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Archive for April 18th, 2009

Sims in Spore

Posted by ballightning on April 18, 2009

One of my favorite creators, Andeavor, has once again created another fantastic creation! This one was in honer of the new series of the Sims (find all the latest news on the sims at SimPrograms). Enjoy!

We are not going to give Andeavor a creator’s spotlight, only because Andeavor  is so popular already!

 

Creation Detail

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Posted in Spore Community, Sporepedia | Tagged: , | Leave a Comment »

GA: 2 new screenshots

Posted by ballightning on April 18, 2009

Click on images to view full size.

gs-1goodgs-2good

Posted in Galactic Adventure | Tagged: , | 1 Comment »

Gamespot: Spore Galactic Adventures Q&A

Posted by ballightning on April 18, 2009

Gamespot has interviewed Lead producer Kip Katsarelis and software engineer Shalin Shodhan about what is to come in Galactic Adventures and how things have changed since earlier on in developement.

GameSpot: Give us an update on the progress of the game’s development. What is the team working on now?

Kip Katsarelis: The last month has been really exciting. We’ve locked down and tuned all of our shipping missions and have really been focused on bug fixes, polish, and usability improvements. People have been busy building their own adventures and sharing them with the team. Every day there is a long chain of “Check out my adventure” e-mails. I can’t believe what people are making. It’s so much fun.

GS: Tell us a bit about the captain system in Spore. This seems like a departure from the original game’s focus on building up a race of critters. Now, with captains, players build up individual characters. What are these captains’ abilities and attributes? How can they develop?

KK: Captains start out as regular creatures. By taking them into Space Game or starting them through Quick Play Adventures, they will set on the captain path. There are 10 levels for captains to go through, and they gain experience and rank by completing adventures. Their primary titles are based on their archetype, which are determined by playing the core game. Their secondary titles are based on the parts you equip them with. Captains earn new accessories and abilities each time they gain rank, so they can have at most 10 captain parts. There are 32 new accessories and abilities, so the idea is that players will have fun building lots of captains and trying different combinations of parts. We’ve also introduced a few new stats for captains. These include energy and shields. Many of the parts, like jump packs, require energy to use. Some of the new abilities include holo charm, stealth field, freeze blast, and summon swarm. Get ready to build your captain, gather your crew, and beam down to strange alien worlds.

GS: We understand that the adventures system will let players create, upload, and then play through different adventures with their captain characters. Is the idea that this will basically be a huge repository of episodic role-playing game adventures for people to play?

GS: We do role-playing really well, so I do expect a good number of them. The adventure creator is extremely robust and will allow creators to make a wide variety of adventures. We’ve been able to create action games, platformers, puzzles, and exciting racing games. We added leaderboards to every published adventure for a reason. We fully expect creators to make challenging games that do have replay value and push players to compete on the leaderboards. Earning a top-three score on an adventure will earn that player a trophy that will appear on their My Spore page. On the flip side, we think creators will make adventures that are simple galleries showing off all of their cool creations. Sort of like an interactive Sporecast. Then of course there are going to be the totally unexpected adventures that none of us could have predicted.

Continue Reading 

Posted in Galactic Adventure | Tagged: , | 2 Comments »

Chris Hecker’s Liner Notes for Spore

Posted by ballightning on April 18, 2009

Chris Hecker (Spore Developer) has posted on his personal blog about his notes and early documentations from Spore.  Here is his most recent post called liner notes of Spore, in which he shows the construction of Spore creatures – texturing, meshing and the behaviors.  If you’re a Spore fan, it’s a must read – especially the Behavior Tree Docs! Thanks to SporePrograms for the tip.

Chris Hecker – Liner Notes for Spore

This page is intended to be a sort of liner notes for my contributions to Spore. It’s a place for me to write up miscellaneous development comments about the parts of the game I worked on, while they’re still fresh in my mind. I think the game had over 80 people working on it towards the end, and it was in development for more than 5 years, so basically everything in the game was touched by more than one person and was a team effort. Given that, I will strive for inclusion and accuracy, and I will only talk about systems to which I made substantial contributions.

Head over to the Liner Notes for Spore page for more

 

 

 

654px-Behaviortree2 Intestisaur-alpha Intestisaur Beetle Lizard RedOgre Turtle Rhino TreeFrog2 Brushpsd Frog-diffuse Frog Squid-print Squid-cubes Squid-metaballs Squid-mesh Squid-skin

Posted in Concept/Development, Spore News | Tagged: , , | 1 Comment »

Spores procedural terrain texturing

Posted by ballightning on April 18, 2009

 

Ocean Quigley (Art Director for Spore) once again has made a new update on his blog.  In his most current post, he talks about textures on generated planets, sharing more of his prototype artwork. Thanks to SporePrograms for the tip.

It was really important to me that the textures conform meaningfully to the terrain. I didn’t want to have them look like a carpet covering the landscape, ignoring it’s topography. So I came up with this approach. (incidentally, I’ve just recently discovered World-Machine, which does a masterful job at this sort of thing, and more)

This image shows the steps going from the terrain’s topography (known as a heightfield) to the final texture. The heightfield had to be filtered to get the structure to emerge. And various other textures had to be blended in and integrated.

planet_material_writeup2 planet_material_writeup planet texturing

Posted in Concept/Development, Spore News | Tagged: , | 1 Comment »

EA’s (Evil?) Master Plan!!

Posted by ballightning on April 18, 2009

Sp-Banega-0re from the official UK forum has made a very interesting, and valid point about what might be going through the minds of the people in power at EA. Note that this is not my opinion.

I went for a walk a few days ago when I realised what EA’s evil plan actually is, and now that Will’s left, nobody can save us!

How many of you don’t have C+C? I don’t, and I can tell you that it is INCREDIBLY annoying that you can’t use, edit or even view creatures that use it. It is so tempting to buy C+C to avoid this problem, but if I buy that, I’ll buy all the others that are bound to come, and waste both money and PC space.

So if the problem is this bad after just one small parts pack, what about when another gets released? And another? We can probably expect about 7 different parts packs, not including proper expansions that will probably contain some parts. Imagine what a nightmare it will be with 7 different parts packs in the Spore game, and you can’t view the creations unless you have every part that has been used in the creation.

The top creators will undoubtedly buy every single one, and use a lot of different parts in each creation, so what will happen to the people who can’t afford all the expansions, or have other hobbies to buy things for? Their game will be ruined, unless they buy every single expansion. Yet again, EA have proven that all they care about is money.

SPORE WILL BE RUINED

thanks EA

 

It seems that this scheme works, here is Redunzgofasta also from the official UK forum about how this is the only reason he bought C&C:

That is the only reason I got C&C and the sole reason why GA will be the last I will buy.

Posted in EA News, Maxis News, Spore News | Tagged: , , | 4 Comments »