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Messages - uj

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Spore: General / Re: Stages still under major development?
« on: December 20, 2006, 05:54:03 pm »
Stages still under major development?

hmmmm.... define "under major development".

Possible definitions:
  • Just started coding
  • Finished coding, testing game  mechanics and going back to the drawing boards as needed
  • Finished game mechanics, coding animations
  • being developed by a major (
  • etc.

edit: found something (Aug 9, 2006 )
"GameSpot: Give us a brief update on the development of Spore. What aspects of the game is the team working on at the moment?

Will Wright: We've basically got all the levels playable at this point, so we have a lot of tuning ahead of us, because we've finally integrated all the different styles of [gameplay]. At this point, it's basically iterating on the gameplay, doing a lot of tuning, finishing up some of the [art] assets, interface, design...stuff like that. So, in some sense, we're in the home stretch. Although the home stretch is pretty long nowadays (laughs).

Spore: General / Re: Game balance - Creature stage
« on: December 20, 2006, 05:40:25 pm »
Yes, but have you ever considered that hoppers were created by Spore crew to demonstrate the bottom of the food chain. They wanted to show you how your creature would hunt, bite, drag, etc. They weren't trying to created a viable survivor. Notice that only 3 creatures were shown in the demo? Hoppers(bottom of the food chain herbivores), Tripods(middle ground carni's) and Giant Spider(top carni). It was meant to demonstrate a food chain.

If the bottom of the food chain is not playable then there will be a severe shortage of "bottom of food chain" creatures in the pollination database. Also the database will have a disproportionate slant towards big strong top food chain creatures. Thats what I'm worried about. I want multiple play styles representing various ecosystem roles to be viable. I want multiple peaks in the possibility space of playable creatures. I want the devs to keep that in mind when they balance the creature stage.

If you think it's too much to code... well it isnt. All they have to do is:
a)Allow you to take control of a different individual when you die.
b)make it so it takes less food to reproduce an individual of a small creature and it should lay more eggs.
Problem solved. Now you can play as "bottom of food chain". You can afford to die alot when small because there are alot of you and its cheap to make more.
This is just one idea of how to fix this potential problem. I don't understand why some people sound like they are against it. Don't you wan't ecosystems that work?


Spore: General / Re: Space phase getting bored ?
« on: December 19, 2006, 04:15:29 pm »
As for your ideas uj, 1) is far too out there from a game mechanics perspective I would think... too difficult to implement. Or rather, too time consuming... you want this second half 2007, right? ;)
Too difficult to implement?!!!  :o All they have to do is write code to transfer control from your spaceship to the selected creature. The code for the creature, tribal, city and civ stages is already there, remember?  ;) Then they have to add a little button called "cancel mind control" to transfer control back to your ship. Its easy.

2) may be possible, but something tells me they wouldn't go to such an unnecessary level of detail with the vehicles. It's always possible I suppose. They did say the City phase will be like an RTS, so methinks it will be mainly point and click.
They already have code to move and fly your creatures. Just make it work on vehicles.

In fact, the more I think of it the easier it seems. They could probably code it in one day. I'm fairly certain they will have these features. It would be foolish not to.

Spore: General / Re: Game balance - Creature stage
« on: December 19, 2006, 01:42:09 pm »
Let me clarify.
Yes I know a small creature can defend itself by being fast or social but none of that is relevant to Hoppers.

Hoppers are slow and/or solitary creatures. Playing as a slow and solitary creature needs to be just as viable as any other creature. If not then everyone will make large creatures which will at best make the pollinated content we receive very one dimensional and at worst ecosystems will not work. In other words if Hopper like creatures are unplayable you will never seen any even if you don't care to make such a creature because nobody will make them and it won't be downloaded to your computer.

This is why I suggested that when your creature dies you get to control a different creature of your species. This way as a Hopper you will die alot because you're at the bottom of the food chain but at the same time you can afford to because each individual is cheap to make. We should play as a species not as an individual to avoid the "bigger is better problem". Of course you will still control one creature at a time.

Anyway, size is just one factor in creature diversity. Here is a quick list of characteristics:
  • Size: Small/Medium/Large
  • Speed: Slow/Medium/Fast
  • Stealth(?): yes/no(???)
  • Social: Yes/No
  • Everything I didn't mention...

So my point is that all creature in any combination of these characteristics should be viable as a species and playable if you want to have ecosystems.

p.s. Rats and cockroach are still > T-rex  :P

Spore: General / Game balance - Creature stage
« on: December 19, 2006, 07:58:42 am »
Hello everyone  ;D
I apologize if this has already been discussed. I have not found any threads pertaining to this directly.

Ok, here is my main point.
Every creature type needs to have a viable play style for the content pollination system to work properly.

I'll try to explain this with an example. Suppose we have the Hopper and the BigGuy living in the same ecosystem.



(Not Willosaurus)

I'm saying that as a species, the Hopper should be potentially as successful as the BigGuy. If big strong creatures are flat out better than small weak creatures then almost everyone who plays will make a big strong creature. This would brake the pollination system because there wouldn't be enough small weak creatures to upload to other players ecosystems. I'm not saying the Hopper should be able to beat up the BigGuy. However it should be compensated in some way for giving up on size and strength.

For instance, small creatures should require less food per offspring and lay more eggs than big creatures. This way even if individual Hoppers die alot, as a species they are very successful because they can match the death rate with the reproduction rate. The success of a species would be measured by biomass on the planet instead of the strength of an individual.

Imagine this is you creature.

You are hopping around one day and suddenly BANG!!! You die! But its ok, upon death the game lets you take control of another individual from you species and since Hoppers are practically everywhere because they reproduce like bunnies... you get the picture.  ;)

Also why is it that most people plan their creatures to be big with huge claws and teeth? Rats and roaches > T-rex. Just saying  :P I speak for the little guy  :D

Spore: General / Re: Space phase getting bored ?
« on: December 17, 2006, 01:02:14 pm »
If you get bored and cant think of anything to do, im sure there will be an option to seed a new species on a planet of your choice (or making), and then play them as your new avatar race.
Good idea.

Ok, here is how to make spore a game you can play forever.

1)Mass Mind/Genetic Control:
In the space phase they should let you come to a new planet and mind control a creature. You could then play it through the creature, tribal, city and civ stages up to the space stage except that at any time you can cancel the mass mind/genetic control and get back to controlling your ship. Basically you could play a new game sessions inside an existing  universe so you don't have to build up your UFO from scratch which could take a while and you won't lose all the other things you created in that universe. You could also become the new species by performing a brain transplant if you like it more than your old species.

2)First person driving/flying:
I've always wanted to be able to design a vehicle and drive/fly it myself. Imagine making an airplane in the vehicle editor and then flying it ; a sort of flight simulator. They should just allow you to control your vehicles from a first person perspective or from slightly behind it. As long as its not limited to point and click mechanics like in an RTS. This may seem like a small thing but I think it offers huge gameplay possibilities.

Have these ideas been discussed in depth before? and are they any good?

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