#sim questions
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living-undead ¡ 9 months ago
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30-45 for any of ur sims 🫵🏽
Alright, I guess I'll do my most recently shown Sim, Malady, because WHY NOT? 😂
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Color coded so it's easier to read,
Q. A.
What is your Sim's personal style? Definitely soft grunge/urban streetwear.
Does your Sim have a lucky charm? She carries around a troll charm in her pocket that was given to her by her dad. 😌
Is your Sim religious? 100% agonostic.
What kind of music does your Sim listen to and who is their favorite artist? R&B for sure, her favorite artist would be Summer Walker.
Is your Sim a festive person? If so what's their favorite holiday? The only way I could think to describe it as is that she's an "I'll be festive if you ask me to be" type of person. As such, she doesn't necessarily have a favorite holiday.
What is your Sim's favorite type of weather? Summer sun and cool breezes. ☀️🏖
Does your Sim prefer to start fights or finish them? Finish them. She's extremely petty so anyone that's wronged her will get done 10x dirtier than she was done.
Does your Sim have a dream job? She, luckily, managed to get it; she's working as a nurse in the Medical field.
Does your Sim have any siblings? 2 younger brothers that she loves very much.
Does your Sim get along with their family? She loves her Dad and her brothers with all her heart, and would do anything for them if they so much as thought about asking.
What is your Sims favorite hobby? She's actually super into yoga and loves activities that facilitate self-discovery/growth.
What does your sim look for in a romantic partner? Assertiveness and cleanliness.
What is a secret about your Sim? She may or may not be a 'minor' klepto… 🤧
What is a wish your Sim has? A little bucket list item she has is to travel the entire world.
What is a flaw your Sim has? She has this tendency to hyper-fixate and lose the plot. In some cases its a pro, in most it ends up being a con.
How do others generally perceive your Sim? They love her when she's around but she's usually not so it's a somewhat distant friendship sadly… 😔
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simminnikas ¡ 1 year ago
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Heya Simblr Fam!
So, I'm lacking most all of the KITS in my collection. I think I only own two? Idk..
Anywho, can anyone suggest a couple to start with?
For reference, when I play/sim, it's mostly legacy style.
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llama--plumbobsims ¡ 9 months ago
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ask me about my twfa characters!
50 QUESTIONS FOR YOUR SIM
I thought it’d be cool to share the list of questions I work from when I’m developing characters for my screenplays irl. I adapted the questions for sims and I hope someone finds them useful. also u can tag ur friends to do this if u want but I cba.
SIM OC QUESTIONS (50)
 sim’s name:
how old is your sim?
when is your sim’s birthday?
what is your sim’s zodiac sign?
what is your sim’s ethnicity?
does your sim have any nicknames?
do they have a job? if so what is it?
where does your sim live?
who does your sim live with?
what environment did your sims grow up in? (i.e strict, loving, cold etc.)
what are your sim’s favourite foods? 
what is your sim’s favourite drink?
if they have one what is your sim’s favourite colour?
does your sim believe in any cliches? (i.e love at first sight)
what is your sim’s sexuality?
what is your sim’s gender identity?
is your sim type a or type b?
is your sim introverted or extroverted?
is your sim neurotypical or neurodivergent?
is your sim a pet person? if so what is their favourite animal? 
does your sim have a best friend?
what is (/was) your sim’s favourite school subject?
is/was your sim a high, mid or low achiever in school?
are they planning to go or have they already been to college? if so, what would be or what was their major?
what are your sims political beliefs? (if they have them)
what is one thing your sims wants to do before they die?
does your sim have a favourite tv show (cable) and/or movie?
is your sim a netflix viewer? if so what are their top 3     shows.
does your sim like books? if     so what’s their favourite one?
does your sim enjoy video games, if so what is their favourite one and do they play on pc or console?
what is your sim’s personal style?
does your sim have a lucky charm?
is your sim religious?
what kind of music does your sim listen to and who is their     favourite artist?
is your sim a festive person? if so what’s their favourite holiday?
what is your sim’s favourite type of weather?
does your sim prefer to start fights or finish them?
does your sim have a dream job?
does your sim have any siblings?
does your sim get along with their family?
what is your sims favourite hobby?
what does your sim look for in a romantic partner? 
what is a secret about your sim?
what is a wish your sim has?
what is a flaw your sim has?
how do others generally perceive your sim?
Does your sim have a greatest achievement? If so what is it?
If they have one, what is your sim’s greatest regret?
does your sim have a favourite emoji?
does your sim use simstagram? if so what’s their @?
what is the last text your sim sent (and who did they text)? 
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the-southern-cereal-king ¡ 6 months ago
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Sometimes I have to play a fun little game of “Is this fanart of Jesus Christ (bible), Odysseus(Greek), or Jonathon Sims(The Magnus Archives)?”
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yesornopolls ¡ 4 months ago
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Do you have over 1,000 hours of playtime in a video game?
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chloesimaginationthings ¡ 5 months ago
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How did Henry let William’s ideas pass in FNAF..
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elllisaaa ¡ 6 months ago
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I need Jake inside me and abuse my pussy. He's free to stuffed all of his cum inside me
JAKE and his BREEDING KINK would love that, because it's evident that all he wants after a long day is to fill you up with his seed.
jake knows that he isn't ready to be a father yet - he's too young, and layla is enough of a child to take care of for now. but the thought of you carrying his child, of you being a mommy and being so deeply linked to him makes him go feral. everytime he thinks about it for too long when he's fucking into your cunt, he cums too soon, whining into your neck about you being so perfect when you were stuffed with his cum.
after he had a long and frustrating day at work, all he wants is to come home and use your body to let it all out. and you're more than happy to let jake do whatever he wants with you. he puts you on your knees, face down and ass up just for him to slap whenever he pleases. he would be so rough, making you cry in pleasure and scream his name just because his cock feels that good. "gonna give you all of my cum, baby. wanna stuff you full of my cum until you're dripping, fuck !"
as soon as he shoots his load inside of you, he's pulling out to spread your folds and see his cum drip along your slit and thighs. the sight could make him hard again in less than a second, and the way you're clenching around his fingers when he pushes back the sticky substance inside of your cunt convinces him that he needs to give you more of it. "you're so greedy for my cum, baby, i'm gonna give you some more, yeah ?"
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xx-j4nu5-c4t5-xx ¡ 5 months ago
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the sims 2 is such a weird game to be fixated on. how do I explain to my friends that the things that've been occupying my mind daily are a bunch of low poly characters all named some stupid shit like Gas O'Line or Impregnator Alien 300 from a game that's almost old enough to drink
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spooksier ¡ 2 years ago
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GET HIS ASS
(shirt avalible here!!)
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just-ornstein ¡ 6 months ago
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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living-undead ¡ 8 months ago
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4, 22, and 29 for Asra please <33
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Okii ^.^ 💜💜
4. What's their biggest fear? Definitely meeting the Grim Reaper. I don't think there's anything in the world that induces more fear than the Grim Reaper appearing would.
22. What's in their fridge right now? An abundance of plasma fruit and some bottles of nectar from her shop. She often takes home any leftovers that don't sell and repurposes them for later.
29. If they could ask their future self one question, what would it be? Gotta test whether it's the real Asra or not so there's only one right answer - "What's the secret password?" (undoubtedly forgetting that asking that would count as a question)
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windwenn ¡ 1 year ago
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"I thought this was an exterior wall..."
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Feeling a little conflicted about this piece but i'll post it anyway lol
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hell0jon ¡ 6 months ago
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YOU KNOW I GETS MY PIMPIN OWWWNNNNNN
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alfheimr ¡ 1 year ago
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i drew this way over a year ago but i think i just forgot to post it here. ingo adventure dx
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elderwisp ¡ 3 months ago
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shysimblr ¡ 2 years ago
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More Hairs For Curly Babies
Yes bantu knots again but these are different lol 
Today I have Toddler Stuff Conversion, Seasons Baby Fro conversion (took the flower off) and @sheabuttyr‘s(Savvysweet) Bandu Bantu Knots conversion for infants :D 
BGC 
Infant Hair 
Custom Thumbs - you don’t need any meshes.
Any issues please let me know :D - Download Under the cut 
Download | SFS | GD | CF - if you wanna 
@maxismatchccworld @alwaysfreecc @love4sims4
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