I am moving everything from the old thread into this new one with a better format. This will help me have a clearer vision as I put the finishing touches on this world, and really aid in the final push to get it released. The old thread will be deleted as soon as everything has been moved here.
Theme: A world where pirates mix with steampunk/dieselpunk motifs. Seafaring and industrial, with a history as a port and a technological hub. A home of simbots.
Technical Challenges: Most have been overcome, but at this point: Making the world look smoggy.
Physical Description: Port Piston is an island, I like to think somewhere in the ocean between Bridgeport and Sunset Valley. The island is shaped like a seahorse, but that is not observable during most normal play. There are three distinct towns; Old Port Town, which is pirate themed; Botropolis, which is the economic and intellectual centre; Portside, which is industrial and has a tortured relationship with Botropolis.
Climate: It is very dreary and smoggy - smog, not so much fog, which provides one of the major technical challenges - a sepia tone to the air that isn't too overpowering. Dark seas.
History: It was initially a dumping ground for prototype simbots, and technically the town was founded by simbots, although most of that history was destroyed by human colonists. A lot of simbots still live there, descending from a group who call themselves the Golden Council. The official history ignores that the island was ever occupied by simbots:
"Many moons ago Admiral Landgraab harboured at the then uninhabited Port Piston on his journeys between Sim Nation and France. The island's rocky coves provided shelter from high seas. The island sat reasonably central to several shipping routes, and soon a settlers established a port. The small, prosperous town of Portside flourished, but at the same time pirates situated themselves on the far end of the island, hoping to plunder goods as ships came and left the ports. As the world beyond the island raced forward technologically, Port Pistoners tended to implement new technologies in archaic designs, and soon the island's innovation and unique aesthetic made it a technological hub in the Pasimfic Ocean. Nowadays a veritable city at sea, Port Piston bustles with its own unique flavour. Portside's low brick buildings set just metres above sea level contrasts starkly with the ornate towers of Botropolis on a coastal plateau, and above everything sits the majestic Cranial Rock Landing where Sims can find the mysterious Deathfish."
Lots of simbots. Lots of science fiction references.
This is just a section where I discuss my design decisions, to sort of make sure I have a broadly justified reason for them. Feel free to ask questions about the project.
(Q)Will you include POTC references?
(A)I won't be including any POTC references, mainly because I don't really know the films. I'm thinking more Orson Welles Treasure Island meets steam/dieselpunk dystopia. There will be lots of H G Wells and Robert Louis Stevenson references - Dr Jekyl and Mr Hyde, Island of Dr Moreau, Long John Silver, etc.
(Q)"What's the white thing with holes in it about halfway down?"
(A) That's Cranial Rock Landing. It's a giant skull cut into the mountainside.
(Q)"You want to make this world for a big range of players - how much of the store content do you want to use? I mean, for example your world Niua Simoa was perfect even without the Tiki Set, will this be the case in this world as well?"
(A)I thought long and hard about what I wanted to do for my next project, and I actually decided to use quite a bit of store content for two reasons: (1) Barnacle Bay was offensively overpriced, and I want to add value to the purchase for those who bought it. (2) I felt like I wanted to use everything at my disposal for once. The world in its current form won't look very nice at all if you don't have all the store content and SPs that I'm listing as requirements. Another motivation to use the packs is that they were almost entirely gifted to me by forum users who enjoyed my worlds and wanted to see the content in Port Piston.
A fat steampunky tycoon who looks an awful lot like a walrus. Monocle!
Two sims based on Punch and Judy puppets. Hideous conical clothing, evoking glove puppets. They are married, hate each other, and Judy is preggers.
Extremely wealthy, but pragmatic and virtuous. Hilda Coyle is an ill-dressed and eccentric old bat.
The Sims in the Education career are all be based on highly intelligent non-human animals. Great apes, cetaceans, and birds in the family Corvidae. If I need another one I'll include pigs, although their brain to body mass is a bit lower than the others. They are all children of a Dr Moreau character.
Maximillion Moreau. (Mad Scientist)
Professor Florence Corvidae. (Resembles a crow).
Professor Nim Hominidae (Ape-like).
Professor Balaena Cetacea. (Blue and big and whale-like).
Professor Hogsly Suidae. (Piggish).
Remade EA Characters
I was running out of ideas so went to TS2 to see if there were any Sims I could incorporate. Opted to make Puck Summerdream, his wife Hermia, and their little daughter Lavinia.
From happyjme: "How about a time traveling, adventerous inventor that lives in an old Second Empire style mansion with secret rooms and tunnels that connect to eachother and lead to a hidden basement where the time machine and ancient relics are held. Maybe the house has a creepy attic where a child ghost lives. "The Time Machine" meets "Casper". Use the time machine from Ambitions and the ancient relics and tomb features from World Adventures. Diffrent rooms in the house can be set up to showcase diffrent places he or she has visited, Egyption stuff in the bedroom, Chinese stuff in the parlor, French stuff in the Dining room and another bedroom. Showing this person has been around the globe though all diffrent times. Maybe one room set up like the future too. Maybe he or she also has some children that have come back through the time machine as well, creating an interesting and confusing family time line! lol"
From babele44: "Seeing that your worlds are all somehow connected I suggest to include Alexandra O'Mackey from Riverblossom Hills. In order to complete her dream of becoming a Dread Pirate she made for Port Piston to attend lessons at the local pirate school. At least that's what I wrote into the description of her house before I moved her out and deleted her from my game."
From skmt999: "As an idea for an extra sim, a crazy botanist/gardner would be an interesting touch. You know, the type who would have had a cowplant in Sims2. I guess the craziest thing now would be Omni plants with strange things growing on them. And a random Sim-Fu master would be fun. Off in some small rustic hut near the beach, and if there isn't a Dojo on the island then maybe his house could have a couple extra training dummies?"
In the Works
- Dr Jekyl & Mr Hyde (steampunk twins with divergent traits, probably in science or medicine careers)
- Treasure Island crew (I figure the most powerful family on the island will go by the surname Hawkins)
- Characters inspired by Peter Pan/Captain Hook.
- Astronauts themed on H G Wells The First Men on the Moon.
- Maybe some references to POTC if I bother to check out the films.
- Simbot service Sims, where possible, if possible.
- A dandy criminal who dresses in a crocodile skin suit.
- The Wattson family from Riverblossom Hills.
- A complex geneology of Simbots traceable back to an old golden Simbot ancestor (made out of smelted dubloons).
- Two madcap rival inventors in different career paths.
- A hardcore botanist with high writing skill.
- A scientist based on Charles Darwin. (If only that beard came in the base game or EPs!)
Do you really think this world needs it? Personally, I think it would be fine if you just left a few lots empty for expansion if people want a venue or something. Steampunk/Pirate and Simarican Idol just don't jive together in my head. Just my single opinion, though.
I'm happy to see some SHT lots involved, but I'll need to know where and what so I don't repeat them. I'm downloading SHT right now. But what I'm really concerned about most of all is how... ...clumsy... ...some of my lots are. So my focus is on improving what we have. I'm thinking there's a bunch of lots I should bulldoze and build similar-but-better. I'll upload a new test version soon, with its custom weather and moon. It's very smoggy, very sepia-rust coloured, and you'll see the night time transistions still need tweaking.
If you can fit a stage where the bandstand currently is in Plankwalk Park, and it looks nice, matrix54, that'd be cool.
Some lot makeovers - and feedback on any kind is welcome:
The Old Flame:
Nothing Drastic - I like the way it looked before, so I just did some rearranging and added some small odds and ends her and there.
=========================================================================================================== Botropolis Aristocrat's Club
I'm not sure if term Gentleman's Club is universal, or if it changes from place to place, but where I live, it's a strip club. Now, I didn't want to make a strip club, but I wanted it to look like it was at one point- hence the over sized stage + dressing room, which is now used for other performers. I was sort of experimenting with the boring woods in the front, with red/warm lights and then I wanted to go modern + cold in the most recluse areas of the club. I wanted those small areas to, also, look like a place where a performer would do her business, but have it still look converted into a nicer area where anyone can, now, congregate. It keeps with the history - the old and the new.
The exterior, I think I had too much fun with:
I stream rolled the lot and rebuilt it by hand. I wanted it to look the same, but different. I kept with original architecture, but did some changes, and I'm not sure if they'll be welcome, but I can gladly change them back if anyone (mainly Kiwi-Tea) has an issue. Of course, if I change one, I have to change them all, but it's hard to edit lots that are already in place, and it makes it hard to get a fell for everything.
Whoa! Those are awesome. Looking forward to installing them in their respective places.
The reason for "Gentlemen's Club" is twofold - it's an archaic colonial term throughout the Pacific Islands for gatherings of male elite. It's very sexist. And Botropolis is both very colonial and bourgeois, and quite sexist. So if people read it as meaning strip club, that's only fantastically worse and better at the same time. I want that theme of snobby and out-of-touch "values" running throughout a lot of Botropolis.
I had a LOT of trouble furnishing the Old Flame. I really like how you worked the upstairs wine cellar into that set up!
Just so we don't double up, I'm listing my changes here:
- Changed quite a few things round in Plankwalk Park. Added giant chessboard and Showtime stage.
- The big empty castle walls above Botropolis has been filled by a golf course with sound shell. It is now a Live Venue, though I might make it the Big Show Venue.