6/4/2023 0 Comments Paralives characters![]() Real conversations, no rabbit holes, active careers, creating and running businesses, directly controlling the characters and the vehicles with wasd or controller, more of a realism focus, seamlessly switching between households on the fly, etc. I think Life by you has enough differences to set it apart. Much deeper customization on the para and world that they are going for. ![]() ![]() Paradox need to go bigger that is required.Īnything that life for you fan have thought up Paralive will have thought of it at smaller scale so this is a very big challenge for paradox. So I hope fans will make paradox aware what is already being planned for open world and customization for Paradox cause you dont want to do the same thing. Restaurant aslo been given a lift and they like the idea of going on and eating just like in the sim 4. They like the concept and sim 4 has mods that can do this so this is a very big thing that Life by you need to have too With story progression they are also evolving this from Sim 4 but its a pretty big challenge for them. There also be premade houses in paralive it not just up to the players and Life by you should have premade houses litter all over the world. As its not just simple go to destination. The cims will require an advance AI to control these difficult routine they are planning. ![]() Not just going from location to the next but cim interacting and doing things in those locations stop. Theirs is not big open world so Life for you will bring a new feature to the sim genre if they can have this core feature. Is what i shared of cities in motion of your cims moving around from train, bus to destination. One thing they are thinking about but might not be able to do cause of the scale of it They have some very big features looking to be in the game from detail clothing system to neighbour hood progression. So Paradox will need to go bigger and offer something very new cause Paralive will have open world and many things wanted from the sim 4. Paralives is also built from the start to take place in an open-world neighborhood, offering many fresh options for exploration and story making.” ![]() “A lot of people want to recreate themselves and their own house in the game so it’s important that everyone is able to achieve this. “I think what life simulation games have been missing is powerful and intuitive tools that allow players to easily create any house with precision,” he says. Massé wants to offer players a sense of endless customization. “With Paralives, I’m hoping to make the game I always wished I had and I feel a lot of people will appreciate this different take on the life simulation genre. THis is the inspiration of why the developer wanted to make this game. Here is a pic of a very early pic of what inside a house should look like Of wishes fans want for the game and developer answering these questions. The funding is also big for the game and they have a huge discord channel with Q&A happening every month. Paralive is also offering things that life for you is offering at a smaller scale so i hope paradox is aware of this? And do things bigger and with more challenge.Ĭitie skyline complexity paradox will need to bring to the game. ![]()
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![]() ![]() You do not need a gearbox between verticle axels, only where connecting to regular axles Naturally thesetake up wall space so cannot occupy a walled or blocked space. Verticle axles work in a similar manner, but need to be connected to a gearbox and go up/down instead of left/right. They can be connected to a gear box to create corners: They require a small amount of power themselves, so the more you use the more power you will need. lever - supplies or cuts off power when flipped.Īxles are placed on the floor level, and can be placed under walls and other objects on that level.pressure plate - supplies power to anything connected to it when stepped on, can be toggled to STOP power supply when stepped on.mechanical wall - raises when power is supplied to it, blocking paths or crushing enemies (with a roof over it).verticle axle - go up or down the Z axis (up/down a floor).built on floor leve, requires removal of floor. gear box - conects axles perpendicularly (if that's a word) or connects axles on the x/y axis to those on the Z axis.axle - moves power from sourse to mechanism. ![]() requires empty sapce above it (no floor or walls all the way to the sky) produces 20 power ![]() handcrank - Powered by gnome turning it.Each part (three walls, hatches and walls, and single wall) can be activated/deactivated via levers safely from the inside of my kingdom. The wall/hatch setup is repeated a couple times to catch anyone that gets through the first/second, which happens occasionally. At the first pressure plate they will both raise the mech wall and close the hatch, but once they step off the plate and onto the hatch it opens sending them on a ten story trip to the bottom. If it's enemies then you keep the single wall up and they will go down the path I've made. Gnomads and merchants will take the shortest route into your kingdom so the single wall is a very quick way in. If its a gnomad or merchant I can lower the single wall to the right before lowering the three. Then they step on a pressure plate raising the three mech walls. Basically enemies spawn and climb stairs to get to the top floor. Here is a pitfall trap I made a while ago. ![]() |