shiny-heart-tree
shiny-heart-tree
Tree of Transformation
202 posts
Welcome all to my blog. My name is Sui, a 21 year old artist on the autistim spectrum with OCD, social anxiety disorder, depression, and PTSD. I won't be very active here, most likely just roam around, but I will post from time to time. If you wish to chat with me, I do have a Discord, though I would rather you ask for it in DMs. That is, if we get to know each other, I won't just give it away immediately. I would recommend you read the pinned post for more information regarding tags and the like. With that said, you are free to follow me and interact with my posts and so on if you wish. (P.S the blog name was a suggestion name and it reminded me of the Twilight Forest mod for Minecraft, with the Tree of Transformation being my favorite tree from it so I thought it was perfect)
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shiny-heart-tree · 3 days ago
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Sad Stickers in a blankie.
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When you live in a post-apocalyptic world full of monsters, you're bound to get a little cold.
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shiny-heart-tree · 4 days ago
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Very colored fella...
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I'll explain who he is when I decide to polish him up better.
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shiny-heart-tree · 5 days ago
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I've secretly been suffering from horrible art block lately (with the previous post being made like, a month ago) so, have a little Rob.
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shiny-heart-tree · 6 days ago
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Oooo lore hint hint.
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shiny-heart-tree · 19 days ago
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OLD ALIEN JUMPSCARE.
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shiny-heart-tree · 19 days ago
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I wanted to add more to the design and do a cool background but I couldn't figure out how to implement them, so have what I put in and some grey to not have eyes burn.
Anyways I think I'll name her "The Red Wilt".
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I made info on her but I'll write it out in a sperate post later.
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shiny-heart-tree · 22 days ago
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I honestly don't know where I was going with this.
Maybe I'll work on it more later.
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shiny-heart-tree · 23 days ago
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Oh no, he angry.
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shiny-heart-tree · 24 days ago
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I wanted to share this yesterday but kept forgetting to.
Me and mom encountered a colony of mushrooms by our complex entrance while doing our 5 PM walks, and thought it was cool because, although we've seen many mushrooms before, big and unique, we haven't seen anything like this.
Top two pictures is from yesterday, bottom two pictures is from today.
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I don't think they're edible sadly, took a look at the gills with my phone and saw that they were white, but I'm no expert so who knows.
Still neat though.
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shiny-heart-tree · 25 days ago
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I have come to share a new R.E.P.O map idea
Warning, BIG yap below.
So for the most part, the places that you drive to (for now and excluding the Disposal Arena for obvious reasons) all take place in a massive building of some kind. Well, what if there was one that was based mostly outside and in a natural environment?
I present to you the idea, "Swamp Yard".
Swamp Yard is based in, well, a swamp, with a large body of water that can go deep and with different patches of land dotted around the area. It will be the standard map size, only more vertical for the most part, and the ends of the map are very long electric fences that deal you some damage if you get too close. They are tall enough so that you can't jump over them, nor toss anything over it. Not like it's a good idea anyway since the fences can damage valubles too so, there's no point in bothering with them.
The land patches can vary in size, which determines what will be on it. Small patches may contain an item or two or one enemy, medium patches can have cabins, with more loot and a couple more enemies, and large patches contain bigger buildings, increasing even more loot and enemies. You can probably guess the rarity of each one, but to give an idea, the bigger a patch, the rarer said patch is. And the placements are random, so no layout of the map is the same on every visit.
Now you're probably wondering how one can explore the area, given the water and such, right?
There's where the main play of the attraction intent comes in.
When you begin your journey, you start off in a building similar to those thing that you wait in line for. There will be rules writen out about how to control a robotic, swan moa-like creature while you walk ahead. They are very important, so glancing over them isn't advised. Though the tips that you see every now and then will be there as a "for just in case" thing for the creature if you rush on ahead regardless.
As for the robotic birds themselves, you will at first see them sitting on the ground in front of their gates, turned off with a hole in the back that you can hop into. Once you secure yourself inside of said hole, they will activate, first turning on their eyes, then slowly standing up, and expanding the metal feathers of their "head wings" so that the player wouldn't easily fall out. The color will also change to whatever the color the Semibot is for good measure. When they are finished with their activation process, the gates will open, and you are free to explore the rest of the area.
Trust me when I say that these fellas are not one to be messed with.
They can trudge (no pun intended) through the muddy water with ease, and can even run fast through it. If they reach a part where the water is too deep to walk or run through, they'll simply float like a swan would, paddling their feet with no issue, and although their speed is a bit slowed because of it, they can still be pretty fast.
Another reason is that they are good for combat. You can kick enemies, which deals a lot of damage to them and can also break items in an instant if you are not careful. They also have a powerful stomp that is just as strong as their kicks, even jumping up and down on an enemy repeatedly will deliver heavy blows until said enemy drops their soul. And they are also indestructable, and you can't get knocked off of them, so rest easy knowing that you won't have to deal with floating helplessly in the water anytime soon. You yourself can still take damage from anything that harms you though, so don't take all of this for granted.
That's not all that they do of course.
You can still grab items that you find while riding them, even when they're moving. On a related note to that, you can even hook up a cart to them by simply moving one to one of their sides, and a blue beam will connect to it like a rope. You can only hook up one cart per side (that includes the pocket version) so one robo bird can attach up to two carts to them. To make things easier, the carts themselves won't drag so far behind, especially when going fast on land or water, so you don't have to worry too much on stuff flying off behind you and such.
The creatures also have a speaker in their mouth that lets you play some tunes while in their, I guess "boat" form, and a siren noise for when you're running on land to alert your teammates of something (though I suppose the latter can be debated on since not everyone would use it for its intended purpose). The music in their boat form is mainly from Swan Lake (go figure), one of them being Dance of the Little Swans. This can be modded to whatever song you want your insane mind to hear, so go nuts with it if you wish.
A thing to note is that the amount of those robots and how wide the line area is depends on how many players there are, so if there's four, then there's four lines and four of the aquatic animatronics and vice versa.
Now here's where things get interesting.
There is a 50% chance that at the end of the map, you will notice a barn looking building, and when you walk onto its patch, you will be forced to get off of your companion since it is not allowed to enter the building. The reason behind this is because when you get inside, you will see the birds in stables and one at the back facing you, even they look grey, broken down, and have some slight changes from your big friend, such as a worn down saddle instead of a hole, and the head wings missing their feathers.
The key here is to make the player walk up to the one in the back out of curiousity and stare at it for a moment, then start walking away, making it blair out a siren noise that is different from the one that you ride. This would in turn get the player to look behind them to see the rest activate, kick their rotting, fragile wooden gates into pieces, walk to the center in a line, then start chasing the Semibot, making said bot rush out and quickly get onto their companion and speed off, automatically activating their siren cry to warn other Semibots that something is wrong.
When the player reaches the deep waters, the beat up birds will scatter, and now begin hunting the group from the sidelines, trying to use the element of surprise to attack and kill the player. These ones aren't indestructable, you can use weapons such as the gun or items to damage then, and when you manage to destroy them, they'll blow up, but will leave nothing in return since, well, they aren't exactly like the monsters. Even so, it's best to dispose of them if you can.
So onto the extraction stuff.
You can find extraction points in the cabins that spawn, in fact whatever number of them there are in the level will detemine the amount of cabins there will be overall. The item theme is a bit random, but there are still new items related to the Swamp Yard, such as some merchandise that is an important part of the lore. In fact, let's talk about it!
Remember how I mentoned an "attraction intent" with the animatronics? Well, this place used to be exactly that.
It was ment to be a charity event to protect habitats in swamps from destruction (though given the whole construction process of the area and the hypocrisy with the electric fences, it is...questionable, at best), as well as showing off new technology on the future of rides relating to water, like ferry rides for example. The run down versions that you encounter were the original designs, you just sit on the saddle and grip the ropes to control it, music playing when it floats on the water. The cabins were for the lifeguards to reside in, and you'll see objects aluding to that along with a faded out sign on the front of the door saying "employees only".
There is a merch store that you can encounter, with some stuff knocked around and all of that. In fact, some of it is scattered around the land patches like they were left behind. The barn is where the birds were housed to keep them clean and working, until the events of the disease caused them to go into their decrepit and rogue state. You can find a couple of skeletons in a lot of parts of the map, even a few in the water if you look close enough.
With the whole design thing in mind, what's the deal with the ones that you ride in? It's pretty simple actually.
The Taxman knows about the area and all of its works, so he had picked whatever number of them equal to the amount of people playing and modified them to suit the Semibots better in advance. This is more evident if you spot the original rules of riding them spread out in the starting building rather than being where they should be, as well as the number of birds missing from the stables in the barn (there is originally 9, 8 in the stables, but up to 6 can go missing at random. The one at the end never goes missing though). The old animatronics are also important to the lore and why they exist in the first place.
Some additional info regarding the map and the semiaquatic robots in general.
Certain monsters are allowed to spawn, such as the Chef, Rugrat, and Apex Predator. Basically most of the smaller enemies are accepted. None of them are allowed to appear in the starting building or the barn however.
If a player dies while in one of the creatures, they will automatically grab the head, dash to an active extraction point to throw it in, and wait. If one isn't active, they will look for the unactivated point and wait like before, otherwise they will break into a run once one has been activated, no matterhow far away they are. The player can watch them run if they so wish.
In regards to the truck, they will do the same with tossing the head into it to revive them, then walking back to their orginal spot.
On that note, you can't bring one with you when it is time to go. It will force you out of itself once inside the starting building, then return to their inactive state, not letting you ride on them again. They've served their purpose.
Monsters will not hurt the bird itself, only try to harm you alone.
The hostile variant will always have black eyes, even when activated, showing just how broken they are.
Said variant can also make noises, such as baby cries and radio gibberish, to try to lure players in for an attack.
The eye color of the working ones is based off of the black swan and cannot be changed.
Semibots are allowed to make expressions, but the animatronics aren't able to follow suit.
Their necks are flexable, so they can point straight shead when running to have a better front view.
They can crouch down like a Semibot can, showing your bot crouching as well, though unable to crouch enough to go into object mode.
They have the same eye tracking behavior as the Semibots, looking at an object around their face or when someone is speaking.
The scrunched up arms of the big bots only apply to the player friendly versons, mainly for the purpose of fetching their heads. The old ones have no indication of arms whatsoever.
You cannot jump off of one when in the water, deep or shallow, otherwise you'll just float helplessly. And attempting to use the "Duck Bucket Bug" instead will not do you good either, you will just be moving at a snail's pace. This applies with the cart as well.
Also, attempting to yeet a player out of the gates can be possible, but an active bird will simply walk toward the thrown player out of the other's control and put them in their respective companion. Besides, it would just be an uncool thing to do.
If all players are gone, and no extraction point is active as well as the truck not being ready to leave yet, the birds will just stand there, leading into a game over.
In the case of destroying slackers, they will have a speed boost as a "panic response" and will not force the Semibot out until they are in the truck. When they don't make it in time, they do the same as the game over scenario.
The map as a whole only begins appearing at level 10 and beyond, and the higher the level, the more land patches, the stronger the enemies, and the increased chance of the barn spawning there will be.
That's about it for now, hope you enjoyed reading this mess lol.
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shiny-heart-tree · 26 days ago
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Stickers with a bit of orange in his eyes.
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Fun fact, these only appear when he's in a certain event, such as holding the hourglass.
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shiny-heart-tree · 26 days ago
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Tired and sad.
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He did not have a good life before he was found.
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shiny-heart-tree · 27 days ago
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Here he is.
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Everybody meet Rob, the comedian of the group.
He's the comical relief, making jokes to ease the tension, much to one of the member's annoyance.
But he can be serious too if need be, and is the best at hiding and figuring out monster behavior.
He is also responsible for giving Pickle his names, "Stickers" was thought of later down the line.
The reason behind the first one was because, funny, even though the member mentioned previously is a light green, which he thought made it funnier.
You could say that the name is based on the green tentacle arms, but that was just a coincidence.
"Stickers" was realized after a while and made much more sense, but Rob still kept the first name and joked that it must be cool to have two nicknames now.
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Fun fact, he spray painted his name on the black beanie that he found because he thought it looked cool.
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shiny-heart-tree · 27 days ago
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A very lazy attempt at what the full body of the Semibot icon would probably look like.
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shiny-heart-tree · 28 days ago
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Sleepy doodle of a character that I will be drawing next in Pickle's group probably.
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shiny-heart-tree · 28 days ago
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URANIUM MUG
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shiny-heart-tree · 29 days ago
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A couple of Semibot ideas that don't have much lore to them.
Maybe the first one since I've have an idea for her for a while, but not really anything to note.
If you want names, they are (in order) Pigeon and Ramibot.
Also, have another base that I'm gonna use for characters like these as a second treat.
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