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Messages - Glubags

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Spore: General / Re: All creation/evolution debate links here
« on: August 18, 2005, 02:31:21 am »
Well, this isn't a link, but human DNA and chimp DNA are 98.5% identical, which just about proves we've evolved from them.


That's terrible logic.  From the same premises, one could say that chimps evolved from us.  Either way, this isn't the case, and any evolutionist with a full deck knows that the question isn't whether or not humans evolved from chimps, but whether or not humans and chimps are linked to the same ancestors.

Everything Else / Re: Evolution yes/no
« on: August 15, 2005, 04:41:36 pm »
lemurbouy's first sentence pretty much sums up the post I was going to make.

Granite, I hope you stick around for the next year.  I'd love to play (and discuss the implications of) Spore with people like you in the community.

Everything Else / Re: Your Finest Hour
« on: August 15, 2005, 02:02:34 am »
Single player: This one is too hard to decide... fond memories of Chrono Trigger could be placed here, along with some great interactive fiction... but more recently, it was when I linked the first turns, the entire hilly S-turn section, and the enormous sweeping left hander on Apricot Hill in Gran Turismo 4 with the most beautiful drift I've ever completed.  No driving aids, DFP on 900 mode--it was probably one of the most difficult things I've ever done in a video game.

Multiplayer: Without a doubt, the days of Duke Nukem 3D and the editor simply named "Build" take the cake.  My friends and I would play LAN and modem games on custom maps I'd churn out every week... there's no replacing those nights.  Halo doesn't come close, Call of Duty doesn't come close, not even Battlefield comes close.  Those rounds of Duke Nukem team deathmatch cannot be topped.

*sigh*  :D

Perhaps Spore will give these moments a run for their money.

Spore: General / Re: SPONGES!!!
« on: August 14, 2005, 06:07:30 pm »
I notice that you seem to be dancing around my question. Is that because you don't have an answer?

Anyway, in case you conveniently missed it the first 2 times, here it is again. Why would you want to play as a sponge and what are the advantages to having sponges in the game?

Actually, I think it's you who missed my answer.  In case you conveniently did so, here it is again in caps:


That said, I do not want to play as a sponge, but I fully support those who do.

Either way, you've shown your ignorance enough.  Sponge engine?  Give me a break.

However, the devs on the Spore team will have to concentrate on sponges rather than making much more interesting aspects of the game. Would you rather see a sponge that just sits there, or would you like to see at least 10 more parts in the creature editor?

Wow.  Did you miss the entire part about algorithmic/procedural methods or did it fly over your head?  Seriously.

Spore: General / Re: How bored are you?
« on: August 14, 2005, 11:15:52 am »
SEVENTY page thesis?  Jesus.  You just killed my drive to pursue anything beyond a BA.

PC Games / Re: Zoo Tycoon
« on: August 14, 2005, 10:59:46 am »
I've got an entire zoo built around the Yeti.

Land of the Mother F'ing Yeti.

It's fun for a while, but there really isn't a whole lot to it.

Spore: General / Re: SPONGES!!!
« on: August 14, 2005, 10:48:11 am »
Some people enjoy diverse gameplay experiences as well as the knowledge that their sponge creature may fit beautifully within thousands of other players' worlds.

And I know what a sponge is by definition, obviously.  I was responding to your sarcasm:
I'm just saying that sitting around, doing nothing for a couple hours.... then maybe mating (which probably consists of doing more nothing) and then starting to do nothing with A BRAND NEW SPONGE! sounds exactly how I want my video game.

You see, this thread isn't about how you want to play--it's about the idea of sponge-like creatures in the game.  Besides, at this point, I don't think anyone in this thread particularly cares how you want to play.  And since you loathe sponges so, you seem like quite the masochist to return again and again to this thread.

Spore: General / Re: SPONGES!!!
« on: August 14, 2005, 10:27:46 am »
One and/or two things are happening here.

1. You've forgotten that the player is never forced to play as a sedentary filter feeder.
2. You're obtuse.

Spore: General / Re: SPONGES!!!
« on: August 14, 2005, 10:06:27 am »

Oh Jesus, that caught me off guard.  lmfao


Ok... now...

Who are you to say what's an acceptable addition and what's not?

...sponge engine, lmfao.

Spore: General / Re: Creatures You Don't Want To See
« on: August 14, 2005, 06:28:47 am »
Organ function is a direct result of the evolutionary path of the creature, and organ structure is a prerequisite for certain conditions.

For example, if you have a creature who evolves to reach the size of an elephant, it isn't going to have an inadequate heart.  It couldn't.  Otherwise, how could it have lived to reach that size?

It would be pointless for Spore to include this "internal organ management," as this is something that takes care of itself as the creature evolves.  The generation gap in Spore represents thousands and thousands of years, so if you're going to add a lot of bulk to the creature in the next generation, that represents that your creature gained a lot of bulk over thousands of years.  Of course the internal organs evolved to keep up.

Like krakow sam said before me, if they implement internal organs, and the player is required to alter them after altering his/her creature in order for it to live, the devs are simply presenting the player with a pointless choice.  There's no way for thousands of years and major exterior changes to occur without the insides doing the same, so you give the player control over the most aesthetic portion and the rest (internal organs in this case) automatically follows.  Internal organs are a non-issue.  I highly doubt you'll see them, brain aside.

It's early and I haven't yet slept so I'm not sure how well I'm articulating my point, so look at it this way.

Let's say you go into the building editor and create a reeeeaaaallllyy tall building.  You place it in your city, and it immediately crumbles to the ground.

Oops!  You didn't change the wood frame to steel, and your internal structural design was too weak to hold the building up in the first place!

No, no, no.  If you're going to make a massive building, it's going to stand.  It will simply be assumed that it's properly reinforced.  Otherwise you couldn't build it.

No internal organs.  No building internals.  No internals. No pointlessness.

Spore: General / Re: How bored are you?
« on: August 13, 2005, 10:04:27 pm »
None of the above.

I've watched it more than four times.  After the first two viewings alone, I showed the video to quite a few friends, every time watching it from beginning to end.  I've also watched it with my dad, and there's much to say about a video game that sparks the interest of a 59-year-old gun collector/outdoor enthusiast.

Spore: General / Re: not to be a downer but.......
« on: August 13, 2005, 08:35:08 pm »
The creatures in the demo have what appears to be strawberry cream.  :)

Spore: General / Re: not to be a downer but.......
« on: August 13, 2005, 07:45:17 pm »
He's asking if you could fuse one end of the spine to the other, creating a donut shape.  It might be possible, but from what I've seen with the creatures, I'm betting that the spine has to trail from the head.  Perhaps you could curve it back around and fuse the end of the spine to one of the vertebrae?

Spore: Creation Corner / Re: Visual creature concepts.
« on: August 13, 2005, 03:38:30 am »
First attempt at this; artpad trial and error is funny.

Happy plant life on a happy purple hazed planet.

Spore: General / Re: A thought about scale and object/creature creation
« on: August 13, 2005, 02:15:39 am »
After spotting something in the GDC video and searching the board for it, this is about the only suitable thread I can find.  Sorry for the old bump, but since I was unable to find any previous discussion about it, I think this will be pleasing news for at least two of you. ;D

One wouldn't want to waste currency on a very detailed building just to find that it's completely out of scale when you drop it in the city.  In response to this thread's conjecture, here is the tiny (albeit very reassuring) detail in the building editor that I noticed:

It's easy to see with the video enlarged and in motion, but there on the little tab sits your creature for a very easy scale comparison.

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