After a bit of a break, I’m finally back with a new build, this one designed for the new Get Together expansion pack for The Sims 4. As I mentioned in my previous post, I was lucky enough to attend EA’s Creators Camp back in November, and I was able to start the build then. By some miracle, I have managed to complete it in time for the expansion launch. 5 days total build time, which is unheard of for me!
Even before the camp, I knew that I wanted my first Get Together build to be a club. Originally, I thought I’d try my hand at a Loner’s Club – motto: “where your sims can go to be alone together.” I envisioned lots of separate entrances, bars with stools spaced apart, tables with only one chair, etc. I’m still amused by the notion, but no strong idea for a structure was coming to me, and I knew I wanted to try my hand at using the new dance floors as skylights. I thought I might as well use ’em as dance floors too (since that was their original purpose), and thus the idea for a dance club was born.
I also wanted to play with vivid, neon colors again, like I had with my Vivid Art Gallery a few months back and to get as much animation going as I could. I took particular pleasure in coming up with a new technique to create light art via embedding various lights in pillar objects (with just their edges showing). I think it lends a really fun vibe.
Vivid Dance Club provides two levels that include three bars, two dance floors, arcade games, and a pool. For those who would like to see the venue in action, take a look at the video for it here. If you’re unable to watch the video or would prefer to browse through images, here they come!
Various angles showing the exterior of the club:
I had fun making my own fountain and planter designs. Take a closer look:
Quick fun fact – the lit frame around the entrance door is an enlarged mirror elevated from the basement. I love the effect, and the door remains fully functional.
Heading inside, you’ll find a chill little bar area. I love the new bar objects; they had the perfect color combinations and gradients I was looking for. As you can see, the skylight is also a prominent feature in the space, and the hallway is lit by my custom wall light designs.
Turning down the hallway, your sims can enjoy the new Button Masher arcade game together. It’s a ton of fun to watch them play; I just wish that the game lasted a bit longer.
Across from the arcade game, there’s a sitting area and water feature that I designed.
Continuing along, I also set up a small area where the sims can make their own music, if they prefer it to the DJ tracks.
And at last, we come to the upper dance floor, glass, of course, with skylights above!
Dancing as a group in Get Together is just too much fun!
And look down – the sims are actually dancing above another dance floor on the lower level!
Beyond the dance floor is an additional gaming space, with another Button Masher, Darts, the new Foosball table, and a Gaming Mat.
Before we head out to the pool area (since I replaced the Windenburg pool venue with this creation, I felt like it should at least have a pool), here’s a quick glimpse of the bathroom design. Kept it pretty basic – nobody’s coming to this club in order to hang out in the bathroom. Unless someone makes a club for that! There are two his and hers restrooms with a total of 4 stalls, so I don’t think there should be huge lines…
Now, on to the pool. I had more fun with wall light art on the way out.
I definitely wanted a big skylight over the pool, and I love the effect. You sure can’t beat the views from this lot either.
There’s a self service bar and fridge out here for your sims’ convenience.
Moving back inside, it’s time to descend the stairs and checkout the basement dance floor and bar. The vibe is slightly different in here, maybe a bit classier? Definitely a light show anyway!
When they get tired, there is a nice little area for them to lounge, drink, and chat.
And that about wraps it up for the interior. Here are some overhead shots to show you the layout of the build.
Closer view of top level bar area:
Closer view of the upper dance floor:
Overhead of the basement dance floor and bar:
Vivid Dance Club costs $254,779 and is situated on a 40×30 lot (I used Bathe de Rill in Windenburg). It is categorized as a dance club. It has been thoroughly play tested, and I found no issues with it. There is one FYI – I used an oversized lit rug on the bottom of the pool because I really liked its design.
However, if you have your camera angled to look down into the pool and click on it to swim, it will instead bring up the interface to control the lighting for the rug. If you position your camera at more of an angle to the pool, you can click to swim as usual.
If you’re interested in taking a look at Vivid Dance Club in game, click here to download the build from the online Gallery. Or, if you prefer, you can search for it in the game Gallery by its name, or by my hashtag, #bryscreations. Please be sure to place the club in build mode, so that lighting colors and intensities are preserved.
Important Note regarding my previous builds:
The 12/4/15 patch introduced a few bugs that have unfortunately caused problems with some of my older works. I am hopeful that Maxis will fix them, but if not, I will revise and re-upload them as I am able.
In particular, Maxis changed how basement spaces work. Prior to the patch, the game treated the entire basement space like a room, regardless of whether there were actual rooms present in the basement. I elevated many objects from empty basement areas. After the patch, the game now treats the basement space as an outdoor space, and objects elevated outside of a proper room in the basement will fall back down to the basement floor upon placement from the Library/Gallery. This change affects the following builds: Oasis Falls, Ra’s Tower, Chīsana Hōseki, Clearview Midrange and Clearview Luxury (Clearview Starter is okay), Tiny Blues, Dali’s Exotic Toys & Pets, and Funky 1. If you already have them set up in your game, they should still be fine, but I would hold off on downloading them or placing them from your Library for now. This is the cost of being an experimental builder, I suppose!
Another bug that is causing a problem is objects shifting on older lots that had been stable. This has happened with my Chokkaku, Vivid Art Gallery, and Moody Blues lots. Moody Blues is also affected by a new graphics glitch with water emitter f/x that causes them to go invisible depending upon viewing level, distance, and camera angle. While I can relocate shifted objects, there’s not much I can do about the graphics. Finally, there is another odd bug where the game will place random walls over the top of stair railings, and my Green’s Blue Victorian and Colonial Coalescence got hit by that one. It will be an easy fix, and I may take the time to add some new bells and whistles to the builds while I’m at it.
Well, that’s it for now. Thank you so much for taking the time to read this post. If you play with the Vivid Dance Club in your game, I hope you enjoy it!