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#rw garbage wastes
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Rain Worlds
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sylph--scope · 11 months
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Rain World Ostober day 16 - Stone Heads
STOP pointing STICKS at me!!!! i just want the cheftain passage!!!
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wormheamer · 2 months
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last-minute friendly fire attack on @prismsoup!
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sssmiklo · 11 days
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actual-kiwi-fruit · 1 month
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sleepingcuga · 3 months
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People like the first rw background I did and now here’s the Garbage Wastes/Shoreline
Riv getting chased by a Leviathan
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puppetchamber · 6 months
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21 spears
"Halcyon days"
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this is garbage wastes
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industrial---complex · 10 months
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i have a quiz question for you *points at my followers*
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here is a pool of acid and my friend monk
monk wants to cross the acid but they cant climb poles
monk instead has access to beastmaster mod and wants to make a bridge out of dead things
which creature would make the best bridge?
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CHOOSE YOUR FAVOURITE RAIN WORLD REGION
Garbage Wastes: [i cannot think of anything to write about this region could someone please dump a paragraph about garbage in a ask]
Silent Construct: The corpse of a fallen god turned into your jungle gym. The aftermath of all you have learned and adapted to, the change is startling. Home to a lone god who, despite his power, couldn't help himself. It is the place where you are to help gods reunite.
Other Propaganda:
Garbage Wastes:
Silent Construct:
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a-lamp-shade-art · 2 years
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i;ve been doing the rw art month
I have proof, even. Behold, a week's worth of prompts Day 1: gourmand
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Day 2: Memory Conflux
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Day 3: Spearmaster
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Day 4: Pole Plant
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Day 5, 6 and 8: Bubble plant, garbage wastes, and jolly coop.
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(day 7: vulture will happen soon I just wanna do somethin cool)
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drawwithmis · 2 years
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Day 6 - Garbage Wastes
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peacherweasel · 1 month
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So I was playing Expedition mode (Artificer) & I was being chased by a Red Lizard. I managed to get to a shelter & save the game. BUT WHEN I WOKE UP THE SAME DAMN LIZARD WOKE UP IN THE SHELTER WITH ME-
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spooked-skull-studios · 4 months
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had fun selling at the local art fair today :D It was my first time selling my non digital work and the people I was selling with had such cute crafts :[
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Sold a few patches and other knick knaks including a mothman drawing :3
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looks kinda barren on the table but I was working on creating more designs for the cryptid collection as the day went on. I'll probably post those later once I've watermarked them :]
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obsidiandoesartyey · 5 months
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Artificer
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rained-world · 8 months
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give that guy a raise holy shit
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dragonpropaganda · 7 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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