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Metal Alex
8 May 2009, 03:45
However it was locked merely for not being T17 related, and that rule still applies for this thread.

Have a look at all the other threads in this section, though. (Not locked)

Only one is Team 17 related. And it's about somthing not even developed by them.

MtlAngelus
8 May 2009, 06:26
It's a whole different keg of beer to be discussing desktops than to be discussing a single videogame not made by T17.

robowurmz
8 May 2009, 07:49
And why is that? Those desktops aren't made by Team17 either.
Or how about General Video Game GABBIN'?
Almost none of the games being discussed in that thread are made by T17.
Formula 1 Thread, again, no T17 here, not even games.

Plasma
8 May 2009, 12:09
That point comes up a lot. Its a general rule that if a thread, regardless of its topic, is a good point for community conversation and involvement, it gets to stay.

Moreso, why exactly are you so eager to want to have a thread locked anyway? I mean, if it was filled with spam or insults, then sure, but there's nothing wrong with this thread. At least wasn't until this whole conversation. Seems awfully... personal to me.

MtlAngelus
8 May 2009, 13:50
That point comes up a lot. Its a general rule that if a thread, regardless of its topic, is a good point for community conversation and involvement, it gets to stay.

Moreso, why exactly are you so eager to want to have a thread locked anyway? I mean, if it was filled with spam or insults, then sure, but there's nothing wrong with this thread. At least wasn't until this whole conversation. Seems awfully... personal to me.

I don't, I just found Oft's pledge to stop arguing for fear of this thread being locked overly ridiculous and decided to point out there are other, better reasons to lock this thread.

Metal Alex
8 May 2009, 15:34
I don't, I just found Oft's pledge to stop arguing for fear of this thread being locked overly ridiculous and decided to point out there are other, better reasons to lock this thread.

No problem on that, but in my humble opinion, what this forum doesn't need is even less activity.

MtlAngelus
8 May 2009, 23:10
No problem on that, but in my humble opinion, what this forum doesn't need is even less activity.

This thread only gets used by two people with occasional cameos of you or kelster. Or me trolling. It'd hardly hinder the activity of this forum if it gets removed.

*Splinter*
8 May 2009, 23:43
This thread only gets used by two people with occasional cameos of you or kelster. Or me trolling. It'd hardly hinder the activity of this forum if it gets removed.

Its one of about three threads still in use though

MtlAngelus
9 May 2009, 00:48
Its one of about three threads still in use though

By two people only.

Metal Alex
9 May 2009, 02:54
By two people only.

With that you only keep showing us how inactive the forum is :p

MtlAngelus
9 May 2009, 03:00
With that you only keep showing us how inactive the forum is :p
And how this thread makes no difference to the amount of activity this forum has. I know the forum is inactive. I haven't said otherwise. You people have a serious inability to see the point. SEE THE POINT.

LOOK, HERE IS THE POINT!

POINT!

>>POINT<<

There, you can't miss it...


...or can you?

Metal Alex
9 May 2009, 03:57
And how this thread makes no difference to the amount of activity this forum has. I know the forum is inactive. I haven't said otherwise. You people have a serious inability to see the point. SEE THE POINT.

LOOK, HERE IS THE POINT!

POINT!

>>POINT<<

There, you can't miss it...


...or can you?

I never missed yours. I'm just saying that disabling the activity even more won't work out much. Not like you have to get angry over it or anything. Get more stuff to talk about, and ok, kill this thread, or whatever. But let the guys talk here. Maybe more people comes if they see people and they make worthy threads or something.

The forum is DEAD. Killing a thread won't make any difference. In fact, I can't see how so many threads are killed like this.

MtlAngelus
9 May 2009, 05:37
I don't want it closed. I was just making a point there.

But really this thread is absolutely irrelevant to the activity on the forum. Getting rid of it will not hinder it, nor will keeping it increase the amount of activity on this forum, so that's not a good argument on it's favor.

Metal Alex
9 May 2009, 05:51
I don't want it closed. I was just making a point there.

But really this thread is absolutely irrelevant to the activity on the forum. Getting rid of it will not hinder it, nor will keeping it increase the amount of activity on this forum, so that's not a good argument on it's favor.

Ah.

I guess I looked it from the wrong side, I guess. But nontheless, it's not that important at all if it gets closed or not...

Why are we arguing, again?

MtlAngelus
9 May 2009, 06:00
Ah.

I guess I looked it from the wrong side, I guess. But nontheless, it's not that important at all if it gets closed or not...

Why are we arguing, again?

Because we are bored, Pinky.

Oft99
9 May 2009, 10:40
I'd at least wait until Spore Galactic Adventures releases to see what happens before you make too many conclusions about this thread.

robowurmz
9 May 2009, 11:48
Shall we get back on topic after MtlAngelus and MetalAlex's conversation?

Metal Alex
9 May 2009, 13:57
Because we are bored, Pinky.

*High Five*

MtlAngelus
9 May 2009, 20:12
i'd at least wait until spore galactic adventures releases to see what happens before you make too many conclusions about this thread.
no .
shall we get back on topic after mtlangelus and metalalex's conversation?
no .

Oft99
9 May 2009, 21:57
no .

no .

Ok, now you just sound like you are TRYING to get this thread closed, and I can't help but find that slightly inconsiderate.

Ok, here's another way of putting it.
You said it yourself; "this thread is absolutely irrelevant to the activity on the forum. Getting rid of it will not hinder it, nor will keeping it increase the amount of activity on this forum" so why get rid of it if it will have no effect on anything either way?

I personally think this argument isn't going to go anywhere, if not down a spam hole.

MtlAngelus
11 May 2009, 10:00
It's not gonna get locked, stop complaining.

super_frea
13 May 2009, 01:23
Nice to see this place hasn't changed.

Oft99
18 May 2009, 19:37
Maxis have recently organised a "Galactic Adventures Camp" event in which they invited ten or so of Spore's best creators from arround the world (Gryphon57, G3NJI, Shattari, Fotosythesis, Parkaboy and the like) to Maxis HQ where they all got a couple of days hands on with GA.
Sporedum is the place to go for information on that, where the attending creators have released plenty of information on GA, some of which is interesting, some of which is exciting, some of which is relieving (especially for creators like me who have been planning alot for GA) and very little of which is dissapointing.
Here's a link to all GA camp related articles on Sporedum. Those who are interested in GA should read as much of this stuff as they can. (http://sporedum.net/2009/05/17/the-galactic-adventures-camp-at-maxis/)

Here are the main assorted quotes and highlights from the articles (and even here there's alot):


First of all, it will change everything. Though it will operate within the standard Spore game, it really shines on its own. There was a general consensus that the game packed far more than any of us had anticipated.

One of the concerns about the pack revolved around the learning curve. Yes, it can be a bit steep, especially when compared to the standard Spore game.
There is just so much you can do, and there is no easy way to explain every detail all at once. Learning the options and commands takes time.

- Collision detection on buildings is pretty good, but not perfect. If you resize the building to it`s maximum size, a slight clipping may occur (the creatures may enter a couple of feet into the walls). You can use invisible “gate” objects to block the passage of the creatures. I did that with my Bauder Dome so the hero wouldn’t fly through what was supposed to be “glass”.

- Interiors work very well, but you may want to create big rooms, so the camera doesn`t go too crazy. You may also want to make it modular, since you can use TONS of buildings (you can use up to 5 pages of ten creations of each kind – creatures, buildings, vehicles)

- you can “disguise” gameplay objects such as keys, gates or crates as any creation you want. You don`t have to worry much about the creation size. Let`s say you have the Empire State Building. You can use it as a building, and then resize it from house-size to skyscraper-size, or you can disguise a key as it, and it will range from key-size to, let`s say, a guitar-size. The size range depends on the kind of object.

- You can create pretty complex stuff with the right combination of goals, the “behaviors” of creations on different acts, gameplay objects, and even the advanced ai control.


- You know how you can make a cool creature in a couple of minutes, but you can also spend a couple of hours making a detailed one? Well, you can make a cool adventure in 2 days, but you`ll need at least a couple of weeks to get a perfect one that fills the complexity meter! That’s because you’ll want to play with the “effects” to make your adventure look beautiful. There are many lighting effects, spider webs, explosions, and even a waterfall.

Captain editor is cool, all the new parts are pretty well detailed, I’m still lukewarm about the fact that now all outfit pieces stack (meaning that things like patterns and using two pieces one inside the other to create a different look are no longer going to be possible) but the devs promised to look into toggling the stacking on and off.

One great new feature tho is that you can now sink some of the captain parts inside the base which allows you to place a helm piece for example actually on the head versus it sitting like a hump on top. And…. gosh… I’m sure I’m missing a ton of stuff. There is lineage now… meaning the original creator of a post GA released creation/mission will always be displayed, and the most recent person who edited the creation/mission will come after, and last the person whose the current edit belongs to.

Complexity isnt an issue at all. I don’t think anyone managed to max it. The terrain editor and mission editors have separate meters that arent connected, and you can do A LOT with both editors. In fact, to do some very precise things with the terrain (like manually adjust trees and rocks) you need to use the mission editor, load stuff up as props, and then pinpoint their position.

And that didn’t feel taxing at all. The mission I worked on had 3 acts, one of which included a battle between two armies, each with spaceships, vehicles, units, AND a bunch of sound and visual effects (love how spaceships shoot lasers btw, and that laser rain effect is insane). All in all I ended up mid complexity. And from this point on, there is really just cosmetic stuff to do, like work on triggers, add some props, make some edits to creatures to better fit their roles etc. Really not an issue, I know Foto barely hit mid complexity with his too.

Yea, even the guys at Maxis said it took them a week or two to make some of the adventures they have. And I believe it, they had a bunch that were max complexity. Also kudos to Maxis for all the pre-made props, really good job, way better than the pre made in game stuff they have.

One very cool thing about missions rating btw is that you can do it from in game and only after you have completed the mission. So you can’t easily mass up or downrate. And rightfully so, since missions are extreeeemely time consuming to make.

There were three levels of complexity that could be worked with. When a character is placed in the editor, it starts off with a part-based-basic AI. The next level allows you to make it generally aggressive, friendly, etc. The advanced AI editor (that I only really scratched the surface of) allows you to add conditions to AI behavior (Run away when attacked, or drop banana when befriended).

Speaking of plants you could randomize them from here, you have a slide to choose the density and you can load up the ones you want but I found that for the most part Id rather load up plants as props because that lets you do some very precise placement, while the slider in the terra editor is quite unpredictable.

If you choose to use it tho, you can make plants flower and also you can use a tool call plant remover or something like that that will ensure no plant is present in its radius. You can adjust humidity which will effect sky color and visibility, and you can also adjust temperature and water level.

One can make the planet any colour or combination of colours using a spectrum colouring tool. The colour changes based on the height or depth of valleys and mountains etc that you can manipulate using the terraform tools.

you can do things in whatever order you desire. You can select a planet from a large selection and go from there, choosing to terraform and change colours or just use that planet as is. There is a good choice of plants to draw from,A large amount of pre-made objects to draw from…very nice objects…great props pre-made by maxis. There are objects such as keys and fences, health kits , teleporter plates, granaides , mines…it goes on and on. Keys and other things can be visually edited. Example..you need a white key to pass the white gate…but you can edit the key to look like say…someones head, or a club or a donut or banana or whatever you like. The gates can be set to invisible so you could not pass an area..but you can’t see the gate.

Special effects can be added to your game. Everything from fire, northern/southern lights, storm clouds and lightning to water falls…yes, actual falling water effect…place it on a fountain or make a large rock outcrop …you can enlarge or shrink all these effects…right to dappled sunlight on your dark forest to emphasize a chest or item you want the person to find. Then there are sound effects..everything from an orchestra blaring out action or horror movie music to evil whispering sounds to drop into your scary dark forest. You can set the music to play in a specific area…or a creak as someone walks over a rickety bridge. Set the ambiance to whatever you want and grow or shrink the area it will affect…it shows the sound waves and what areas its affecting.

My advice for now is: don’t make many plans involving spaceships and vehicles, other than using them on the giant battles. They don’t have advanced AIs, so they can’t do half the stuff that creatures can.

I think you can have up to 50 of each kind of creation. I’m not entirely sure about this limit, I just noticed when Ceece hit the cap of creatures on her adventure. But even if you disguise a gameplay object as a building, it should still count as an object, not a building.

You can elarge buildings a lot.

I’m not sure if what Sattari proposes would be possible, because if you disguise “holdable” objects as buildings or vehicles, then their resize limits are changed to the proportions of the keys, grenades and stuff.

missions won’t be automatically pollinated. You’ll only download automatically missions from your buddies and the sporecasts you subscribed. That’s because mission files are a bit bigger than the normal creations, so that way the came won’t crash trying to download a bunch of things that may not even be wanted on your game.

you can have up to four screenshots of it in the preview screen of the sporepedia, so people can have a feel for it and choose if they want to play it.

the preview window is now in Full resolution, so you can see all the textures on stuff without having to go into the editor. I like that there will be an “Original Creator” stamp forever on the things that are made after GA comes out.

Alien King
22 May 2009, 20:26
So hold on, they hype and release a game.
They then release an expansion thingy that's supposed to be what they promised of the original game but failed to deliver.

And they're going to charge you for this?

Plasma
23 May 2009, 14:25
They then release an expansion thingy that's supposed to be what they promised of the original game but failed to deliver.
AFAIK, they never mentioned anything of a mission editor before the game was released. Either I missed a fair few reports on it, or you're surfing the mis-informed hype backlash.

Oft99
23 May 2009, 14:37
AFAIK, they never mentioned anything of a mission editor before the game was released.

True. However, the main effect that Galactic Adventures will have which people say the original Spore should of had is that GA will truly give players a reason to make their creations and give a use and functionality for all of them.

SupSuper
23 May 2009, 15:58
I doubt it, the only thing GA gives you is the ability to make minigames with rankings with barely any bearing on the game so that you can even play them independently. Which is, you know, pretty much like every other phase.

Oft99
23 May 2009, 18:02
I doubt it, the only thing GA gives you is the ability to make minigames with rankings with barely any bearing on the game so that you can even play them independently. Which is, you know, pretty much like every other phase.

It is true (and kind of crap) that the missions and a player's avatar captain has little impact on the boredom of the rest of the Spore game.
Although player made missions are technically minigames, the implications of them and of the creations used to make them are not. You could do with actually researching on the game more and thinking about it's possibilities that have already been presented before you make a conclusion like that. Alternately, wait until the game releases and see what kind of crazy stuff the sporepedia community will come up with in the long run.

Alien King
23 May 2009, 20:49
AFAIK, they never mentioned anything of a mission editor before the game was released. Either I missed a fair few reports on it, or you're surfing the mis-informed hype backlash.

No, but Spore was extremelely hollow despite their promises and here we are, faced with a new load of promises.

Plasma
23 May 2009, 21:01
No, but Spore was extremelely hollow despite their promises and here we are, faced with a new load of promises.
There's a difference though. All the promises hyped on for vanilla Spore were based on plans and presentations several years old, that either didn't work out in practice (such as integrated ecosystems) or turned out to be impossible to fully implement (such as creature balance), while the reports on parts of the game that couldn't work were largely ignored (well, "Spore won't have water stage" doesn't exactly make worthwhile news). The media produced for GA is far newer, so I have much more faith that they'll actually pan out as planned.

Oft99
23 May 2009, 22:19
There's a difference though. All the promises hyped on for vanilla Spore were based on plans and presentations several years old, that either didn't work out in practice (such as integrated ecosystems) or turned out to be impossible to fully implement (such as creature balance), while the reports on parts of the game that couldn't work were largely ignored (well, "Spore won't have water stage" doesn't exactly make worthwhile news). The media produced for GA is far newer, so I have much more faith that they'll actually pan out as planned.

I definately think that Maxis learned a lesson there of not being too vague. Now that the development of GA is in it's final stages and so much hands-on information from external sources has been released about it, the people who take care to research on games like this before they release mostly know what sort of game they will be getting come the 26th of June.

SupSuper
3 Jun 2009, 23:55
While randomly googling I found out someone posted a thread (http://translate.google.com/translate?prev=hp&js=n&u=http%3A%2F%2Fforums.portugal.ea.com%2Ft%2F83.asp x&sl=pt&tl=en&history_state0=) about my first creature. It really seems to bring the portuguese out of the woodwork. :p

MtlAngelus
4 Jun 2009, 03:39
"You are very cute, congratulations!"??!?!? O_o

SupSuper
4 Jun 2009, 13:23
"You are very cute, congratulations!"??!?!? O_oI thought that was common knowledge. :p

It's actually "It is very cute, congratulations!"

Oft99
4 Jun 2009, 17:53
While randomly googling I found out someone posted a thread (http://translate.google.com/translate?prev=hp&js=n&u=http%3A%2F%2Fforums.portugal.ea.com%2Ft%2F83.asp x&sl=pt&tl=en&history_state0=) about my first creature. It really seems to bring the portuguese out of the woodwork. :p

Well... ... that made my day.
I had no idea you were so popular, SupSuper!

Oft99
18 Jun 2009, 21:45
Random thingy: I just got the Rising Star achievement... without trying. :D

Oft99
22 Jun 2009, 20:01
A guy on Sporedum got the Galactic Adentures game early from his local store and has given a quick, at-a-glance review of the game with it's pros and cons. The more casual Spore players that haven't been following the developement of Galactic Adventures could do with reading this to help them decide whether to bother buying it or not (remember, this hardly covers everything).

"Between yesterday and today, I’ve spent about 12 hours playing GA. I’d like to offer as an impartial review as I can. This message does contain some minor spoilers about certain missions, so read at your own risk.

It will help to know that there are two types of adventures. Space-Game based, where you receive them while playing a saved game, and Quick-play. The reason I’m bringing this up, is because many of the Maxis-bundled missions are not available in the Space Game, as they have “set” captains and only function in the Quick-play mode.

My Captain is Rank 4 (or 5, can’t remember), I’ve played through a bunch of Space-based adventures, and several Quick-Play only. I’ve also finished the “Adventure Town” which unlocks the editor, and have started constructing my first mission.

To keep this a quick-read, I’ll just pro, con, and “on the fence” the highlights I’ve noticed.

Pros
- There is a “Captain Rank” system which ties into the game. As you gain points through it, you get better and better gear, just like new parts for a creature in the creature phase.
- There are 7 “types” of Captain parts, with four parts per type. If you unlock all the parts in a particular row of a type, your Spaceship gets a new Archetype ability!
- Each mission performance is tracked online! You can compare or compete with other people for the top spot on how a mission is done.
- The missions in the Space-Game are offered just like a standard pre-GA mission. There’s no special interface or anything you have to do to get them.
- The quantity of items for purchase from empires has been increased. For example: You no longer have to travel to ten systems to buy ten AoE Repairs. It varies per item (some are still qty: one tho).
- Yes, you can enter buildings in Adventures. This leaves a lot of options open (like ship-to Ship combat).
- There are a ton of new achievements (at least 25).
- The Pre-made Maxis missions are pretty good. There is even a Grox mission (well… calling them Neo-Grox would be more appropriate).
- Much like the Creature Creator, the Adventure Editor is very intuitive. It’s really easy to get a basic Mission put together.
- Missions are not always “kill, kill, kill”. Nor do they have to be.
- It LOOKS like the Graphics Freeze problem I was experiencing is cleaned up. I believe the game also runs a cleanup on your user ‘package’ files, which could fix a lot of problems.

Cons
- The load times are pretty bad in GA. Especially if you are playing a newly downloaded mission. I have a Core i7965, 12GB of RAM, a 1TB HDD, and a GTX295 video card, and new missions take over 3 minutes to load up.
- The mission assignments in the Space Stage are somewhat random. You don’t always get an Adventure. You sometimes get an “old” Spaceship based mission (like retrieve a plant). If you are looking to only play Adventures, you are going to either make empires mad declining these older missions, or reload saves.
- The adventures will repeat in Space-Based play. And you get no “captain points” for doing them again. This is really not good, because early on, we are going to have to wait for people create new missions to level up our captain, or build our own missions to proceed (what I’m doing).
- Adventure Planets cannot be interacted with, period, except to try the mission again. This leaves your galaxy filled up with old adventures.
- Maxis did nothing with regard to the Hologram Scout, or non-adventure planet interactions.
- The controls for your creature in an adventure are clumsy. Just turning around can be a problem at times.

“On the Fence”
- Missions are offered by other alien empires only except for the initial tutorial. This means if you have a large empire with no bordering empires, you will have to go to your border areas to pick-up missions. If you ever take over the Galaxy, your adventuring is done.
- Adventures are win-lose. There are no multi-outcome missions. This means the diplomatic-only missions are pretty much a jog-fest.
- The terrain tools in the Adventure Editor are a bit cumbersome to use.
- The collision on certain objects is a bit “loose”. You can scale up certain walls for example. It’s not horrible, but it’s not edge on.
- Creature Pathing is a challenge to iron out in the editor. It’s a big reason my first adventure wasn’t done last night.
- Everything is kind of bathed in silly swanky music and disco references. It’s a bit over the top. Does my evil captain really have to moon-walk or Saturday-Night-Fever when he kills all the good guys? (admittedly, this is a purely personal comment)

Summary
The level of game play creation is a great innovation. The Adventure Editor is great. The updates to the core game are good. The new “captain” system and online tracking is cool.

But the basic complaints of the original Space Stage weren’t addressed (which were thin game play because of no real strategic control, no fleet actions, and no beaming down to original planets). All these issues are still there, but we have the Adventure planets now as a distraction. Granted, its a fun, creative distraction, but a distraction none-the-less.

Overall, if you are a Spore addict, its a 9 out of 10 and a must-buy. If you aren’t, its a 7.5, but fun enough to be worth the $30."

Plasma
22 Jun 2009, 21:20
But the basic complaints of the original Space Stage weren’t addressed (which were thin game play because of no real strategic control, no fleet actions, and no beaming down to original planets). All these issues are still there
Key point: it was never meant to be an expansion the way normal expansions are done, by adding more content and fixing some major issues. Its more like a spinoff-expansion.

Oft99
22 Jun 2009, 21:43
Key point: it was never meant to be an expansion the way normal expansions are done, by adding more content and fixing some major issues. Its more like a spinoff-expansion.

Exactly, expcept it's a really big spinoff expansion which pratically adds a whole new dimension to the gameplay for the online creating community.

EDIT: A new patch is available for download in the Spore game which preps it up for the release of Galactic Adventures. However, there is no information on websites anywhere that I can find about this patch.

These are the features of it that I have noticed at-a-glance so far, I'd be interested to know if there are any more...

- The main new feature is that fact that the 3D preview you can get of a creation in the in-game sporepedia now has high-res textures like in the editor instead of the weird low-res ones they had for some reason before. Now you can admire buildings and vehicles in all their sexyness without firing them up in the editor. However, the textures on items of clothing on creatures are still a bit fuzzy as usual.

- The camera view of the galaxy spins in a different way when you open up the "Create" tab in the main menu.

- There are new graphics in editors for parts lit up in red in the selection pallette because you cannot afford them (for DNA or complexity reasons).

- Alot of planet and city names in the Spore single-player game have been replaced with the name "BAD_DATA". There appears to be no other problems with how they function though from the little I have investigated about them.

- The small "sort by" buttons in the in-game sporepedia have moved to be just under the other creation type filter buttons. You can now sort "Time Downloaded" in ascending or descending order for no apparant reason at all.

I'd make a guess that the "Gaprop" tag now functions.

EDIT2: Ah, the patch notes are out now:

- Buildings have high quality textures in the game like they do in the Editor, if display settings are on High.

- Fixes occasional corrupted backgrounds on Sporepedia Cards.

- Includes ongoing improvements in animation to be more responsive to weapons placed anywhere on a Creature's body.

- Increases the number of "charges" of Space Tools Player can purchase in a single transaction.

- Increases the range and damage for turrets defending against enemy spacecraft

- Enables Player to reach all Grox worlds

- Fixes a bug with the Terraform Tutorial Mission not being complete-able for all planet T-Scores by giving four basic tools to change score in any direction.

- Improves general performance across the entire game

- Improved searching in Sporepedia

- Allows download of creations from website directly to game

- YouTube movies publish as private

EDIT3: Whoop, looks like downloading the new patch before installing GA was a bad idea. (http://sporedum.net/2009/06/23/hold-on-with-downloading-that-patch/)
The third one down in the comments talks about a problem which may occur but also how to fix it.

Oft99
24 Jun 2009, 13:17
Now that Galactic Adventures has released in America, reviews are all out for it and you can read alot of them at Sporedum.
The scores that it gets are often in the "pretty good but not fantastic" range, between 7/10 and 8/10 basicly.

Here is muy rendition of the opinions generally shared by the reviews:
The game is not so much an expansion but more a new game in itself, mostly seperate to the rest of the Spore game other than in it's space stage (which one could argue is a bad thing).
Most reviews regard the gameplay of the missions as generally quite fun and acknowledge the missions made by the writers of Robot Chicken as a highlight. However, the mission gameplay and the acompanying RPG-like elements of the evolution of your avatar captain may lack depth to some more expierienced players in a similar way to how the rest of Spore did.
The controls for your captain are OK but occasionally annoying; sometimes merely turning your captain arround can be challenging. The game's camera can be annoying as well, sometimes getting stuck behind objects. Although the camera can be quickly adjusted with the mouse at all times, you often have to do this a little too often.
All reviews so far say surpisingly little about the adventure creator but all say that it is a powerfull tool and alot of the quality of the gameplay will revolve arround how well the online community can use it (which I bet will be very well, considering the many amazing designs and concepts that people have made with the other editors).

Plasma
26 Jun 2009, 22:55
Got GA this morning. And I must say, it is pretty damn awesome! Its actually far easier to use than I expected!




I don't really have anything else to say though.

Oft99
26 Jun 2009, 23:46
I haven't recieved GA yet so watch this space and hurry up for heaven's sake, Amazon.

On completely unrelated note, may I also say to Plasma that I am currenty and frequently reading your Let's Play Pokémon Platinum over at the Awkward Zombie forums and I am finding it rather entertaining. I am even quoting it in my sig on this forum, you may have noticed

MtlAngelus
27 Jun 2009, 00:47
I think someone's in love...

;)

Plasma
27 Jun 2009, 01:33
Actually, now that I've played it a bit more, I do have something to say:
1: Missions take quite some time to make. A very detailed one can take a few hours to finish.
2: You can define specifics of things, such as health, damage induced, speed, range of view, AI (5 basic types, and 5 movement functions), and respawn wait limit (if any).
3: You only get 10 types of each class of unit: 10 types of creatures, 10 types of buildings, 10 of vehicles, 10 of effects, etc etc. You can put down as many stuff of those as you want though. Oh, and the fauna works as before: up to 9 types, randomly distributed. But you
4: Terrain editing is... rather well done. But to note: mountains raise the land level relative to the ground, making them not good for walking on but good for scenery and hills replace the ground level, making them much better for walking on.
5: The end result is VERY good, if you do take the time! It might get some mission-making practice to figure out the best combination of enemy health and statistics though.

6: I'm also rather ashamed of myself that I somehow managed to die on the introduction mission. There wasn't even any enemies in it!


As for me, I'm currently making a Palisinas vs Mecharia mission for a start. Its only a small one, so I should be finished tomorrow.

Oft99
27 Jun 2009, 16:14
3: You only get 10 types of each class of unit: 10 types of creatures, 10 types of buildings, 10 of vehicles, 10 of effects, etc etc. You can put down as many stuff of those as you want though. Oh, and the fauna works as before: up to 9 types, randomly distributed. But you


I think when you fill up the 10 slots it makes a new page. I am sure of this because I have read on Sporedum that you can have as many as 50 of each type of creation.

Plasma
27 Jun 2009, 21:44
Well I'm finished my first adventure anyway. Its quite a... well, adventure. It can be divided into three parts.
First, a defend-the-base part that's, to be frank, too easy.
Next, a destroy-the-enemy-base part that's too painstakingly long.
Finally, a boss fight that, like all boss fights, is over too quickly.
So yeah, I plan on major tweaking later on. But for a first creation, I thought its a pretty good start!

http://ll-601.ea.com/spore/static/thumb/500/379/601/500379601972.png

Don'cha just love PNG save files?

Oft99
27 Jun 2009, 22:36
Well I'm finished my first adventure anyway. Its quite a... well, adventure. It can be divided into three parts.
First, a defend-the-base part that's, to be frank, too easy.
Next, a destroy-the-enemy-base part that's too painstakingly long.
Finally, a boss fight that, like all boss fights, is over too quickly.
So yeah, I plan on major tweaking later on. But for a first creation, I thought its a pretty good start!

http://ll-601.ea.com/spore/static/thumb/500/379/601/500379601972.png

Don'cha just love PNG save files?

Sounds good for a first try.
The first mission I am making as we speak is not actually a mission. It's a large explorable "museum" planet. More on that later though.
And you can definately have more than 10 of each type of creation for selection, for every ten slots you fill up it just makes a new page.

Plasma
27 Jun 2009, 23:58
I fixed it up properly this time, and made it a choose-your-Hero adventure. Unfortunately, this also means it'll require quite a captain to be able to play, since its a battle adventure.

Plasma
22 Jul 2009, 11:55
Well, the thread's pretty much dead now, since I'm the only one playing regularly now. But if anyone is still interested, Patch 5 just came out. And its actually quite a large one!
Among the smaller details and bug fixes, it also finally allows for asymmetry in creatures and vehicles (hold down A to take only one part away; press Ctrl+F to flip parts), creation lineage is now active for all creations (in other words, if a creation was based on another, it'll show the previous author(s)), planetary disasters in space have been once again reduced, the number of trade routes allowed has been upped, its now possible to move on top of vehicles in GA (that was always annoying, previously you just slipped off), and its now possible to export creature models into Maya!

Shadowmoon
22 Jul 2009, 12:16
I'm the only one playing regularly now

Because the game isn't all it was cracked up to be?

Plasma
22 Jul 2009, 20:38
Because the game isn't all it was cracked up to be?
I'd be more inclined to say that the game being nearly a year old might have something more to do with it.

MtlAngelus
22 Jul 2009, 22:41
I'd be more inclined to say that the game being nearly a year old might have something more to do with it.
I stopped playing after two weeks of owning the game.

Oft99
22 Jul 2009, 23:24
I do kind of agree that the bulk of the game of Spore simply didn't turn out to be what it was meant to be (or at least what people think it was meant to be) however, I still find it a fun game. It does depend alot on how you play it and what parts of it you play it for. For example, whenever I play Spore nowadays, I practically don't touch the main game where you evolve your creature etc. I only play Spore for creating things and seeing what my buddies create now, generally holding up my presence in the creating community. I also play GA adventures, of course.

I had no idea about the new patch but it looks awesome form Plasma's description. I'm glad that they finally sorted out asymmetry in the game.

super_frea
29 Jul 2009, 10:37
I'd be more inclined to say that the game being nearly a year old might have something more to do with it.

No, I think Shadowmoon hit the nail on the head there.

Metal Alex
29 Jul 2009, 13:02
The game is interesting if you like to create stuff, but the gameplay is what's all wrong, though.

Lately, before forgetting about it, I only was on the editor, and not too much time, anyways, only when I had a good idea to make.

Oft99
29 Jul 2009, 14:36
The game is interesting if you like to create stuff, but the gameplay is what's all wrong, though.


Pretty much my exact thoughts.
I like to create stuff, that's why I find Spore fun. If you don't like to create stuff however, then you won't find Spore fun (well, not for very long anyway), I guess it's that simple.