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Topics - Ittiz

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1
Spore: General / Creature Migration
« on: September 19, 2008, 08:29:31 am »
I'm sure everyone has noticed that your creatures migrate to a new nest along a path.  Has anyone played the creature phase long enough for their creatures to migrate all the way to the end of this path?  Is it possible, if so maybe there is some kind of bonus for Tribe or Civ stages?

2
Spore: Sporepedia Exchange / Hogladog's
« on: June 18, 2008, 10:50:01 pm »
Hogladogs are from a world where bilateral symmetry never evolved.  They have unilateral symmetry yet they are still ambidextrous and have stereoscopic vision.  They are highly poisonous and are colored to indicate that to others.  They hop to get around, and are surprisingly fast.



http://www.spore.com/sporepedia#qry=usr-Ittiz%3Asast-500001109566

Any thoughts?

3
Spore: Creation Corner / The jungle planet Orluebis
« on: June 12, 2006, 08:44:19 pm »
The atlas:
 

A concept picture of Orluebis:



*edit* Scroll down for more pics
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                        \/


4
Spore: General / Critics awards
« on: May 31, 2006, 09:12:14 pm »
Spore wins:
Best Original Game
Spore
(Maxis/Electronic Arts for PC)
With Spore, storied game designer Will Wright is taking “god” games to the Nth power, creating an original game that we expect will devour many hours peeling back its many layers. Wright didn’t stop with his ingenious game parameters that let you nurture your characters from amoebas into interstellar explorers. He takes the game online in a stealth mode that uploads other players' creations so that we can explore the strange new worlds and new civilizations that they create – without the hassle of actually dealing with them. As the guys on the TV ads for Guinness beer say, “Brilliant!”

Best PC Game
Spore
(Maxis/Electronic Arts for PC)
When Spore won Best PC Game last year, it was at least partly a vote of faith. With not much gameplay to go on yet, the Game Critics judge were nevertheless blown away by Will Wright's audaciously ambitious game design, which finds you evolving from single-celled organism to interplanetary space traveler. At this year's E3, Spore was much more "real"-- and, guess what? It wins again. Once again, no PC game at the show came close to matching Spore's originality, scope, and breadth of design. As Will Wright personally demo'ed the game--creating a creature, spawning, forming a society, building a city, venturing into space and beyond--you could hear audible gasps from the packed theater, as it became more and more clear that what was once just a cool idea is fast becoming an even cooler reality. Spore was *the* event for PC gamers this E3, and thus an easy call for Best PC Game.

Best Simulation Game
Spore
(Maxis/Electronic Arts for PC)
It’s just not fair. The other nominees in this category didn’t stand a chance against the most ambitious sim ever conceived. We refer to some games as virtual worlds - Spore makes that term seem hopelessly inadequate. Will Wright and his team at Maxis are creating a virtual universe that’s absolutely staggering in its scope. This year we got to see it in a lot more detail, and we got a much better sense of how it, like the Sims and Sim City before it, employs simple rules and procedures and intuitive tools and interfaces to create an amazing diversity of emergent play experiences.

*EDIT*  Here is the link to the Critic's Award 2006 winners page: http://www.gamecriticsawards.com/win.html

5
Spore: General / Black Holes
« on: May 11, 2006, 10:13:35 am »
Back in the old GDC presentation they hadn't done anything with black holes.  But in the E3 presentation Will mentioned they could be use for worm holes or something like that to reduce travel time.  What are people's opinions on this?

I like the idea of doing something with black holes.  Because most of the space games I played just completely ignored them.

6
I was browsing around and found this interview with Will Wright by wired magazine back in 1994. http://www.wired.com/wired/archive/2.01/wright.html?topic=&topic_set=  It shows that he already had the ideas for Spore and the Sims (which he calls "doll house" in the interview) 12 years ago.

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