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#rainworld mod
factorybought · 4 months
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Looking for Rainworld Modders and artists !
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I’ve gotten into contact with someone who wishes to make a rainworld mod based off TOI and Collector and we’d love some more devs or artists on the team :D
If ur interested please contact me and let me know what you’ve worked on rainworld or modding wise !
reblogs would be appreciated btw
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vela-pulsars · 9 months
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Been working on something this summer…
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batnip · 2 months
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man ..
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klumquat · 2 months
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Gilded Sanctuary!
An ethereal new region jam that’s been in the works for the past year or so, releasing very soon. It’s got some great new sights, sounds, and coded features, check it out in the coming week!
youtube
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nixii-sabre · 3 months
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it's done (i think!)
pspppspp :3
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silly-slugged-cat · 8 months
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I made a lizard friend!
Been playing around a lot with Noir Cat in the solace mod, i absolutely adore it!! I made a cyan lizard friend in industrial, and we're going on a trip into whatevers left of shaded :]
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Also accidentally glitched way out of bounds in a shelter and it made them freak out :x but i fixed it
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kinda wanna give them a name!!! any suggestions? :?
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picopubbydawg · 6 months
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reaper lizard
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atomarium · 2 months
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I forget I don't treat Tumblr to my room creations
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faelingdraws · 2 months
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wingcat but downpour :3
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vynnyal · 4 months
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OK, fair warning to the few people I actually managed to convince to try the game??
Rain world does NOT play like hollow knight, and you'll get your butt kicked if you approach it like that.
It's really hard. Like, really hard. Instead of the game literally giving you abilities in the form of power-ups and damage buffs, the only abilities you gain is from what you learn and your own ingenuity. You're a rat from beginning to end. If you just beef your way through it, it's gonna suck and you're gonna be confused and frustrated all the time. But if you pay attention, take it slow, and learn how the ai works and how everything interacts with each other, you can consistently get through and dominate situations you thought were impossible to do so when you first began. Now get out there, kill some lizards, and bully some old computers!
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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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factorybought · 3 months
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Hi! I'm curious, what's the most interesting thing to you about your rw ocs? :)
This is kind of a hard thing to answer as I have a multitude of them that all interconnect for the mod. Currently, only 3 have been showcased on this account
Threat of Innovation
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The Collector
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To Spring
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I think my personal favorite thing is that they are a rejection of the status quo of the world in a way + I made iterators designs a bit more complicated
I wanted to add more of a mechanical look to them, along with adding date. The older the model the more clunkier and bigger the puppet is. Iterator exteriors would also differ in style as well detailing the architectural fads of the time.
To Spring show’s more date as he features a camera within the middle of his head and false eyes, along with a fan to cool down the puppet preventing it from overheating.
TOI is a more modern iterator featuring a silicone face to be able to express more than Spring can.
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In total, there are 7 iterators within the local group, 3 belonging to another friend/team member of the mod.
The story of the mod goes into more detail/headcannons of ancient culture along with new ideas I wrote up, as the original concept of this mod was for a comic series so I had a lot of ideas going already.
Overall the story bends a few rules and I wouldn't say its "canonical" to the game nor do these characters interact with the base game's local group. I wouldn't imagine they'd be a fan of TOI haha
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vela-pulsars · 6 months
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Region scene I made for Turt, Curious Ascent ! Go check it out, that’s his first region !
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moonsofmachinery · 2 months
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I basically spent today completely indulging myself in this new Hunter Expansion mod which adds a few new endings for Hunter! This is based off of one of the rooms in NSH's facility with a cyan lizard in a box... I just liked the vibe of it! ((Not really spoiler-tagging because its the most vague spoiler ever... I promise the cyan lizard in a box has no bearings on either endings, aha!))
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bitsbug · 7 months
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ripping him in half to see the truth of his ridiculous stubby legs
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puppetchamber · 19 days
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Help guys I'm stuck in outskirts!
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