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  • Occults / Life States

    Posted by Jeremia Lecato on July 16, 2019 at 2:34 am

    I was wondering if we all want different life states for Paralives.

    🍐Base Game🍐

    • Human 🙋‍♂️
    • Ghost 👻(Update)
    • Cat 🐱
    • Dog 🐶
    • Horse 🐴

    ✈️Vacation✈️

    • Mummy 👳🏿
    • Bigfoot 🦍
    • Skeleton 💀
    • Dragon 🐉

    🛍️Business/Hobby🛍️

    • Robot 🤖
    • Cyborg ⚙️
    • Imaginary Friend 👤

    Nightlife/Fame

    • Vampire 🧛
    • Alien 👽

    🐹Pets🐹

    • Werewolf 🐺
    • Unicorn 🦄

    Weather/Magic

    • Fairy 🧚
    • Elf 🧝
    • Plant Creature 🌱
    • Mermaid 🧜‍♀️
    • Superhero 🦸‍♂️
    • Witch 🧙‍♀️
    • Zombie 🧟

    🎓College🎓

    • Genie 🧞
    • This discussion was modified 3 years, 6 months ago by  JP.
    • This discussion was modified 3 years, 6 months ago by  JP. Reason: Unfortunately this topic became corrupted in the migration and cannot accept further replies
    • This discussion was modified 3 years, 6 months ago by  JP.
    • This discussion was modified 3 years, 6 months ago by  JP.
    YoDigit replied 3 years, 1 month ago 22 Members · 41 Replies
  • 41 Replies
  • Robospongie

    Parafolk
    July 16, 2019 at 10:33 pm
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    Fairies and witches for sure I’m curious how robots will be handled here if it were to happen 😀

  • Jeremia Lecato

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    July 16, 2019 at 10:41 pm
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    quote RoboSpongie post_id=47 time=1563316420 user_id=81:

    Fairies and witches for sure I’m curious how robots will be handled here if it were to happen 😀

    Well if robots are here, you can build a male or a female robot.

  • luseda1

    Parafolk
    July 17, 2019 at 1:28 am
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    If we have robots, I’d kind of like to see cyborgs too, which is something The Sims hasn’t really allowed you to do. I’d love to have visible and invisible augments (only applied to consenting pals, of course) that can improve pals’ lives, as long as the cybernetics stay well-maintained. If the maintenance bar gets too low, the cybernetics start to go haywire and cause chaos. Maybe if it gets too low, they can even die from it

    Cyborgs mostly have all the same needs normal pals do, but some augmentations might slow down or even remove certain needs entirely. The more augmentations a single pal has, the more often they’ll need repairs.

    Perhaps there are also a limited number of slots. 1 Mental augment, 1 arm augment, 1 leg augment and 1 torso augment. Depending on the augments you pick, the person might look more like a robot than a human by the time you’re done. But you can go with all the augments being on the inside too, so they look just like everyone else. When there is a visible component to the augmentation, you can choose the colors, texture and style of the augment.

    I’d love to see an augment that just gives glowing, electronic-looking eyes where you can pick the color.

    Now, if we don’t have disabilities and/or missing limbs in this game, I feel the visible augments should look like they go on top of the pal’s flesh and blood limbs, since we probably don’t want to go into dark territory by implying a perfectly healthy, functioning limb was amputated. But if we do have disabled pals, I could see this being a very interesting option for them. Does the disabled pal get themself augmented so they can walk again, or to compensate for a learning disability? It’s up to the player.

    It probably ought to be possible for cyborgs to go back to being ordinary pals again, though for some augments I could see that not being immersive.

  • Jeremia Lecato

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    July 17, 2019 at 1:40 am
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    quote Luseda1 post_id=52 time=1563326900 user_id=58:

    If we have robots, I’d kind of like to see cyborgs too, which is something The Sims hasn’t really allowed you to do. I’d love to have visible and invisible augments (only applied to consenting pals, of course) that can improve pals’ lives, as long as the cybernetics stay well-maintained. If the maintenance bar gets too low, the cybernetics start to go haywire and cause chaos. Maybe if it gets too low, they can even die from it

    Cyborgs mostly have all the same needs normal pals do, but some augmentations might slow down or even remove certain needs entirely. The more augmentations a single pal has, the more often they’ll need repairs.

    Perhaps there are also a limited number of slots. 1 Mental augment, 1 arm augment, 1 leg augment and 1 torso augment. Depending on the augments you pick, the person might look more like a robot than a human by the time you’re done. But you can go with all the augments being on the inside too, so they look just like everyone else. When there is a visible component to the augmentation, you can choose the colors, texture and style of the augment.

    I’d love to see an augment that just gives glowing, electronic-looking eyes where you can pick the color.

    Now, if we don’t have disabilities and/or missing limbs in this game, I feel the visible augments should look like they go on top of the pal’s flesh and blood limbs, since we probably don’t want to go into dark territory by implying a perfectly healthy, functioning limb was amputated. But if we do have disabled pals, I could see this being a very interesting option for them. Does the disabled pal get themself augmented so they can walk again, or to compensate for a learning disability? It’s up to the player.

    It probably ought to be possible for cyborgs to go back to being ordinary pals again, though for some augments I could see that not being immersive.

    Yeah! Just like Livin’ Large, Open For Business, Ambitions, and Into The Future. Servos are robots, SimBots are robots, and Plumbots are robots as well. You can build any kind of robot you want.

  • httpsusu

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    July 18, 2019 at 9:07 am
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    What about elves that can use a kind of magic which they assorb through the nature? Like if they are at the beach they can use water magic, if they are in the middle of the woods they can use ground magic, etc.

  • Ashes

    Admin July 18, 2019 at 9:29 am
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    I like the ideas of more uncommon occult states, but I really wish they wouldn’t all be friendly and fit more the folklore that they originate from. For example, the idea of Kelpies (faeries looking like horses that lure you into petting them to drown you) or Selkies to stay in the same folklore (which are humanoid looking faeries that can turn into seals). Skinwalkers could be interesting to see also, having the possibility to change to different animals through the use of a “costume” made of fur/skin of said animals (normally they should look a bit off, like not fully transformed, but that would be hard to make I guess). As for werewolves, I’d like to see something more along the lines of Underworld or Van Helsing or even fully transform into a big wolf, not just a bit of hair growing on your body and face and a weird jawline. Maybe some Djinns also? I know you posted the genies, but I feel like they are different in nature. And more occult pets also, like the witches being able to get a cat or a bird that would be magical, or hellhounds or some forest animals that for the fairies/druids/elves, some plant-like “monster” for plant creature if they get an humanoid form (as a friend or an helper maybe for some tasks maybe) and maybe some sort of kraken that siren/mermaids could summon to attack (and possibly kill) other people.
    It would also be nice if there could be a talent tree maybe for the occults? To have some variety in the same occult state. Or at least, them having a bigger impact through their powers.

  • atheistcanuck

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    July 18, 2019 at 10:32 pm
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    Werewolves that turn into actual wolves please!

    Also I like @Luseda1‘s idea of cyborgs! Adds a whole new way to customize your character!

  • altaa-ira

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    July 19, 2019 at 2:52 am
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    quote Ashalyn post_id=80 time=1563442141 user_id=131:

    I like the ideas of more uncommon occult states, but I really wish they wouldn’t all be friendly and fit more the folklore that they originate from. For example, the idea of Kelpies (faeries looking like horses that lure you into petting them to drown you) or Selkies to stay in the same folklore (which are humanoid looking faeries that can turn into seals). Skinwalkers could be interesting to see also, having the possibility to change to different animals through the use of a “costume” made of fur/skin of said animals (normally they should look a bit off, like not fully transformed, but that would be hard to make I guess). As for werewolves, I’d like to see something more along the lines of Underworld or Van Helsing or even fully transform into a big wolf, not just a bit of hair growing on your body and face and a weird jawline. Maybe some Djinns also? I know you posted the genies, but I feel like they are different in nature. And more occult pets also, like the witches being able to get a cat or a bird that would be magical, or hellhounds or some forest animals that for the fairies/druids/elves, some plant-like “monster” for plant creature if they get an humanoid form (as a friend or an helper maybe for some tasks maybe) and maybe some sort of kraken that siren/mermaids could summon to attack (and possibly kill) other people.
    It would also be nice if there could be a talent tree maybe for the occults? To have some variety in the same occult state. Or at least, them having a bigger impact through their powers.

    Good points! Lesser-known occults are more than welcomed!

    When discussing in Discord channel, I suggested a create-a-occult feature (as a dlc because it would need a lot of coding). It would make possible to create the any kind of occult and would be easily customable by the modders. It would give the player the freedom to choose
    • the life span
    • the abilities (a looot of different choises, not just what we’ve already had in the Sims)
    • the skills
    • the weaknesses
    • the different body shapes including anthropomorphic body parts – fauns? Centaurs? Gorgos? Harpy?
    • can a mortal transform/become? How? By a curse? Shapeshifting? Becoming undead? Or is it just genetic and its own separated life stage such as djinns and selkies mentioned earlier?
    • etc. (I’ll update this post if you see potential in this system)

    I have a huge text file collected from the different lores around the world. When researching and collecting it, I found out having just a certain amount of default occults would exclude a lot various lore versions. For example, vampires in the Philippines, yookais (demons) in Japan and Finnish, Baltic and Scandinavian “gnomes” and “elves” may differ a lot compared with their European counteparts.

    If it’s not the considereable idea, would it be possible to give modders easy tools to create their own custom life stages instead?

  • Sawdust

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    July 21, 2019 at 9:36 am
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    I was wondering if we should come at this another way. Instead of thinking about what type of occult creature we want, maybe we should think in terms of attributes, goals, interactivity etc. as many occults share various attributes even though they look and behave different. For example Kelpies were mentioned earlier as creatures who lure their victims, a trait shared with sirens. Mummies and Zombies behave very similar but dress one in rags and a few rended flesh tatoos you have a Zombie while dress them in bandages and you have a Mummy. Take a Fairy and remove it’s wings and you have an Elf, both deal in magic and are generally connected to the land.

    I’m basically just throwing this out there to see if it’s even possible but all creatures of legend tend to have their origins from similar ground. Eg. you have your creatures of death like vampires, zombies, mummies all seeking to turn their victims into the same thing they are. Then you have spirit creatures like ghosts, demons, poltergeists who seek to haunt.

    With some clever thinking we might be able to come up with a list of attributes and actions that cover a wider range of occult types that can be honed into specific creatures through character and dress/appendage choices. 🙂

  • Ashes

    Admin July 21, 2019 at 9:42 am
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    quote sawdust post_id=181 time=1563701794 user_id=153:

    I was wondering if we should come at this another way. Instead of thinking about what type of occult creature we want, maybe we should think in terms of attributes, goals, interactivity etc. as many occults share various attributes even though they look and behave different. For example Kelpies were mentioned earlier as creatures who lure their victims, a trait shared with sirens. Mummies and Zombies behave very similar but dress one in rags and a few rended flesh tatoos you have a Zombie while dress them in bandages and you have a Mummy. Take a Fairy and remove it’s wings and you have an Elf, both deal in magic and are generally connected to the land.

    I’m basically just throwing this out there to see if it’s even possible but all creatures of legend tend to have their origins from similar ground. Eg. you have your creatures of death like vampires, zombies, mummies all seeking to turn their victims into the same thing they are. Then you have spirit creatures like ghosts, demons, poltergeists who seek to haunt.

    With some clever thinking we might be able to come up with a list of attributes and actions that cover a wider range of occult types that can be honed into specific creatures through character and dress/appendage choices. 🙂

    I think some people mentioned something like that on discord (Kind of a “create-an-occult”) and it could be nice but we’d also need some visual and special animations for them though, as obviously fairy (in what people envisioned when mentioning that term and not as a race) have wings when elves don’t 🙂

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