This is so cool! I love this interface for a collab, and everyone did amazing work on the art!
Yirggzmb
Creator of
Recent community posts
Changelog Post
2024-10-04
- Gym showers rotated so that they're useable, oopd
- Marina cafe kitchen counters blocked so the staff stops taking people's food in there instead of putting it somewhere accessible
- 28 Ocean View Drive mailbox moved for aesthetic reasons
- Scout troop leader's job changed from firefighter to teacher to better fit the kids' schedule
- 105 Oak Street given a kitchen sink because I forgot
- Lonely rich guy household changed so that rich guy is a business man instead of his housekeeper working retail, as much as the live in housekeeper needing a second job makes good accidental social commentary
2024-09-28
- Initial release
Older versions of the map kept here: https://drive.google.com/drive/folders/1d0qg7eSzJgxU5-R5iG3kJNQMQIkYD4A_?usp=sha...
You'll want to rename the .zip to remove the date if you intend to use them

Welcome to Verdant Shores, a once sleepy island town that has recently transformed into a bustling hub of tourism and industry. People from all over have moved here, looking for a fresh start or hoping to get in early and earn their fortune. For some, this is a welcome change, bringing new friends or even distant family closer to home. For others, the changes are introlerable.
This is a new map strongly inspired by Sims neighborhoods of old. Every household and family has a story, some more involved than others, and the stage is open for you to choose one to follow and see where you want to take it, or to create a whole new family and have them, too, move to this island paradise to seek a new home. There's more than 20 premade households to choose from, many of whom have relationships to other ones, be it family or friends or enemies. There's also plenty of premade houses, ranging from small starter homes to a full on mansion, as well as some less traditional housing options. Perhaps you will want to set sail in a house boat, or take up a tent in the lovely Fenwood Campground.

This is a very large map. Where Maple Springs included in the game is 280 by 192 tiles big (35x24 when using the ResizeMap cheat), Verdant Shores is 480 by 480 tiles big (60x60 with ResizeMap). Obviously the edges are all water, but there's still loads of places to explore. There's always people moving around and doing things. There's at least five cafes (more if you count a few businesses I marked as cafes to give them an employee), three bars, multiple parks and playgrounds. Even a makers space and a daycare.







~ Installation ~
DOWNLOAD LINK: https://drive.google.com/file/d/1et7RFeFYVkOPxKhPTbVR02C3l-el_NxB/view?usp=shari...
To install, follow the instructions here: https://docs.tinylifegame.com/articles/getting.html
No mods are required
Included in the .zip are a few goodies... :) Have fun!
It's kinda minor I guess, but my people can paint, but you can no longer see the painting outside of build mode. This also means that my people can no longer pick up or sell their paintings, because I cannot select them, and the only way I know a painting is done is when the "Paint" option is greyed out. I can still move and delete them via build mode though.
I'm running the latest version

So the "bed system".
You go to sleep at night, and gain energy while you are actually in the bed. However, the premise is that you are busy during the day and can't code. So you wake up, go to work, etc and lose energy while you do that. Then you are finally free for the day an can go code. So the challenge is that you have to time your sleep so that you get coding done, but also have enough energy to get through your work day and still have some left over to code.
It's not supposed to be fair, tbh. It was meant as a representation of how hard it is to participate in a game jam when you are busy and only have a few hours a day to code things. The theme for the game jam I made it for was "meta".
I do think some day it would be fun to use the coding mechanic from this game in something more arcade-like and more fun.
1- This was the browser version, unfortunately.
2- That is correct. I couldn't move items around, or close the storage. It just wasn't responding at all.
3- This was the second time I had been in the room, and the second time that day. I had entered briefly, left, and almost immediately returned. I did not access the chest on the first visit.
4- No, this was my very first playthrough
5- I had used a potion that turned me into a sheep. I was still in sheep form the first time I entered the room, exited, and then reentered once the potion wore off.
This game is absolutely fantastic. I mean, I've been programming since childhood myself, so there was nothing new here in terms of learning for me. But the game is a delight anyway. The art and voice acting are excellent. This is exactly the kind of game I wish had been around when I was younger. I absolutely cannot wait until the next chapter.
Well, it does in all my tests anyway. It does require Java Edition and will not work on Bedrock, however. I've tested it thoroughly in 1.14 and can say it should world just fine. And I've done enough preliminary tests in 1.15 to say that it'll *probably* work just fine, but I can't guarantee every little facet without further tests.
Sorry it took so long to get back to you.
When you say "open" do you mean you've downloaded it and are using it that way? The tool is html5 based and meant to be run on the webpage itself. I'll definitely keep an eye out for loading issues, but as of right now I seem to be unable to recreate the problem.
Thank you!
The net recipe appears in your crafting book when you first pick up string, but it's there sticks arranged down one side, with a 2x2 square of string next to it at the top.
|ss
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The next update will have a tweaked recipe though, because of some quirks with the crafting hacks I had to use.
I really like this! The air mobs are great. I love the lightning attack. The underground ones I'm a little more iffy on, if only because I can't seem to find a way to kill them. It sorta just feels like being punished for going underground. I'd also love it if there were some drops or xp from killing the air guardians, but that's more future additions if you were going to do that. Overall I really love the idea and it mostly feels great.
The water minecart is great, but I'm even more pleased with the track laying minecart. It's super simple to use in game and I can totally see it being useful in survival. Small note, it seems like your resource pack includes all of the textures, and models, and literally everything for all the blocks and mobs and stuff. It would make the file a lot smaller if you deleted out everything except the stuff required for the datapack. It'll still work just fine in game without all the extra stuff. Great work though!
A really interesting concept! I love the idea of having a mob that helps you fast travel, and the speedy running felt really good. The recipe is nice - ingredients are expensive enough that it's not op. I did have an incident where my crawler seemed to die and I was just left floating into space, but then I was probably running over a lot of cacti. I also wasn't 100% clear that I had to use the mob egg before splashing it with the speed potion. But overall I had a lot of fun riding around super fast. I really love the concept and think it could be a really cool part of a "witchcrafting" pack if that was something you wanted to do.
Hehe. The place where I work only closes for christmas, and I've always found the bizarre quiet of the place being empty to be equal parts fascinating and creepy. I'm hoping to channel the old Goosebumps "choose your own scare" books and have the first choice branch off into two separate but related storylines, maybe with more people involved. Glad you enjoyed!

















