Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - gutwrencher89

Pages: [1]
Spore: General / I wonder...
« on: February 18, 2008, 07:43:56 am »
This is not a question about Spore, but I was thinking about the database used to find other people's creations.  My question is when we all get the game, are we going to use the same name that we use here, or are we going to have to make a new name or use our real names (unlikely)? I am curious to see how easy it will actually be to find other people, because a lot of you guys here seem to have good ideas that I wouldn't mind picking up and putting in my game.  I know this is kind of unnecessary to ask, but I was just wondering what everyone else's thoughts are.

PC Games / Double Agent?
« on: September 04, 2006, 05:08:24 pm »
Does anyone know when the Splinter Cell: Double Agent demo will come out for PC?

Spore: General / Tribal Stage Herbivores
« on: September 02, 2006, 08:57:56 pm »
I was wondering if anyone has heard anything about how the tribal stage is going to be handled for herbivores.  They don't eat meat, so hunting is out of the question.  This made me ask myself; how will the game make the herbivorous tribe eat and still keep it interesting for the player? I was thinking that carnivores would attack your tribe and you had to defend it and either farm or gather fruit for the tribe, but I was wondering if any information was released about it that I'm missing.

And I searched the topic and couldn't find anything.

Storytelling and Roleplaying / Another Awesome Tribes RPG
« on: August 09, 2006, 12:00:48 pm »
Hey I've been following Detoxicated's tribe thread and I like the idea, so I've decided to make my own.  This story will start off in the nomadic stage, and I will keep going as long as you keep voting!  I'll keep it fun and interesting no matter what you guys vote for.  I will update as long as people vote at least once every 2 days or sooner (unless I'm busy)
Also check out the thread by Detoxicated

For thousands of years our creatures wandered their planet, going about their individual lives and struggling to survive in the wild alone.  Throughout this time, our creatures died without making any progress towards advancing their race.  A new age of intelligence came suddenly, however, and after some time, our people learned to work together and thrive in their environment.  They learned to work in groups of about 20 each, which resulted in a dangerously competitive relationship with rival groups.  The people of this land became so efficient and competitive, unfortunately, that the creatures they hunted became more scarce and moved much more to avoid the groups of nomads.  Our tribe struggled greatly to survive in this worsening environment, and felt that their situation had to change to survive.  Our tribe's methods of building and dismantling shelter became advanced, and some tribesmen felt that settling was the safest thing to do.  The people came together to decide where to settle.  At the time, the main argument in the tribe was the distance to travel in order to settle.  The land changed greatly the farther the tribe moved, and some heard rumors of mountains in the direction of the Sundeath (West).  Where did the tribe choose (note: pros and cons are opinons of the tribe and may/may not be speculation)

A. Grasslands: PRO- most fertile land, no travel required, familiar land, more rivers  CON- more rival tribes, lessening wildlife, difficult to defend
B. Woodland PRO- most wildlife, 2nd least travel required, average defense, some rivers  CON- some rival tribes, dangerous predators, unfamiliar
C. Hilly Land PRO- average travel (3rd)/wildlife/defense/farming, less rival tribes  CON- unfamiliar land, rockier soil (harder to farm), rivers unknown, still have to travel
D. Plateaus PRO- Farthest from rival tribes, high defense  CON- longest travel time, unsure of fertility/water/wildlife/forest

Post comments to let everyone know why you voted for what...and to help keep this thread from sinking lol

Spore: General / What Are You Worried About?
« on: July 16, 2006, 07:33:25 pm »
I was just wondering if anyone else has worries about this game.  On this forum at least, lots of people are hyped up about it and none of us really know exactly how the game is going to be since it is a very original concept. 

Obviously, I chose the longest answer because thats my biggest worry.  I am afraid that since the game encompasses such a huge span and goes through so many stages, it will not have enough depth in any one section.

Spore: Creation Corner / New Race: The Ketter
« on: July 07, 2006, 12:44:41 pm »
Name: The Ketter

Type: Sentient Bipedal Mammal

Lifestyle: Omnivorous Pack-Hunter

Habitat: Cold Temperature (-30*/0*F Freze)(0*/30*F Thaw), Mountains, Tundra, Some Sparse Forests (-30% canopy cover)

Size: 1.8 meters tall (~6ft)

Weight: 170lbs (~77kg)

Diet: Large mammals (38%), Small Mammals (17%), Fish (10%), Birds (2%), Foraging (10%), Farming (12%), Cannibalism of other tribes (5%), Insects (6%)

Hunt/Forage Success Rate: Hunting 80%, Foraging/Farming 20%

Natural Armor: Excellent Heat Containment (Fur), Little protection from Physical Damage

Natural Defenses: Excellent Agility and Ability to Climb Mountains and Trees, Intelligence

Method of Eating: The Ketter’s mouth is made up of two razor sharp teeth which help them to cut into raw meat, and the rest of their teeth are flat and useful for chewing meat, fruit, nuts, and plants.

Lifespan: 30-40 years

Reproductive Rate: Able to give birth once every 2 years

Age of Maturity: 10 years

Gestation: 5 months

Offspring Survival Rate: 60%

Offspring Incubation: The Ketter grows inside the female for 5 months and is born in an insulated, porus sac.  The parent Ketter give birth to the infants in a covered pit to protect them from the harsh weather.  The baby lives in this sac for about 2 weeks until the food inside is gone, and breaks out mature enough to survive alone, although the Ketter still remain in a clan until the child reaches sexual maturity, where they either choose to break from the clan or remain a member.

Number of Offspring: 1 to 2

Home Planet: Kaldhem

The Ketter grow to average human height since their low surface area/volume ratio makes them more efficient in the cold and does not allow them to spread their weight too much.  For the same reason, A Ketter’s chest is large and their hearts take up 35% of their  chest cavity to help them run for long distances.  The Ketter are of average build, and do not require as much fat as other creatures for insulation thanks to their excellent fur coats.

Ketter are bipedal, and their legs are long to help them climb mountains and trees.  Their feet have 4 clawed toes, with 3 long toes in front with claws on the end, and one near the heel to help grasp rocks more tightly.  They also have two long arms also useful for climbing, and each hand has 3 long fingers and one thumb-like finger.  The Ketter’s fingernails are not as sharp as their toenails, partly because they are used so frequently and worn down, and also because they don’t grow as fast and need to be short for the Ketter to manipulate tools and weapons.

The Ketter’s head is rounded like a humanoid, but their mouths are large and can open 100 degrees.  Inside their mouths,  the upper canines of a Ketter are the largest teeth and are very sharp, able to cut into animals easily to eat.  The rest of the teeth are flat and useful for eating fruit, nuts, plants, and tenderizing meat so it can be swallowed.  A Ketter’s eyes are large and their vision is very keen, but a lack of nasal passages results in a very weak sense of smell.  Ketter have average hearing through two tube-like ears protruding from the top of their head.

Ketter do not place much emphasis on clothing in society, since their fur coats give them decent insulation.  The main purpose of Ketter armor is to provide as much protection as possible while still allowing them to maintain their agility and speed.  In the Tribal Stage, Soldier Ketter wore armor made up of the bones and skins of animals, and chitin of large insects.  This armor was not very strong, and provided minimal protection from blunt and blade weapons.  As time went on, Ketter found uses for different types of ore, which are plentiful in the mountains of Kaldhem.  Making use of this new technology, Ketter armor became predominantly made up of metal, with the joints constructed of bone, animal skin, and traces of ore for strength.  In the Modern Age, Ketter armor grew greatly due to the invention of new, strong cloths and flexible techniques of configuring armor.  (WILL BE ADDED TO LATER)

Early Weapons:
Strength in battle has always been a main focus of the Ketter race.  This stems from their primitive beginnings, where only the strongest and most skilled could survive in the environment.  At its most primitive stage, Ketter began using sharpened pieces of wood as a primitive blade and rounded off large knots in wood to make crude clubs.  As the Ketter became more intelligent, they began to make more use of the animal parts of their prey.  Using skulls tied to strong pieces of wood, the Ketter made more effective clubs, and as time went on they were able to also make blades out of sharpened pelvises of certain animals they killed wedged into a partially split piece of wood and fastened with dried and braided animal sinews.  The first ranged weapon was invented around this time as well, which looked like a curved, hollowed out half tube made of wood and tied to a wooden handle.  Rocks could be flung at high speeds with this weapon and changed the hunting tactics of the Ketter.  The discovery of “blue ore” on Kaldhem, which is arguably the most monumental discovery in the history of the Ketter, sent them into a frenzy of inventing which improved their bladed and blunt weapons.  Also, Ketter realised that metal projectiles could be made more aerodynamic than rocks, and the first “gun” was invented using a high tension slingshot attached to a wooden frame which launched metal balls up to 300 meters effectively.(TO BE ADDED TO)


The society of the Ketter has not changed much, since their basic idea is that each Ketter must be willing to give their life for the clan.  The size of clans has grown over time, starting with groups of about 15 people and growing to thousands living in settled villages on Kaldhem. (TO BE CONTINUED)

I'll be working on the Society aspect of the Ketter later, and I'll probably draw some designs for it.

If anyone wants to take a shot at drawing the Ketter, I'd be very appreciative...I tried to draw it and failed miserably.

Spore: Creation Corner / Creature: Requesting Drawing
« on: July 06, 2006, 02:32:01 pm »
Hey I wanted to make a creature cause it seems like a pretty fun thing to do, but unfortunately I'm a terrible artist.  Any artwork would be appreciated.

The "Grole" is a large, insect-like creature with a thick, hairy exoskeleton (I dont care about the texture, use your own preference on it) broken into two pieces (Like a horshoe crab).  It measures 5 feet long from tail to head, and the body of the creature is fairly flat.  The Grole has 3 pairs of legs which come out of the sides of the exoskeleton.  2 of the pairs are jointed and are made up of a shorter upper leg pointing upward leading to a longer lower leg which reaches the ground (Think of an upside down V).  The last pair of legs are in the front and have no joints except for between the body and limb.  This pair of limbs is flatter and more useful for pushing dirt.  At the back of the body, a flat, triangular shaped tail connects with a wide base to the exoskeleton and comes to a point about a foot from the body (not like a fan, the tail meets at a point).

The Grole's head about as flat as the body, and is made up of 3 eyes over sharp teeth on a disconnected jaw, and small feelers on the edges of the mouth used to hold food in place.

I know in some areas the details are a bit confusing, and in other parts there are not many details, but I would not mind if the artists have fun with the Grole and add in details if they look appropriate.  I have a drawing, but I'd rather not show it because I'd like to see what everyone else sees in the description.  However, let me know if you want to see it and I will

UPDATE: heres a crappy picture, because my description was too hard to do.

Spore: General / Spore Gameplay; Mating
« on: July 04, 2006, 10:10:14 am »
I noticed on the video with the yellow 6 limbed creature, Will lays his eggs and changes the creature around.  He also makes pretty big modifications, changing the color from yellow to blue.  When he accepted these changes, I noticed something that I didnt like much; every creature that previously was yellow changed to the new creature he had created.  Logically, I thought that only the baby would take on the genetic mutations of the new generation.  I hope this isnt the case in the final version, and the babies will be the only ones to change.  Maybe the elders can stay the same and just die of old age, leaving the new generation to survive.

Spore: General / Stealth and Sense Functions
« on: July 04, 2006, 08:42:00 am »
Hey I searched the forums and couldnt find anything that answered this question for me.  I understand that stealth will allow creatures to sneak up on prey and sense will help creatures avoid detection by predators, but i found myself asking how stealth and sense will function in AI controlled and player controlled creatures.

For example, with stealth, lets say that I create a creature with stealth as its major stat.  I play around with my creature and stealth works fine (i can sneak up on prey and catch them without them knowing).  However, when someone else downloads my ceature and populates their world with it, the stealth stat basically goes out the window.  The player in the game is not as dumb as the AI and will notice a creature approaching them visually, no matter what the stealth is.  I was wondering if anyone knows how Spore is going to handle stealth of creatures other than yourself.  I really hope it doesn't make stealth creatures invisible to you until you notice them, because that will just ruin the feeling of wildness in the game.

When I thought of this, I also asked myself another question as well; how are we going to use sense?  Sense as a statistic seems like the kind of stat that the AI would use to determine how close a creature can get before they notice it.  For player controlled ceatures, however, sense comes more from the player than the game, so how will sense be dealt with on player controlled characters?  I was thinking that maybe it will give you a kind of "spider sense" when a predator gets close, but I was wondering if anyone knew for sure.

I hope they come up with something so that sense and stealth will not be wasted characteristics.

Pages: [1]