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.


Messages - Gwahir

Pages: [1] 2 3 ... 17
1
Forum Games / Re: The Ban Chain Game
« on: September 03, 2006, 02:17:50 am »
You're banned for too much grief

2
Spore: General / Re: Eyes affecting gameplay?
« on: July 03, 2006, 12:55:11 pm »
Personally, I think that the eyes should affect gameplay. IRL snakes have eyes that can see Infra-red, giving them nightvision. Some hawks can see UV, helping them see the urine trails of small mammals which they feed on. This should be reflected in game. Other things that could be considered are
*Range of focus, for example IRL hamsters can see barely a meter in focus.
*Light adaptment, so your creature can see well in the dark but in the day there is a lot of whiteout. And vice versa
*Zoom, to represent the better eyesight of some creatures like eagles.
*Colour vision, because most creatures on Earth are colour blind to some degree or another. Even humans are colour blind compared to pigeons, because humans can only see 3 primary colours whereas pigeons can see 4. Yes, pigeons are superior to humans in one field!
http://en.wikipedia.org/wiki/Trichromat
http://en.wikipedia.org/wiki/Tetrachromat

Didn't read the articles but there are studies which show some women are tetrachromats.  Specifically, those that carry the gene for color blindedness.  If a woman has a son that is color blind, that means she has a colorblind gene since the gene is on the X chrom, if she is not color blind, she is probably a tetrachromat.  In women, in each cell only one X is active and the other becomes inactive, which one it is is random and not consistent between cells.  This means that in the retina, some cells act have receptors that are between two primary colors (which two I forget) in addition to the normal three.  The question, until recently, was whether the brain was actually equipped to handle the change in info or whether it handled the changed receptors as though they were the same as the normal ones and found that some women were actually able to make use of them and were much more able to see subtle differences in some colors.

3
Spore: General / Re: Creature/Blob Editor
« on: May 12, 2006, 09:41:39 pm »
Ugh... so basically, this post has turned into a request for Spore: Creature Editor/3DS Max/Maya/Texture Editor...

At first I thought it was about point-based enhancement, then I was informed it was about terraforming-like changes, then I was informed it had nothing to do with 3d models and was about textures, and now it's also about bump-mapping...


I think you guys are missing the main point of Spore. It's a creative outlet for the masses. It's not a Maya substitute, it's not a Texture Editor XYZ substitute. They're not building a 3D studio here.

Finer detailed tools? Ok, but they won't be very precise (considering the zoom & performance issues), but the rest is too superflous. This game is not a creature editor! They will move past it and work on other aspects.

well said.

4
Spore: General / Re: Creature/Blob Editor
« on: May 12, 2006, 06:45:07 pm »
subtle definition is quite doable, but the issue with it isn't polygon count, it's file size.  You allow people too much of that and the creature can't be freely distributed nearly as easily.  While there are plenty of ways of reducing the impact of a single variation by a large factor, however there will always be people who go way overboard and seriously increase the file size even after compression.  So what do you do?  Tell the person who spent all that time on a creature that it can't be distributed across the world?  What a jip!  I certainly hope a lightweight solution can be found, but I won't be surprised if it isn't. 

To counter my own argument: You will also see the same behavior with buildings.  Since they are created by the addition of non-rigid transformed bodies, at least I don't think all the transforms are rigid even though scaling is technically considered rigid, there might be an upper bound on the number of objects to a given building. 

So will it happen?  Maybe, but I doubt it. 

5
Spore: General / Re: What does sensory do?
« on: May 12, 2006, 06:02:05 pm »
likely nothing, of course the editor might not let you enter the world without some sensing capability.  But you also might not be able to enter tribal since social interactions probably have some sense requirements.  What good is a smile at a blind person?

edit: I'm just making the assumption that the game will be designed such that you can't seriously gimp your creature

6
Spore: General / Re: What does sensory do?
« on: May 12, 2006, 05:48:29 pm »
I see this question so often and no one ever notices that there are more instances of your creature than the one you directly control in the creature stage.  What about how the other ones react when threats arise?  What about in later stages like tribal and the effectiveness of your creature when hunting?

7
Spore: General / Re: Vista only?
« on: May 12, 2006, 11:30:03 am »
think of this from a business perspective.

If you restrict to a new operating system, particularly one that would require a lot of people to purchase new hardware to use at all, you are severely limiting your audience.  You are limiting sales and cutting your own profits.

Why does Microsoft do it?  They're banking that if they can get enough games and other apps to restrict themselves to Vista, it will speed up adoption of their new operating system, increasing Microsoft's profits.  EA gets no money when a copy of Vista is purchased and so it has no incentive to restrict Spore to Vista.  And I doubt Microsoft can give EA enough money to provide that incentive without losing money overall in that deal.

Won't happen

8
Spore: General / Re: Spore Figurines at E3
« on: May 11, 2006, 05:00:15 pm »
the materials used in the creation can't cost a few grand.  The time taken on the printer would be worth more.  Don't forget that a lot of people might want these and 32,000 for a printer (colorless) would allow you to make them for a fairly small price with enough customers.  It would be a great way for Maxis to realize a continuing income since some people might want mutliple creatures, or more than one copy of a single creature.  Make it easy to order and fairly cheap and a lot of people will buy in to a physical representation of their own creature.

9
Spore: General / Re: Scaling on babies?
« on: May 11, 2006, 02:53:50 pm »
The topic seems to be quickly becoming, "get back on topic"

In any case.  How do you think abilities will scale in the game?  I noticed that the little baby following Will could jump pretty high for such a little thing.

10
Spore: General / Re: Black Holes
« on: May 11, 2006, 02:44:30 pm »
Just to give you a hint as to how AI is done for the most part.  It really isn't complex.  Take a racing game, a few runs are recorded and the AI chooses a path to follow and might switch according to various factors.  If you are too far behind, they'll slow down.  If you are too far ahead, they'll speed up a bit.  Never does it make a decision about which direction to turn from moment to moment except when changing which path it follows.

11
Spore: General / Re: Spore Figurines at E3
« on: May 11, 2006, 02:31:50 pm »
can't I dash hope every once in a while? :'(

12
Spore: General / Re: Spore Figurines at E3
« on: May 11, 2006, 02:30:12 pm »
What if the exact same face and arm config are on the other side of the creature?  then it's symmetric across the side axis.

13
Spore: General / Re: Spore Figurines at E3
« on: May 11, 2006, 02:26:44 pm »
Yup, thats the 3d printer. Obviously they dont move...
Id love a moving one.
Maby if you got 2, you could cut one up and make it move...

Is it just me or did I see a coloured hangdog?



You mean the green and yellow one in the back?  Seems the arms are a little too wide, but could be!

14
Spore: General / Re: Air-breathing aquatic life
« on: May 11, 2006, 02:20:17 pm »
He meant whether or not to "put things" in the water or on land.

I was refering to a probable system for manipulating a creature (Inverse Kinematics is a way of manipulating a skeleton by telling it where to put the final point and the angles of each joint are calculated based on that)

15
Spore: General / Re: Spore Figurines at E3
« on: May 11, 2006, 02:13:42 pm »
yeah I heard they ran some of the models through a 3D printer.

Pages: [1] 2 3 ... 17