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Messages - $kelet0r

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31
Spore: General / Re: Spore Wiki
« on: March 28, 2006, 03:48:19 am »
It's a shame/almost a disgrace that just one forum that isnt even a Spore community has a virtual monopoly over information on this game :(

32
Spore: General / Re: Massive Soloplayer?
« on: March 27, 2006, 11:36:25 am »
well the topic is still debatable
if EA/Maxis make a commitment to the community to release an SDK, then a multiplayer game modification will follow - they are often alot easier work wise not in terms of skill or talent to create than singleplayer
there's little or no AI to worry about, there's no need for triggers and many scripts and best of alll it can all be done on one level without the need to constantly load new ones
It is conditional though on Maxis - an SDK is a necessity for this to become a reality

33
Spore: General / Re: Massive Soloplayer?
« on: March 27, 2006, 11:05:19 am »
well oblivion at the moment is the greatest game du jour and it is entirely singleplayer - a Massively Singleplayer Role Play Game in the same mould as spore
in fact games lacking singleplayer fail as a rule - the multiplayer may be superior but as a rule it must enhance the core singleplayer product first

34
Spore: General / Re: Massive Soloplayer?
« on: March 27, 2006, 10:53:23 am »
if an SDK is released expect a mod to satiate that desire
my only reservation is that while many adults are very excited about this game, the make up of this forum for example seems sooo young - meaning few modifications of the game because of the casual gaming nature of the fanbase and the lack of experience :(

35
Spore: General / Re: Regarding the Release Date
« on: March 27, 2006, 10:41:21 am »
Not really
e3 will probably flood information and media and then Maxis will go quiet for months to heighten the expectation exponentially
then just before the release date, information will reappear and build to a crescendo with the release of the game
tactics my friend, marketing tactics - simple and very effective

36
Spore: General / Re: Pollination curiosity
« on: March 27, 2006, 04:05:55 am »
Ugggh... that sorta suggests that the people who have lots of buddies will have their creatures used more often and this will be reflected in their statistics and thus in the general pollination system.  Does this sound right?
it's not a competition  :D
if you really feel the need to get some recognition just post your creature on a forum like 1000s of others and offer them for download

37
Spore: General / Re: "History of Your Creature"
« on: March 26, 2006, 03:44:40 am »
hmm i can see that as a stop gap solution - however if the script created a NPC creature to counter a database downloaded hacked abilities creature - then you would be completely locked out of the game all together
although it would be one hell of an interesting experiment to observe, it would mean starting afresh/deleting large chunks of content  :-[

38
Spore: General / Re: Church of Spore
« on: March 26, 2006, 03:41:15 am »
oooh fake real looking sites
i'm there!  ;D

39
Spore: General / Re: "History of Your Creature"
« on: March 26, 2006, 03:01:34 am »
if the game works like gta then it will know when cheats were used and it probably won't upload any of the creatures created with cheats :)
not by using cheats necessarily but by altering the game files/data - anyone with some game making/modding experience could do it

40
Spore: General / Re: "History of Your Creature"
« on: March 26, 2006, 02:48:18 am »
i can see problems arising from that though - how long would it take to assemble the ultimate creature by cheating and then uploading it into the spore database and ruining everyone elses' game by bing far too powerful to beat fairly :(
difficult to prevent

41
It won't happen - if it did I simply wouldnt buy spore
Installing Starforce would mean my Daemon tools would not work, I wouldnt be able to play a multitude of my favourite games that I have made backups of as is my legal right as an EU citizen and it would destroy my DVD drive in weeks by constantly slow running the drive every 5 seconds  >:(

42
Spore: General / Re: Sporabee Game
« on: March 26, 2006, 02:41:45 am »
why are you not streaming them?

43
Spore: General / Re: Import and Export
« on: March 26, 2006, 02:39:36 am »
That is interesting  - missed that myself
3dsmax here i come  ;)

44
Spore: General / Re: Solo Creature Actions / Advanced Editor
« on: March 26, 2006, 02:38:28 am »
I think a better question is 'team creature actions'.

I hope creatures can:

stalk
team hunt
ambush hunt (ie. strategy)
play (with each other and with their kill)
steal kills from other animals
kill each other (meaning, not your own characters but pc controlled creatures)

This is what i'd love to see - especially if the AI reaches a complex enough stage
the random nature of game AI kicking in and suprising us time and time again
I really don't care if I die ingame if a NPC creature randomly decides to go around stealing eggs if its own were eaten or if a NPC cell suddenly goes reproduction mad and takes over a planet
The beta version of Oblivion sounded so unbelievably awesome
Quote
Radiant A.I.

Oblivion boasts a new artificial intelligence system, fully developed in house by Bethesda, codenamed 'Radiant AI'. It is a major source of excitement for many of the fans of the series as it aims to counter what was believed to be one of the major flaws of the previous installment (The Elder Scrolls III: Morrowind): the lack of 'life' of the NPCs in the game. Radiant AI gives every NPC a set of 'needs' (such as hunger) that they will need to fulfill, thus creating a more lifelike world.

Radiant AI works by giving NPCs a list of goals. Nothing else is scripted. They must decide how to achieve these goals by themselves based on their individual statistics. A hungry NPC might compare his current gold against his moral values to decide whether he will walk to a store and purchase food, or just steal it; a skilled archer can choose to hunt his own deer.

This has required massive testing, but has even greater long-term flexibility for future NPC AI as well as testing with PAC AI for further developments.

The following are examples of unexpected behavior discovered during early testing:

   1. One character was given a rake and the goal "rake leaves"; another was given a broom and the goal "sweep paths," and this worked smoothly. Then they swapped the items, so that the raker was given a broom and the sweeper was given the rake. In the end, one of them killed the other so he could get the proper item.
   2. Another test had an on-duty NPC guard become hungry. The guard went into the forest to hunt for food. The other guards also left to arrest the truant guard, leaving the town unprotected. The villager NPCs then looted all of the shops, due to the lack of law enforcement.
   3. In another test a minotaur was given a task of protecting a unicorn. However, the minotaur repeatedly tried to kill the unicorn because he was set to be an aggressive creature.
   4. In one Dark Brotherhood quest, the player can meet up with a shady merchant who sells skooma, an in-game drug. During testing, the NPC would be dead when the player got to him. The reason was that NPCs from the local skooma den were trying to get their fix, didn't have any money, and so were killing the merchant to get it.
   5. While testing to confirm that the physics models for a magical item known as the "Skull of Corruption," which creates an evil copy of the character/monster it is used on, were working properly, a tester dropped the item on the ground. An NPC immediately picked it up and used it on the player character, creating a copy of him that proceeded to kill every NPC in sight.

Bethesda has been hard at work to fix these issues, balancing an NPC's needs against his penchant for destruction so that the game world still functions in a usable fashion. To give you a clue as to the enormity of this technology, there will be over 1,000 NPCs not including other monsters.
Imagine that same type of AI in Spore - that would be a terrible thing actually, no one would play another game ever again  ;D

45
Spore: General / Re: "History of Your Creature"
« on: March 26, 2006, 02:32:59 am »
the possibilities of having a history is interesting alright
i'd love if it included the feature to roll back to a point in the creature's development and make different choices ingame
like in Black and White 2 where you could see what your actions caused by looking inside your creature's brain

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