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The game features a variety of different quests, characters, abilities, enemies, locations, weapons and items. Most environments, objects and buildings are 3D, but have texture-based outlines to give it a 2D look. Characters and some organic objects are 2D sprites that move with the camera. Project Squealer uses a hybrid of 2D and 3D graphics to create a 2D cartoon look with full 3D movement.
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Where is it coming from? How can it be cured? It’s up to our detectives to find out! If they can convince others to trust them with such an important mission, that is! In this action-packed adventure game, a mysterious disease known as Laughter Pox has plagued the town, causing people to laugh hysterically. Together, they go on adventures and solve mysteries… or at least they would, if they weren’t constantly having their business stolen by a rival detective team. Project Squealer is the working title for my own indie game about a team of three kid detectives: Orlo (middle), Von (left) and Zoros (right). Now, it’s 2024, and I’m finally, finally ready to announce what I’ve been working on for the past 6 years! In 2018, I even decided to move from 2D to 3D, and switched engines from MonoGame to Unity (and later to Unreal Engine 5 in 2023). I kept adding more and more ideas to the design doc, making the game more complex and pushing the release date even further into the future. Not only that, the project was undergoing what indie devs refer to as scope creep. It took until 2020 to finally have character and environment art that could (almost) pass for pro-level game stuff. So hard, in fact, that I spent the next few years learning how to create art. Turns out, bringing my dream art style to life was way harder than I thought. I also had the perfect art style in my head. This indie RPG wasn’t just some vague idea I was developing full-blown stories, environments, and gameplay planned for my kid detectives. That’s when “Project Squealer” started brewing in my brain. They felt like my creative masterpiece, begging for something bigger than just creations made in a character creator. I ended up liking these characters far more than any other characters I had created. I created two rival teams of kid detectives, and came up backstories and mysteries for them to solve. Skip ahead to mid 2016: while playing with my Go to School mod, I needed to create some child characters to fill the school with. For a long time, The Sims was my main creative outlet, but I was still coming up with game ideas in the background. In fact, I originally bought The Sims 3 for PC back in 2012 as a tool to plan out characters and worlds, before becoming hooked on the gameplay. These days, I’m mostly known for making mods for The Sims 4, but I’ve been interested in game development as far back as 2009.