My bedroom in the Room of Requirement

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My bedroom in the Room of Requirement

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Multispecies Cities Solarpunk Urban Futures
Cities are alive, shared by humans and animals, insects and plants, landforms and machines. What might city ecosystems look like in the future if we strive for multispecies justice in our urban settings? In these more-than-human stories, twenty-four authors investigate humanity’s relationship with the rest of the natural world, placing characters in situations where humans have to look beyond their own needs and interests. A quirky eco-businessman sees broader applications for a high school science fair project. A bad date in Hawai‘i takes an unexpected turn when the couple stumbles upon some confused sea turtle hatchlings. A genetically-enhanced supersoldier struggles to find new purpose in a peaceful Tokyo. A community service punishment in Singapore leads to unexpected friendships across age and species. A boy and a mammoth trek across Asia in search of kin. A Tamil child learns the language of the stars. Set primarily in the Asia-Pacific, these stories engage with the serious issues of justice, inclusion, and sustainability that affect the region, while offering optimistic visions of tomorrow's urban spaces.
Table of Contents "Listen: A Memoir" by Priya Sarukkai Chabria "By the Light of the Stars" by N. R. M. Roshak "Old Man's Sea" by Meyari McFarland "Deer, Tiger, and Witch" by Kate V. Bui "Vladivostok" by Avital Balwit "The Exuberant Vitality of Hatchling Habitats" by D.A. Xiaolin Spires "Untamed" by Timothy Yam "It is the year 2115" by Joyce Chng "A Rabbit Egg for Flora" by Caroline M. Yoachim "Iron Fox in the Marble City" by Vlad-Andrei Cucu "Mariposa Awakening" by Joseph F. Nacino "A Life With Cibi" by Natsumi Tanaka, translated by Toshiya Kamei "Children of Asphalt" by Phoebe Wagner "Down the River" by Eliza Victoria "Becoming Martians" by Taiyo Fujii, translated by Toshiya Kamei "Abso" by Sarah E. Stevens "In Two Minds" by Joel R Hunt "Arfabad" by Rimi B. Chatterjee "The Mammoth Steps" by Andrew Dana Hudson "Wandjina" by Amin Chehelnabi "The Streams Are Paved With Fish Traps" by Octavia Cade "Crew" by E.-H. Nießler "The Songs That Humanity Lost Reluctantly to Dolphins" by Shweta Taneja "The Birdsong Fossil" by D.K. Mok Multispecies Cities: Solarpunk Urban Futures will be out in ebook and paperback on April 13, 2021! Preorder your copy now.
What's down here now isn't rodents. Nor is it introduced. The colonisation of the storm water systems with native fish, with native eels, has been a slow and lovely thing. They have made themselves a home here, in dark places instead of riverbanks, with light shining through gratings instead of leaves... cities have always been places of adaptation, and this adaptation of structure into habitat shows that we are not the only ones able to adjust.
The Streams Are Paved With Fish Traps, by Octavia Cade. Published in Multispecies Cities: Solarpunk Urban Futures by World Weaver Press.
takes a lot to make me cry these days but this concept hit me like a TRUCK
For your installation pleasure.
Please let me know if this doesn't work for you, this is my first time making an installer.
Seriously, an actual video game. One I worked on.
SYSTEM REQUIREMENTS:
WANDOWS Windows XP or higher
You will also need to download and install XNA Framework Redistributable 3.1 for the game to run.
If you are running Windows 7 or Vista, you should be good to go. If you are running Windows XP, you may need to download and install .NET Framework 2.0 Redistributable. This game can be played with an Xbox 360 controller or a keyboard, but I recommend playing it with a controller if you can.
ALSO IF YOU PLAY IT PLEASE LET ME KNOW WHAT YOU THINK THANKS~

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Cool! Okay, tell me more about how the charges in World Weaver work and what kind of worlds and such you can make. Is there an end goal or reward for making awesome planets?
-notcuddles
The charges are randomly assigned to a given particle, with certain charge/color combinations more common than others (sort of like oxidation states/charges of real-life elements). This makes (theoretically; we haven't implemented it yet) different planet types easier for certain gods. As you play and collect particles, your overall charge will change (i.e., your current charge = your base charge + the sum of the charges of the particles in your current chain), which will attract and repel particles of certain charges. So, the larger the magnitude of your current charge, the harder it will be to dodge particles you don't want. Gameplay is therefore a balancing act of collecting as many of the particles of the colors you do want without neutralizing your current chain or collecting too many of the particles you don't want.
Theoretically, you can make any type of world. We wanted to give the player the ability to create more than just carbon-based life or life for which the primary solvent is water. So you could have fire planets with super high surface temperatures that still support life or planets with exotic atmospheres, super low temperatures, and other weird features that can support life. There is a huge range of planet and star types the player can create.
The goal is to make planets with life. When you have life, it will start to evolve, which can give you bonuses. If/when it becomes sentient, it will be able to worship you, which will give you major bonuses, like white holes, more shiny particles, speed bursts, and other stuff. I guess you could say the end goal is making a planet with life smart enough to worship you, or maybe smart enough to leave its home planet.
Why don't you give us a quick rundown of both your settings, for those of us who only know a little bit? *hands on chin, bats eyelashes, etc*
OKAY :DDDDI'll start with World Weaver since it's world is a lot less intricate. Both are game concepts.World Weaver takes place moments after the Big Bang. You play as a creation god and it's your job to take the matter that has exploded out of the nothingness and turn it into stars, planets, and solar systems that can support life.One of the main elements of gameplay is to make long "chains" or combos of "atoms" (particles), so that you can make a complex celestial body. As a creation god, you have a base charge of ±1, ±2, ±3, or ±4, and so does each of the particles you will encounter. Each of the gods' designs is loosely based on various mythologies and pantheons, including Greek, Celtic, Maori, Hindu, Aztec, Japanese, Ashanti, and Hopi.At the moment, there are 6 "atom" types (colours) implemented, with 8 planned: Red, Orange, Yellow, Green, Blue, Purple, Silver, and Shiny. All but Shiny are common throughout space, with Shiny as sort of a bonus type that gives you weird properties (like jello planets or something) for making long chains. Each colour is like a different element and will impart different properties to stars, planets, and other celestial bodies. For example, red is small and "hot" and used in a planet will give it fiery characteristics. Purple is dense and "cold" and will give a planet icy characteristics. We also have 2 gods modeled (-1 and +3) and 1 textured (-1).Here's a screenshot: And a gameplay demo video: http://www.youtube.com/watch?v=CElP469b6wcWe're planning on having a multiplayer mode where you can kill other players' life and destroy their stars and planets, but that's a long way off.--------------Astralibrium is way more complicated and still just in the idea stages. It's more of a complicated JRPG type thing with a non-linear story, multiple endings, and a pairing system; all the characters are kemonomimi/animal-eared human type things. I've devised a lot of complicated genetics stuff, but that's not really that important, just neat (I think). All people have the features of vertebrates, so the "animals" of the world are all invertebrates.You play as a shadow-fox mercenary, Alera, in a dying world. The world has two subworlds, like a coin. If you die in one, you are immediately born into the other, so there is a very important balancing act of life and energy between the two subworlds. A race of horse people in Alera's subworld are trying to divert that energy to themselves so that they (by their logic) can become gods themselves and control the laws of nature, which is really screwing up the balance.This disruption of the balance makes it more difficult for the actual gods to keep the laws of nature working properly. Everything is like solving a giant physics simulation to them, which they enjoy, as long as the great equations that power the universe are elegant and fun to solve. The unbalance makes the equations messy. Now, the gods are lazy. They don't particularly care about the byproducts of their equation-solving, they just like solving them. One of the gods, Kenara, is amused by living creatures and would rather they not be destroyed by the other gods throwing up their hands and starting over. So the other gods basically tell her to go fix what's causing all this messy math.She of course doesn't go and fix it herself, she has a living creature, Alera, do it for her amusement. So she essentially cons Alera into a portal to the other subworld. Alera is someone who really doesn't care too much about anything or anyone but herself, so when charged with this task, she just wants to go home and chill, but Kenara is like lol no, and gives her what is basically a gameplay MacGuffin, the Astral Compass. Alera has to find all the points of the compass (which looks like the chaos symbol), which gives her more magic powers and stuff, and takes her on a big quest thing where she meets other characters and has adventures.Over the course of the game, she basically learns how to give a shit and makes friends and, depending on the way you play the pairing system, maybe loooove. The other playable characters (i.e. the ones you can have in your party) include a dude who's a weird hybrid between a jaguar and quetzalcoatl (Cethen), a jackal dude (Inarus), a bat dude (Vorneth), a rabbit lady (Lucielle), a tiger lady (Eorlyf), a parakeet/kakapo dude (Tualki), and Kenara.------So that's World Weaver and Astralibrium. Hopefully this was just enough to give you a good idea without being the hugest textwall ever written.