Post by timetraveler22 on Nov 29, 2015 1:03:30 GMT
Apart from the song, I have a real concern. When I made my creatures in Spore, the programmers were incredibly lazy. When it came to creating animals, their AI was cut and paste throughout? Ever wondered how awkward a rabbit is if it didn't hop? PLAY SPORE! You want to know what birds will do if the have wings but will never fly? PLAY SPORE! You want to know how annoying and stupid any player created Epic can be? PLAY SPORE. I might make this into a few threads to give different subjects about the AI problems with spore creatures and if you're going to change that in Thrive, but the one that is bugging me a lot was the movement.
Spore did not know how to feet. It was like all organisms were to walk on two legs, and if they weren't they would walk as awkwardly as they can. The walking was a canned animation that was coded to one cycle fits all creations so you couldn't change the size or speed of a creature or it would sort of make you realize how bad the game was. There wasn't any other walk cycle for different choices. Like if you wanted a creature that would bob it's head like a bird, or you wanted to hop, to give diversity, then you were straight out of luck.
Or the swimming styles. This kind of goes here since the only way to do this in Spore was the leg glitch. What made me mad, was if I made a planet for land, and still wanted creatures in the water, then there was a whole mess of problems like: They don't really swim, they can only go a certain speed, they don't interact at all with other creatures, ect. And when you play the "story mode" and you see the glitched creature chilling on land it was kinda funny.
Spore also was inconsiderate with herding or aggregating behaviors. It was infuriating dealing with paths. Whenever I saw the gallimimus scene in Jurassic Park, I wanted to recreate that. But to do that in Spore, it's very complicated. And most of the times, the creatures would glitch and you'd see in the distance an ocean of T-posed creatures sliding down the planet and it was very comical.
When it came to speed, I was always disappointed when slow, really wasn't all that slow. If I wanted to make a slow moving creature, like a cow, then slow would be reconsidered as a fast walking pace. It was even worse in Epics. Since the cycle was scaled along with size, it would distort everything and the legs seemed to flail constantly. I may also add that scaling was a nightmare since anything you wanted to created should've been the size between a rogue and an epic, then you'd be outta luck.
So basically what I'm asking to be considered is to add walking cycles: Like bipedal hopping, quadrapedal hopping, bird walking, galloping, trotting ect. and let the player choose what cycle he/she wants.
Make a generally better swimming cycle, I would like to see my lakes and oceans filled with believable swimming creatures.
Allow for complex aggregating behaviors(I can give examples and ideas to things like that)
Make the walking cycles' speed more realistic and flexible.
Allow the movements of an Epic or a giant creature better, and have a choice to scale a creature in between a rogue and an Epic.
Thanks to all who read this.
Spore did not know how to feet. It was like all organisms were to walk on two legs, and if they weren't they would walk as awkwardly as they can. The walking was a canned animation that was coded to one cycle fits all creations so you couldn't change the size or speed of a creature or it would sort of make you realize how bad the game was. There wasn't any other walk cycle for different choices. Like if you wanted a creature that would bob it's head like a bird, or you wanted to hop, to give diversity, then you were straight out of luck.
Or the swimming styles. This kind of goes here since the only way to do this in Spore was the leg glitch. What made me mad, was if I made a planet for land, and still wanted creatures in the water, then there was a whole mess of problems like: They don't really swim, they can only go a certain speed, they don't interact at all with other creatures, ect. And when you play the "story mode" and you see the glitched creature chilling on land it was kinda funny.
Spore also was inconsiderate with herding or aggregating behaviors. It was infuriating dealing with paths. Whenever I saw the gallimimus scene in Jurassic Park, I wanted to recreate that. But to do that in Spore, it's very complicated. And most of the times, the creatures would glitch and you'd see in the distance an ocean of T-posed creatures sliding down the planet and it was very comical.
When it came to speed, I was always disappointed when slow, really wasn't all that slow. If I wanted to make a slow moving creature, like a cow, then slow would be reconsidered as a fast walking pace. It was even worse in Epics. Since the cycle was scaled along with size, it would distort everything and the legs seemed to flail constantly. I may also add that scaling was a nightmare since anything you wanted to created should've been the size between a rogue and an epic, then you'd be outta luck.
So basically what I'm asking to be considered is to add walking cycles: Like bipedal hopping, quadrapedal hopping, bird walking, galloping, trotting ect. and let the player choose what cycle he/she wants.
Make a generally better swimming cycle, I would like to see my lakes and oceans filled with believable swimming creatures.
Allow for complex aggregating behaviors(I can give examples and ideas to things like that)
Make the walking cycles' speed more realistic and flexible.
Allow the movements of an Epic or a giant creature better, and have a choice to scale a creature in between a rogue and an Epic.
Thanks to all who read this.