#sims 4 assassin challenge
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ligayawhims · 2 months ago
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🕷 The Sims 4 Assassin Challenge 🔪 A ghost. A weapon. You don’t exist.
You weren’t born — you were made. To erase problems. To clean up the mess. No name. No trace. No mercy.
Your Sim is the thing they call when everything else fails. You’re not here to make friends. You’re here to finish the job.
🖤 A brand new (well... kinda) Sims 4 challenge that I think you'll love.
✨ Watch it unfold: here 🔗 Doc link: here
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@sims4challenges @ts4challengehub @ts4challengecollection @ts4challengedirectory
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stereo-91 · 2 years ago
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- ASSASSIN'S CREED UNITY SET 2 - Parisian City Items for The Sims 4
AVAILABLE FOR FREE NOW!!!
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Hiii Everyone.
Me and @annadedanann working NON-STOP over the last month, learning, fixing, and creating a lot of new stuff that historical simmers are going to love. Me and Anna are both very excited to announce that we have completed our second set which is now available!
Each item has been taken from various buildings in Assassin's Creed Unity and redesigned to fit into the Sims 4 as build/buy objects. We hope these items will allow simmers to broaden their creativity and show off their building skills.
Our new set is now available on our brand new Patreon page as we wish to share our work on a broader scale of websites and share our work on a wider spectrum.
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Total of 53 individual items in this set.
With at least 3 or more swatches
All base game compatible
FREE LINK BELOW:
We're here if you have any questions.
 We hope you enjoy building as much as we do !!
AnniQ & Stereo-91
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asoutherngothic · 18 days ago
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Little Family of Four.
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Finally got my game to stop freezing when it speeds through the night!! Seline is a blonde now and older, Wynter is the next gen sim as well.
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m-o-o-n-c-o-o-k-i-e · 11 months ago
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Hello Everyone !
I created this account mainly to talk about video games and post my content of video games here. I've never been much of a social media person, but I still want to interact with fellow gamers.
I have a previous blog where I have some writing content, titled Ninlil winds, but I won't post there anymore.
Comment what games you like and any recommendations!
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rottenshotgungames · 11 months ago
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No more waiting, let’s talk about what y’all are here to see
Footfall Devlog 4
This Devlog will be covering the basics of what Footfall is and the challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored and Mistborn. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, particularly the fast, creative, movement-centric gameplay of Dishonored.
If this sounds interesting to you, the free playtest is live! You can find it on itch at https://rotten-shotgun-games.itch.io/footfall-playtest
Genre Convention
If you’re interested in Footfall I assume that you’ve played stealth-action games before: Dishonored, Assassin’s Creed, Gloomwood, Sekiro, Metro, etc. If you have, you know that there are generally two categories of stealth mechanics present in any given game
Player tools & indicators (e.g. Thief’s light gem, Dishonored’s stealth kills)
Enemy AI (e.g. The xenomorph in ALIEN: Isolation changing up their search patterns based upon your actions)
These two categories are mostly separated by longevity. Player tools and indicators focus very much on short term actions and consequences that influence the long term consequences of the enemy AI—I’m including the state of unconsciousness or death as a “long term consequence.” Because the first category tends to (mechanically) impact the second more than vice versa—and because this would be a VERY long essay if I talked about both in detail—we’re gonna be covering the player side of stealth today.
The Indicators
An Indicator in a stealth game informs the player when they’ve been spotted and/or how close they are to being spotted. Some stealth games have a few Indicators that track or reveal different things (e.g. The three lightning bolts in Dishonored tell you how aware a certain enemy is toward your presence and location, and the upgraded Dark Vision lets you see enemy Vision Cones, and guards will yelp and say things when they see a body you left behind. All three of these are Indicators). There are two general categories that Indicators fall into:
Hard Indicators—distinct visual trackers, particularly a UI element (e.g. the motion tracker in ALIEN: Isolation).
Soft Indicators—Narrative elements that convey information in a manner that is less precise than Hard Indicators (e.g. the sound made by your actions in AMNESIA: The Bunker).
While most videogames with a stealth mechanic incorporate both kinds of Indicator to some extent, TTRPGs are a bit different. The more tactical subset of this medium often attempts to provide player characters with a plethora of options for solving problems and overcoming tasks, among these being stealth—but almost every one of these games uses solely Soft Indicators. What do I mean by this? Well, think about D&D 5e’s stealth: D&D has no facing rules, no rising gauge of enemy awareness—hell the only semi-Hard indicator is light level, but that’s pointless because of the non-rarity of Dark Vision. There’s exactly two TTRPGs that I can think of which contain Hard Indicators, that being Blades in The Dark and Black Seven (both of which are really cool) but their indicators are both more long-term and therefore fall into my arbitrarily designated Enemy AI portion of stealth mechanics.
Hard Indicators are crucial to giving the player a sense of control in a stealth game, watching the numbers go up and down in direct response to your actions is the foundation of the experience (and just failing one Stealth check as a transition into full-blown combat discourages wide-spread use of stealth anyway). I decided to include two major Hard Indicators in Footfall:
Facing. This one was a no-brainer, Footfall already has a physics engine that would massively benefit from facing rules, it’s no huge leap to describe how your facing impacts your Line of Sight.
Notice. Notice is a riff on the classic stealth tracker (e.g. Dishonored’s lightning bolts, Gloomwood’s huntsman eye colors) that measures how aware nearby enemies are to your presence and actions, combined with the player-centric elements of THIEF’s light gem. This has led to a more generalized resource, measuring the awareness of all nearby enemies, influenced almost entirely by the individual player’s actions. It ranges from 0 (unnoticed) to 3 (spotted).
A consistent question I’ve gotten asked is, “Why did you make Notice a player resource, rather than something tracked by individual enemies?” Firstly, tracking that kind of resource on an enemy-by-enemy basis is hellish for a GM. Secondly, and possibly even more importantly, making Notice a player resource makes it feel like they have control over their own ability to stay hidden. If it’s a number ticking up and down on their character sheet, then it’s something they’ll pay more attention to and attempt to exercise control over/capitalize upon more readily . . . so long as they have the tools to do so, of course.
Tools
There are, generally speaking, two types of stealth-interactive tools:
Maintaining tools
Capitalizing tools
Maintaining tools help you to maintain or regain your hidden status. Think the lockers in Outcast or crouching in everything. These tools make stealth feel interactive and . . . well, functional. If you don’t have the basic ability to hide, how are you supposed to engage with stealth gameplay? The balancing act with Maintaining tools is in making them strong enough that Stealth feels viable, but not so powerful that the game becomes too easy or other options are immediately discarded. These take quite a few forms in Footfall, the most basic being Line of Sight and environmental interactions (e.g. Cover, Hidden Terrain, Darkness) that prevent you from needing to make a Stealth check or slowly reduce Notice over time. Some Gifted powers are also categorized as maintaining tools, particularly the base powers of Passage, Possession, and Shadows.
Capitalizing tools allow you to take advantage of your hidden status. The most common example is the Stealth kill/knock out. Capitalizing tools make stealth feel worth it, they’re a reward for engaging in this style of gameplay. In Footfall the only explicit Capitalizing Tool is the Coup de Grace, an enhanced Attack that’s far more likely to kill/knock out your opponent in one blow; however there are a million-and-one other reasons to maintain stealth, such as the danger of direct combat, the increased freedom of power usage, the penalties from Enemy Awareness, and the Downtime penalties from killing people (some of this will be covered in the next Devlog).
This brings us around to an underrated topic when discussing Stealth TTRPGs:
Centralization
We can talk all we want about the conventions of the Stealth genre, about the specific implementations of common mechanics and mechanical types, but it’ll only ever be useful insofar that such mechanical theory informs how players interact with the game.
The end-goal here is centralization. Your stealth mechanics, where they do exist, need to impact and influence every part of rules and play. Even if your players aren’t engaged in Stealth, that decision needs to be put in context of and conversation with Stealth gameplay.
If I’m not constantly thinking about the light I’m in and the sound I’m making, I’m not playing Thief.
If I’m not constantly working to get to higher ground and hidden terrain so that I can ambush enemies, I’m not playing Assassin’s Creed.
If I’m not thinking in relation to Stealth, I’m not playing a Stealth game.
Self Promo
Hey y’all, sorry about the long wait on this one. The playtest is finally public, and we’re halfway through talking about stealth! The next devlog is gonna be about Enemies, which are a whole can of worms.
If you wanna check out my other games, and get updated when major changes come to the Footfall playtest, follow me on Itch! If you're just looking for more Footfall status updates, or want to have an impact on the design, you can always join my public Discord. If you want more devlogs, and more rpg design talk, follow me here or on twitter.
Have a great night and a great day.
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chromaglitchgaming · 1 year ago
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Gallery ID: ChromaGlitch
Lot Name: Djoser Pyramid
My week 4 build for #BGS5WorldTour took us to Eqypt and I decided to try building a pyramid.
I built The Djoser Pyramid (If you played Assassin’s Creed it might be familiar), it’s also the first pyramid in Egypt and the whole world. The construction of it led to the construction of bigger and longer-lasting pyramids we know of today.
It was a challenge fighting the urge to add a ton of foliage, but I had fun using the terrain tools and different stones to fill the space around the pyramid. Since most of the “fun” historical things are usually underground I made an underground tomb and made the first floor of the pyramid a maze with “dig sites.”
The skill-building areas are in the archeologists' station and in the underground tomb. I wanted to make the build function as a space for “archeologist” sims to explore and uncover relics.
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simlicious · 1 year ago
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My game recommendations
I had a reblog in my drafts folder for a couple of days to keep working on it and when I was done I saw that the original poster sadly deactivated reblogs on their post. They lovingly suggested that simmers should indulge in other games too, and I couldn't agree more. It is a special feeling to dive into a new game, learn new mechanics, and have a very different experience from the last game you played. I really put a lot of work into my answer, so I decided to make a new post for it.
I'm a simmer and a gamer (simming since 2000), gaming since 1994 or so. I used to play Everquest II way back when and dabble in Elder Scrolls Online but I quit for Baldur's Gate III which has me obsessed for months now, highly enjoyable. Sims 3 has fallen a few steps on my top 10 list in recent years, but I use it as a creative outlet anyway and do not tend to judge it against other games much. I do judge Sims 4 though, which is a sad state of affairs. I can have fun in it if I spend the time in CAS, or for the first 6 hours in a new expansion - but it's just too expensive for its little value, especially compared to other games on this list.
City Builder/Automation games:
Factory Town: super chill cozy vibe, automate logistics for your pixel-people town. Lovely game
Timberborn: build a town for cute beavers!
Farthest Frontier: a nice city simulation with some logistics and events such as raiders invading the town
Satisfactory: one of the most ambitious automation games, with amazing graphics, for people who like to puzzle, analyze/calculate, and really use their heads while gaming. I like to play it as a challenge and see how far I can take my spaghetti conveyor belts!
Frostpunk: a harrowing/grim atmosphere, dystopian, make hard choices for your town
Simulation games:
Roller Coaster Tycoon and Planet Coaster: I love building super scary rollercoasters and then riding them and trying to get people in the park to ride them too
Strategy games:
Anno 1800: I can spend my entire life in this game it feels, it is engaging and relaxing all at once - love this so much!
Action/adventure games:
Assassins Creed Origins: stunning world, super detailed visuals and fun combat mechanics
Scifi/Exploration
No Man's Sky: At first I thought this was more of a casual game, but prepare for a lot of grinding and long-ish quests. It is fun to discover new plants/creatures and name them!
Survival games:
Raft: great to play with friends too and it has a relaxed vibe but also survival mechanics that keep you engaged
The Long Dark: I love the art style and music so much, the story mode is great, the survival mode can be very challenging depending on settings and it is super immersive. Wrap yourself in a warm blanket to play 😂
Subnautica: my favorite game ever before Baldur's Gate 3 dethroned it! It is a game that will guide you to leave your comfort zone time and time again, but you choose when you feel ready for it. You can really follow your own pace and exploring the vast, beautiful, and terrifying depths of this ocean planet is absolutely immersive and filled with surprise and wonder. It has also very chill and calm base-building elements to counteract the scarier moments. The soundtrack is one of the best in terms of evoking feelings/ building atmosphere, do not turn off the sound while playing this game!!!
Storytelling games:
Life is Strange: a classic, it's fun to explore what we could change and what the consequences would be if we could go back in time.
Firewatch: very emotional and touching, leaving a lasting impression
Casual games:
Bridge Constructor Portal (the dark humor is a bonus, it's fun and trains your analytical thinking!)
Carcassonne (like the tabletop game, chill puzzle game)
Simulacra (you uncover a mystery on a phone, interesting idea!)
Retro Games:
My favorite old/retro game would be Black & White (from 2001), which I played when it originally came out, I loved it so much! The free camera was revolutionary at the time. You play a god who is powered by worshippers whom you can either provide and care for or reign terror over, and your actions decide your alignment, good, neutral, or evil. You get a creature that you can train (and will be more or less useful to your goals or disrupt them depending on how well you train it). IIRC, you can train the creature either in the story mode or sandbox/skirmish mode and then go back to story mode with a stronger creature. The mouse gestures which activate miracles in the air felt like a revolutionary new idea back then. The game is not available officially anymore, but it is downloadable from some abandonware websites and the community-made patches so it is still playable today! Writing this, I had to reinstall it right away... the nostalgia!
RPGs:
Cyberpunk 2077: it's just iconic, the city energy and car drives are nice, the story is interesting and it feels immersive
The Witcher 3: great quests and story, beautifully crafted open world
Baldur's Gate 3: I could also talk for hours about Baldur's Gate 3. If there is one game out there that everyone should have tried once in their life, it's that one. It really lets you try any strategy you want and did not actually expect to work in a video game, but in BG3, it does. Even cheaty ones like pushing enemies from a cliff or using explosives to blow stuff up. If you got surprise-attacked but have no weapon handy, you can throw a grease bottle at the enemy that can make them slip and fall, and then you can throw your burning torch at it to light everything on fire. You can stack boxes to climb up to reach something (or throw a goblin body onto someone's head, because it's perfectly normal to carry those around with you). You can be sneaky and steal stuff, even rewards from enemies. Don't like fighting? You can talk your way out of most fights if your character has the necessary skills and still complete quests that way. 95% of NPCs have something to say, and if you click them again, they will have another line. The narrator is awesome. The companions have so much character, the banter is great and every character has its own story arc and goal, the voice acting is phenomenal all around. Definitely get the talk-to-animals skill and use it on all animals, you'll have hilarious conversations! It's worth every penny, even if it's not on sale (and I hardly ever buy a game at full price, so that is saying a lot). Thanks for reading, I hope you feel inspired to try some new games! Have fun 😊
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demaciana-sims · 3 months ago
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English Version
Creator @demaciana-sims
Introduction In a dystopian future where megacorporations control everything, society is divided between the privileged technological elite and the renegades surviving in neon-lit alleys. In this challenge, you will build a cyberpunk dynasty and defy the system over ten generations. Choose your path and try to survive in this high-tech, low-life world.
Legacy Version - Cyberpunk Dynasty
General Rules:
Each generation must follow a predetermined storyline and complete specific objectives.
No money cheats allowed (except for bug fixes).
Mods and CC are allowed, but the legacy’s progress must be earned honestly.
The legacy home must start with a cyberpunk aesthetic and may evolve over generations.
Each heir must follow the profession or lifestyle set for their generation.
The challenge ends in the tenth generation when the final revolution occurs.
Generation 1: The Renegade Hacker "The system is corrupt and must be torn down. But first, I must survive."
Start as a young adult Sim with no money and living on the streets.
Reach level 10 in the Programming skill.
Earn money exclusively through illegal means (hacking, infiltration, or the black market - freelancer allowed).
Never work for an official corporation.
Have at least one child to continue the legacy.
Generation 2: The Street Racer "The asphalt is my playground, and my bike is my heart."
Reach level 10 in the Handiness and Fitness skills.
Participate in all possible underground races (use imagination and simulated events, such as parties and competitions).
Never have a fixed job.
Have a forbidden romance with someone from high society.
Have at least one child.
Generation 3: The NetRunner "The networks are infinite, and I am their master."
Develop Programming and Media Production skills to level 10.
Work as a streamer or security hacker.
Create a digital empire and accumulate at least 100,000 simoleons.
Have a personal feud with a corporate elite member.
Have at least one child.
Generation 4: The Biomechanical Engineer "The fusion between man and machine is the next step in evolution."
Reach level 10 in Robotics and Science skills.
Work as a Scientist or Freelance Engineer.
Create at least three Servos (or custom robots via mods).
Genetically modify your children (using cheats to change appearance may be allowed in this generation).
Have at least one child.
Generation 5: The Cyber Gladiator "Fighting is my life. Winning is my destiny."
Reach level 10 in the Fitness and Charisma skills.
Work as an Athlete or participate in illegal fights.
Never refuse a duel or fight.
Have multiple relationships but never marry.
Have at least one child.
Generation 6: The Digital Artist "Reality is limited. The virtual is infinite."
Reach level 10 in the Painting and Media Production skills.
Work as a Painter, Freelance Designer, or Digital Influencer.
Create a personal brand and become famous (reach at least 3 fame stars).
Never have a traditional home – live in futuristic apartments.
Have at least one child.
Generation 7: The Corporate Agent "If you can't beat them, join them. And then destroy them from within."
Work in the Business career and reach the highest level.
Manipulate and betray allies to climb the corporate ladder.
Live in a luxurious mansion financed by questionable practices.
Have a child but hide them from the world to avoid making them a target.
Generation 8: The Revolutionary "The people need a leader. And I will be that leader."
Reach level 10 in Charisma and Logic skills.
Work in Politics or lead an underground rebel movement.
Organize at least five protests and convince Sims to join your cause.
Defeat a corporate elite member (ruin a rival Sim’s finances and reputation).
Have at least one child.
Generation 9: The Cyber Assassin "The city belongs to the strong. And I am the strongest."
Train Fitness and Programming skills to level 10.
Work as a Freelancer on secret missions (use imagination for assassination and espionage contracts).
Never have a permanent home – live in hiding.
Betray someone important.
Have a child without the world knowing.
Generation 10: The Cyber Messiah "The cycle ends with me. Time to redefine the world."
Combine all previous generations' skills and max them to level 10.
Discover and reveal the corporations' ultimate secret (invent a grand conspiracy).
Take down the greatest enemy of the legacy, freeing the city from technological oppression.
Create a new world where Sims can live free from corporate control.
The challenge ends when your Sim finally eliminates the megacorporations’ influence and ushers in a new era.
Special Rules:
Nocturnals: Sims cannot go outside during the day (except for essential work or missions).
Restricted Technology: Certain advancements are exclusive to the elite, so you can only acquire specific high-tech items after completing challenges.
Corporate Corruption: If your Sim allies with a corporation, they lose part of their autonomy, having to follow strict rules.
Biomechanical Modifications: Your Sim can choose to install cybernetic implants (represented by uniquely acquired skills or traits).
Conclusion This challenge will test your survival skills and creativity in a cyberpunk world. Choose your path, fight the corporations or become one of them, and see if you can leave your mark on digital history! Are you ready for the revolution?
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ladyravenjadethe2nd · 10 months ago
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Playing the Zoldyck family challenge in the sims 4
So while playing the extreme violence mod I found out if you use rip out heart you keep the heart and you can sell it for 10,000 dollars.
This makes being an assassin so much more fun because I don't have to cheat the money in for a hit if I use that method.
As the Zoldycks are famous I like to make them so with the acting career as well.
I usually start with Zeno as a young adult. He needs to find a wife, have Silva, push Silva into insane leaves of skill building, build his fortune, make the family manor, gather a club of skilled butlers to do his bidding and of course make it to the top of the actor career without getting caught killing.
I think it's fun to have him travel light during the young adult stage of his life. He spends a week in one world in a tent making tons of money killing people, then next week in another world. During the traveling time of his life he can collect rare things and try to meet his wife.
I like to find him a wife that has the klepto trait and have her help build the fortune that way.
Zeno needs to stay alive though 5 grandchild so I may use something to make him live longer. Sometimes I'll even have him become a vampire once he is an elder just so he sticks around.
Zoldycks live a long while after all.
Silva needs to do very well as a child, make no friends, and always be focused on skills and killing though he doesn't have to reach pure perfection. Killua is the one that will be using the families aspiration points to ignore sleep his whole childhood so that he learns everything as fast as possible.
Kikyo needs to be at least a level 5 actor and killed a fair few people before I let her retire to have babies.
Illumi will be much the same as Silva, but he gets the crazy trait and makes 1 friend that being Hisoka.
Milluki is the first breck of the mold. He learns no athletic skills, but gets all the mental ones. He makes everything you can with programing and robots although he goes into the business career. He's taking all the family paperwork on after all.
Killua like I said gets pushed stupidly hard. I give him potions of no sleep as a toddler and a child to make sure he hits all milestones, skills, and aspirations as he can. We the only thing left for him to learn as a child is aspirations that need you to have friends I'll move him out and into Gon's household that I will make for him.
Alluka will have been born under a dark lay line and kept in the basement.
Kalluto is being raised as is normal for a Zoldyck.
You can keep going with the Zoldycks after that or switch to Killua and play his life with Gon at his side.
It's one of my favorite families I've played in the sims.
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smoshgoshbefosh · 1 year ago
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October 26 plz :)
Just in case y'all were curious, the spreedsheet maker is at it again because I've got one for all the birthdays I've completed. Save for maybe the first few.
What Smosh Videos were Posted on Your Birthday?
2007:
The Haunting- Smosh Main
2008:
No videos October 26
2009:
No videos October 26
2010:
No videos October 26
2011:
No videos October 26
2012:
Ultimate Assassin's Creed 3 Song- Smosh Main (ICONIC BRO)
Best and Worst VG Halloween Costumes (Gamer Nation)- Smosh Games
Sohinki's Obama Impersonation (Raging Bonus)- Smosh Games
2013:
Link Is Actually Kanye West- Smosh Pit
Hunting Black Mask (Arkham Origins Pt. 1)- Smosh Games
Killing Crocs (Arkham Origins Pt. 2)- Smosh Games
Riddle Me This (Arkham Origins Pt. 3)- Smosh Games
2014:
Rooftop Racing GTS Deleted Scenes- Smosh Games
2015:
Seven Second Challenge!- Smosh Pit
Lasercorn Finally Snaps (Maricraft)- Smosh Games
2016:
Every Horror Movie Ever- Smosh Main
Filming Our Death in Outlast 2 (Press Start)- Smosh Games
2017:
Pumpkin Carving Challenge (Squad Vlogs)- Smosh Pit
Joven Crashes into The Nile (Operation: Open World)- Smosh Games
2018:
Halloween Just Dance 2019 (Game Bang)- Smosh Games
2019:
No videos October 26
2020:
Every Movie Night Ever- Smosh Main
2021:
Try Not To Laugh 81 (Simon Says)- Smosh Pit
My Date With The Chosen (The Sims 4: Bachelorette Challenge)- Smosh Games
2022:
We Pranked Our Friend with a Surprise Exorcism (Idiots Present)- Smosh Main
2023:
We Watched Twitches for the First Time- Smosh Pit
Cozy Pumpkin Carving Stream (Live)- Smosh Games
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danielleplays · 2 years ago
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Hiya, I am coming here because of billionaires ruining certain social media.
I love games and want to connect with people. I am also going to start posting games I play and challenges/stories I am doing.
Games I play
Sims 4
Stardew valley
Animal crossing
Dragon age
Wylde flowers
Clanfolk
My time at portia
Assassins creed
Skyrim
Cosy games in general
Lots more I just can think of them all
Come chat about video games 😁
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afearlesspaperairplane · 9 days ago
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Media I Consumed in 2025
May
Movies:
Sinners (4/5) My crush on Michael B Jordan grows with every film.
Novocaine (3/5) It was a silly, goofy action movie. It was exactly what I asked for.
Books:
Heir of Fire (4/5) If it wasn't for the last 40 pages, this would have been a 3 star read.
Queen of Shadows (4/5) Finding out your ship is no longer canon hurts.
TV Shows:
Grey's Anatomy S21 (3/5) I want to stop watching this show sososososososososo bad, but every season finale puts my fave characters at risk in a cliffhanger and I hate it :)
The Last of Us S2 (5/5) I need Season 3 soooooooo bad!
See below for January - April
April
Books:
Scarred by Emily McIntire (2/5)
The Third Gilmore Girl (5/5)
Crown of Midnight (4/5)
TV Shows:
Nobody Wants This S1 (4/5)
The Pitt S1 (5/5)
Movies:
Y2K (3.5/5) I was 5 when Y2K happened....I would have died if this was real.
Finding Nemo (5/5)
Video Games
Sims 4 Black Widow Challenge (My sim killed 23 spouses to build her McMansion!!)
Sims 4 1-Tile Challenge
March
Books:
Tomorrow And Tomorrow And Tomorrow (5/5)
One Dark Throne By Kendra Blake (3.5/5)
Sunrise on the Reaping (5/5)
TV Shows:
Adolescence (5/5)
Apple Cider Vinegar (4/5)
Movies:
Cats Don't Dance (5/5) This flopping at the box office in '97 is a travesty, tbh
Mickey 17 (4.5/5) I'm so glad Robert decided to act and not become like a business man or something. So fucking talented!
Wicked (5/5)
February
Books:
Throne of Glass (4/5)
Georgie, All Along by Kate Clayborn (3/5)
TV Show:
Zero Day (3/5)
Movies:
Anora (3.5/5)
The Substance (2/5)
Beautiful Disaster (.5/5) That is a half star rating. Not a 5 star. A half star. Thank you for listening.
Companion (4/5)
Emilia Perez (yikes)
Flow (10000000000000000000/5) I want friends like these
January
Books:
The Assassin's Blade (3.5/5)
The Ballad of Songbirds and Snakes (4/5)
Movies:
Wicked (5/5)
Sonic 3 (4/5)
A Real Pain (3.5/5)
The Ballad of Songbirds and Snakes (4/5)
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kaileidoscopio · 11 months ago
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i finally caved and bought assassin's creed unity because it was on sale and i had some spare money in my steam account from when i bought a gift card ages ago and holy shit???? like i was aware everyone loves this game and i knew that it was the first game to release in 8th gen consoles, that it had a new engine (compared to the last, what? four/five games that all had the same engine and parkour systems). I knew that the parkour was amazing and the setting more so but oh. my. god. there are so many details in this game and now i fully understand why people say that the franchise has gone downhill ever since ive only ever played older games (ive 100%ed 3 and rogue, played through black flag and brotherhood and played a bit of 2 and revelations) and this is So different from what im used to. the parkour system going back to the og roots of the player having more control as opposed to just pressing a button, but making it much more fluid and quick?? at some point when i was running through the streets i felt that arno was slower than connor or shay but that just encouraged me to parkour more and i definetly did not feel slow when parkouring idk if they changed the combat or not but it feels much more challenging than the combat of the games ive played. in those it was literally never a match, the only enemies that presented any kind of difficulty were special challenge ones or "boss" enemies, but when fighting normal soldiers the character just felt godlike. but maybe they didnt change anything there and its because i havent played in a long while and im still getting used to it idk ALSO character customization?????? I always hated going back to playing 3 after playing rogue because the outfit options of 3 are just. so bland. you have like 4 special unlockable outfits but one is a 100% reward (which means you have to complete the impossible side quests of battle of bunker hill) and the other is literal prisoner clothes; other than that you just have recolours of the main outfit and like, the outfit looks cool but theres no variety. with rogue there are a bunch of outfits and part of the fun i had was changing outfits to fit what i was doing. am i sailing and battling other ships as i go? captain outfit. am i infiltrating a fort during the night? dark assassin outfit. am i looking for buried chests in random uninhabited islands? explorer or tracker outfit. you get the idea. almost every outfit looks cool af and i spent almost as much time changing outfits as i spent in tailing missions (/hj) and dear god???? unity???? it lets me individually select outfit pieces??? i can create my own outfit??? and omg how i love the fact that there are NORMAL clothes in this like the whole point of the assassins is that they hide in plain sight, its RIGHT THERE in their initiation ritual/pledge/whatever. and yet they go around in the most royally expensive outfit youve seen with a 3 barrel gun, a battle axe, a sword, a knife, an axe and a fucking bow and quiver. like his ass is NOT going undetected. its always bothered me, like shay i get because he's a templar and templars are all flashy rich asses who can go around dressed like that. but then you have every single person on the street dressed up in dirty clothes with no shoes and you show up with THIS https://static.wikia.nocookie.net/assassinscreed/images/5/52/ACIII-AssassinOutfit.png/revision/latest?cb=20121216073536
and with the character/outfit customization in unity i can finally dress my character in clothes that, yknow, actually blend in also oh my fucking god the amount of colour palettes i can choose from, i am never playing this game i will spend forever in the equipment tab like its the mf sims 4 cas
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queenofalllcats · 2 years ago
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Here is my schedule for this week. Come and hang out if you'd like. And have a safe and Happy New Year!!! May your 2023 be better than your 2022!
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rottenshotgungames · 1 year ago
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I’ve spent three years working on a game about motion
Footfall Devlog 1
It’s really hard for me to talk about my games. It’s even harder to talk about something I’ve been keeping so close to my chest for so long, but it’s time to do so.
This Devlog will be covering the basics of what Footfall is and the first few challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored, Assassin’s Creed, and Bloodborne. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, and particularly the fast, creative, movement-centric gameplay of Dishonored.
You play as Gifted of the Watchman, the god of stories and action. You are functional demigods, arcane in nature and forever part of a great cosmic play of chaos and change.
Some basics about how the game is played before going forward:
You get 3 Action Points at the beginning of your turn, each action point representing a period of 2 seconds.
Movement is measured in ~3 foot increments labeled "Strides." These are about the average length of a walking stride, and tend to be measured with one's arm.
You get powers which move you and others in interesting and unique ways (e.g. teleporting, creating portals, time manipulation, etc.)
Designing a Tabletop ImSim: or How I Learned To Stop Worrying and Love the Physics Engine
This game is, first and foremost, a stealth-action game, as such one specific thing was very important to get right: movement. My most important design goal, from the beginning, was to create interesting systems that interact in cool ways, particularly in regards to movement (otherwise, the stealth would just be boring and the action wouldn’t be bombastic enough). Generally speaking, there are a few ways to do movement in TTRPGs:
Narrative abstraction (PBtAs). The strength of this one lies in its lack of necessity of maps, which is not a strength particularly necessary for a game where movement mechanics are a core pillar.
Landmark-defined zones (ALIEN RPG and Celestial Bodies). This option’s strength also lies in its abstraction. You can have tactical combat and actual movement mechanics, but you don’t need codified distances (just a big rock that tells you where you are).
Short grid-based movement based on character stats (Tactics RPGs like Fire Emblem). The strength here is in the tactical importance of moving even one tile. Moving *feels* important because you get to do so little of it in one round, and it makes each tile moved feel like a long distance.
Simplified but simulatory grid-based movement (D&D). The strength of this system is, generally speaking, how thorough yet digestible it is. You’re given jump mechanics, falling mechanics, running mechanics, and they’re all simple enough that you can (usually) remember how they work without opening the book. The issue is that they don’t tend to be very interactive—“Yay, I can jump across a 10-foot gap without that impacting anything other than my positioning. Yay.”
Without beating around the bush, none of these options appealed to me for this project. Option 4 came the closest, but the issue with it is the same as with all of them: these movement systems tend to be very . . . “confined” to only affecting positioning, whether narratively or tactically. I pretty quickly realized that I had one option in front of me, make something I had never seen before:
5. A tabletop physics engine.
First thing’s first, I laid out a few key goals for my physics engine:
Strive for playability, not accuracy. People aren't computers, I don't want you to have to perform complex calculations constantly (unless you want to and therefore choose to).
Interactivity and impact. Even if those decisions aren't codified in the physics engine itself, I want the physics to inform multiple gameplay decisions through its interactions with other systems.
Flexibility of simulation. This is a physics engine, if it breaks when someone tries to jump (which it won't) then it's not working very well, is it? People should be able to toy around with it and get cool interactions out of it without it suddenly turning into a hell of, "WHAT DO YOU MEAN DRIVING A CAR KILLS ME???"
Pretty simple stuff altogether, right? . . . right?
Alright, so what went wrong the first time? Well, I took the last point too far, to the point that I shirked the golden rule: "Strive for Playability, not Accuracy." It would be impossible to accurately model how gravity works in real life without a single round of physics-heavy combat taking 4 hours, which may be your jam but definitely isn't mine. The first version of the physics engine included such awful rules as:
Ground acceleration to model running - "If you move in a direction using 1 action point, and continue moving in the same direction with the following action point you begin to sprint. Your sprint will continue as long as you keep following up one movement with another in the same direction. Your movement speed is considered to be double its base amount and any attacks made with a bow or powder arm that target you have a minor disadvantage to hit if your last action point on your turn was spent sprinting." This was just . . . way too confusing and difficult to track, to the point that it actively disincentivized going fast.
Just straight up incorrect gravitational-acceleration math - It's still not wholly accurate, but I tried for way too long to make it wholly accurate.
An attempt to model fall-damage based upon Momentum - People accelerate downward faster than most people think they do. You will fall about 96 feet (over 29 meters) in a matter of 2 seconds. 1 Action Point. Yeah, there's just no calculating fall damage without relying solely on distance or some over-complicated math that still relies on distance.
Listed out, specific momentums that add damage to your strikes - "When an object or creature lands a strike while in motion, the energy imparted onto their target deals additional damage. If you have a momentum equal to or greater than 24 feet per Action Point before making an attack with a melee weapon, you deal an additional d4 of damage on your strike. If you have a momentum equal to or greater than 48 feet per Action Point before making an attack with a melee weapon, you deal an additional d8 of damage on your strike instead. If you have a momentum equal to . . ." God, this was so stupid of me. It's a really simple formula now: "When making an attack, for each 4 Strides per Action Point of Momentum a creature has in the direction of their target (if the target is in some combination of directions, such as Forward and Left, use the higher of the two) they deal an additional point of damage."
There were more, but it's really not worth going on and on.
Upon revising the physics engine, which was part of a whole system overhaul in the year of our lord 2022, I had one goal: "Simplify the math without simplifying the impact." Which, as you can probably tell from the second to last bullet of the prior list, I did.
The physics engine, as it is, is actually quite simple in practice. You can read the whole thing if you decide to grab the free playtest (which will be releasing soon, just have to finish up some final adjustments and get some art in), but for now I present to you . . .
The Footfall Physics Engine Quick Reference
Momentum: Strides moved in a direction since the beginning of your last Action. Momentum is directional (Forward, Backward, Left, Right, Up, Down). You may change facing at the beginning of an Action. Changing facing mid-air costs an Action Point. Move in the direction of and Strides equal to Momentum when in the air.
Gravity: When not standing on solid ground, you fall. Creatures gain 32 Strides of Downward Momentum at the beginning of each Action Point spent falling. Gifted may choose to halve this to 16 Strides.
Concussive Force: +1 Damage on attacks for each 4 Strides of Momentum in direction of Target. When hit by an object, damage die = +1 die size per 7 Strides of Momentum (1d2 at 7, 1d20 at 42). Throwing an object increases its Momentum by 21 Strides.
Fall Damage: When you hit the ground, damage die = +1 die size per 4 Strides fallen (1d2 at 4, 1d20 at 24). +1d20 for each 4 Strides beyond 24. Gifted falling at 16 Stride Gravity cannot take more than 1d20 Fall Damage.
Wall Damage: When you hit a wall, damage die = +1 die size for each 5 Strides of Momentum beyond 9 (1d2 damage at 9, 1d4 at 14). If damage die > d20, add a new die and start over.
I'm actually really proud of this physics engine. So far, players have LOVED playing around with it, and even some fairly math-dense people understood it after looking at the powers section for a little bit. I can't say for certain if I've accomplished all of my goals, and public playtesting may prove that it needs simplified further, but the successes I've had surrounding the physics engine are what told me that taking the effort to design Footfall wasn't a fool's errand. People used to tell me that movement is boring, it's just the thing you have to do to get to the fun stuff; and I feel as though I've proven it can be interesting, digestible, and—above all-else—fun.
It's fun to move yourself forward multiple strides using a power, then launch yourself into the air where you can soar across the battlefield and directly into a specific foe for increased damage. It's fun to have your buddy sit in a momentum-generation-machine constructed with two vertically aligned portals that triple her downward momentum each time she passes through, then watch as she swaps spots and momentums with a giant enemy monster, which you promptly send hurtling into a wall at 18x terminal velocity with your portals. Honestly, it's just fucking cool.
I'm so excited for people to get their hands on it.
Conclusion
Honestly, I have no idea what design lesson to leave you with. The best I can say is this: Fuck the haters. If you have an idea, and you really believe in that idea, follow through. Anything is possible given some time, planning, reflection, and a willingness to revise.
If you think something would be cool, and nobody's made it yet? Make it. Do it, right now. You can, I'm proof. It's gonna be great, I know it.
I believe in you.
Self Promotion
Welp, it's that time again folks. If you wanna check out my other games, and get updated when the Footfall free playtest goes live, follow me in Itch.io! If you want more devlogs, and more rpg design talk, follow me here or on twitter.
You really can't go wrong either way.
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p1x1e-sims · 4 years ago
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 The news he heard that day was weighing on him particularly heavily, but Paul’s spirits were lifted as he found his family in the sitting room when he arrived home. Sam and Teddy were giggling as they played some sort of clapping game, blissfully unaware of everything around them. While Eva was paying uncharacteristically close attention to them. 
  “Well,” He kept his voice down and his wife kept her eyes trained ahead. “I suppose you’ve heard all about it by now.”
  “I don’t live in a cave, Paul,” Eva scoffed. “Everyone in town has heard. The mans been dead over a week now, apparently.” 
  “Germany and Britain are already making calls to action.”
  “I don’t see what that has to do with us.”
  “We’re next, Eva, no doubt.” Paul rubbed the bridge of his nose, dreading what was to come. 
  His wife still refused to look at him. “I’m sure they won’t need to take every man.”
  “They might, and I want you to be able to face that.”
  Eva’s voice was suddenly tight and constrained, as if she were holding back tears. “One man shot and suddenly the whole world is ready to go to war. I can’t fathom it.”
  “No one does, dear. But I can’t sit aside and do nothing.”
  “Well, I suppose your sons will understand even less than I do, when I have to tell them how their father died for a cause he never truly understood, much less one he believed in.” 
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