officer brought on by Laswell in hopes of attaining information on targets before missions to keep things running that little bit smoother.
She's had to not only survive, but thrive in a cutthroat mans world industry for years, and she takes not one single ounce of shit from anyone.
Price will occasionally (and very much unintentionally) simplify things for her in mission briefings and she just kind of sits there with arms crossed and a raised eyebrow until he gets the memo that he doesn't need to baby her.
She never has to actually go out into the field, so whilst the guys are all training in the gym, she sits and plays games on her phone or reads some smutty romance novels.
She didn't expect to fall flat on her ass for Simon Riley, but something about how quiet and level headed he is makes her very much metaphorically swoon.
He knows it, obviously. He's observant as fuck. He sees the way she pulls her bottom lip between her teeth when she has to crane her neck in order to look up at him, or when he casually helps her with boxes of files and she shifts bashfully from foot to foot, trying not to ogle his biceps.
When they start dating, she's not even afraid of the others finding out because they're too scared of her to tease the two of them.
They move in together and she designates the guest room for all of his man stuff, only to find out that he has like three personal items and some chargers. "The fuck you mean you don't have an ugly PC?! You're a guy?" He's so confused at her confusion until later in their relationships when she tells him that all of her past partners were kind of (major) dicks and that's why she didn't really date anymore, until she met him of course.
She tries really really hard to hide when she cries before he goes off on deployment, and works ten times harder to find useful information that will increase his chance of getting home to her safe.
He buys her really sentimental presents and she tries to hide how touched she is by calling him the softie even though she shamefully piles all of his clothes on the bed with her when he's away because she misses him so much.
She buys him a dog in secret on the same day that he comes home with a cat for her and they just sort of stand there in their front entrance like that Spiderman meme where they all point at each other.
The dog and cat love each other, almost as unlikely a pair as their owners.
She and Simon go into work one day and she's got a unique, delicate little ring on her left ring finger and the guys are like 😦"You got married and didn't invite us?" "No you fucking plebs we got engaged."
Never did anyone think they'd see the day where Simon Riley got engaged and thought about settling down.
They also thought the two of them hated each other until Simon casually is like "Oh, yeah no she and I went to this great place the other night. Good steaks."
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dragonpropaganda · 3 months
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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harrie-cc · 2 years
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BAYSIC
Ya Baysic! 
@felixandresims & Hey Harrie are back with yet another collaboration, but this time it is for that simpler life! It's great to have unique one of a kind pieces in your Sims’ homes, but sometimes it's the Baysic items that are missing. This set of 90 items aims to solve the problem for the living, dining, kitchen and bedroom.
Kitchen: Two fully fledged kitchens with not only a rainbow of colour swatches, but also special accent counters, appliance units, fridge nooks and colour co-ordinated appliances. Not forgetting the new kitchen prep trolley & clutter pieces to turn your house into a home.
Dining: A set of matching dining tables in 3 sizes along with a matching dining chair and pendant lighting 
Living: Full suite of matching sofa, love seat and armchair, plus your favourite ‘Needs No Introduction’’ accent armchair, along with matching side & coffee table and lighting options for every area of the room
Bedroom: The most requested item has finally been brought to life! The ‘Packs Wardrobe System’ enables you to create a custom built in wardrobe with 3 different cupboard fronts that snap into place and allow you to create an infinite amount of colour combinations to suit your room design perfectly. Of course there is a matching set of double, single and toddler bed frames and comfy bedding
99.9% of the items are Base Game compatible, however the ‘Colour Pop High Oven’ requires DHD to be fully functional. If you don’t own that pack the item will still place in game, but be purely decorative. 
Also make sure to have auto counters turned off when placing built-in appliances, otherwise they disappear when placed. You can always turn auto counters back on once placed :)
You can find all of the items in the build/buy catalogue by searching BAYSIC, plus look out for the fun new item names introduced with this set.
Early access now available on Patreon
Public Release: 5th August 
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