To wrap up 2015 for the Realm, here's the yearly Chione update. Sadly it's yet again something pretty minor, and I won't blame you if you're getting annoyed at all these minor updates. However, you'll probably be happy to hear that this is the last infrastructure update. The next update, whenever it may be, will likely be much more substantial.
But for now, here's Chione V1.2 (it's occured to me that this should probably be version 0.X because the metaroom's technically unfinished, but meh). The biggest change this time around is the addition of doors to replace some of the Pillars of Teleportation. In accordance with my recent findings on CA links, this should make it easier for creatures to navigate around the room. I've also rearranged the remaining Pillars so that they're solely used in the caverns.
What's in store for the Realm in 2016? I'll make an update about that sometime in the future, but for now I'm feeling pretty burned out on Creatures and want to focus on other things.
Until the next one, folks. I'll see you in 2016!
Showing posts with label metaroom. Show all posts
Showing posts with label metaroom. Show all posts
Thursday, December 31, 2015
Thursday, June 4, 2015
Artemia Sea Update #2
It's only been one post since the last Artemia Sea update, and here I am with another. Okay, in reality it's actually been a while since the last Artemia Sea update, but given how infrequently I've been posting it certainly looks recent.
This update is considerably more substantial than the last one:
- All the flora and fauna will now fall down slightly after being picked up and dropped. This is because they stop functioning completely when picked up, and when one put them in the inventory or some other vehicle they'd unrealistically keep floating.
- Dead organisms will now adjust their falling speed depending on if they're in water or not. Previously, their floating speed depended on where they died; they'd drop like rocks if they died due to drowning in air or slowly fall down if they died of natural causes underwater, regardless of their current room type.
- The adult jellyfish are considerably less toxic, making them slightly less dangerous to creatures.
- If for some reason a shark dies (normally they can only die when the hand manually changes their attributes and drags them above water), it won't "revive" if pushed or pulled.
- The seahorses will move a little faster when trying to get to a plant or a mate, and are also less likely to go above the water's surface.
As always it's available from the Metarooms page of the C3/DS Downloads section, or you can save yourself some clicking and just get it here.
I'm also working on updating the Deep Abyss, but it's not quite ready yet. I'm actually planning on trying to have it completely finished by the time CCSF 2015 rolls around. Whether or not I manage to release anything else then is still up in the air (on top of my usual laziness, I've also got the task of coordinating it to worry about).
Until the next one, folks.
Thursday, February 5, 2015
Artemia Sea Update
Here is a small update for Artemia Sea. I received a report that it was being laggy. Upon looking into it, I left out a line of code in the Sea Gooseberries that might have made them tax the system a little more than intended.
While I was at it I also attempted to fix the issue where the sharks and reef fish could be played with by creatures whilst in the middle of their turning animation. Unfortunately I don't think it worked, but try it and see?
You can get the update from the link on the Metarooms page in the C3/DS downloads section, or here.
Until the next one, folks.
While I was at it I also attempted to fix the issue where the sharks and reef fish could be played with by creatures whilst in the middle of their turning animation. Unfortunately I don't think it worked, but try it and see?
You can get the update from the link on the Metarooms page in the C3/DS downloads section, or here.
Until the next one, folks.
Tuesday, December 30, 2014
Chione Update
For the third year in a row I have a Chione update ready for release. It's looking like it's going to be some kind of odd tradition that'll end awkwardly once Chione's more or less completely finished.
Sadly, there's still no life in this room. Instead, I've changed how the transportation pillars work. Originally, they became invisible after a creature used one to prevent them from speeding past their intended destination. After testing with the similarly coded elevines, however, I found that this method could lead to increased chances of Eat Elevator syndrome should the creature not find what it's looking for at its destination.
The new lifts instead flash their buttons for a short time before transporting the creature. It still works to make sure the creature actually stays on the level it intended to reach, but by keeping the elevator visible it helps reduce instances of EES.
This new update can be downloaded from the Metarooms section of my C3/DS Downloads, or you could save yourself some clicking and just get it here.
Until the next one, folks. I'll see you in 2015.
Sunday, December 21, 2014
Post-CCSF Stuff
The CCSF is now over. Actually, it's been over for a while now; I've just been too lazy to update the blog.
It was a considerable improvement over last year's, I can say that much. Despite the fact that CCaves glitched out three days into the festival and delayed it for quite a while, what was there was still pretty enjoyable. KittyTikara did a wonderful job handling it all, and it was nice to see that the CCSF got a dedicated section that was both noticeable and actually looked like a CCSF website.
That being said, it still fell flat in other areas. There was a grand total of *one* big release (which I submitted); everything else was either a genetic breed, simple agent, or a creature pack. Furthermore, while there were quite a few contests, participation in them was utterly abysmal (Not counting my genetic breed contest, which was started before the CCSF, the most entries any of them got was two, and only one of them even got that many).
A lot of this can be chalked up to the aforementioned CCaves technical difficulties and to the fact that it took forever to get this festival planned. In spite of all that, what we got was enjoyable for what it was. However, it really doesn't bode well for future festivals.
In fact, I wouldn't be surprised if there just wasn't a festival next year.
The community just isn't what it used to be. We're certainly not dead; new members are still coming in at a regular basis and everyone who's still here is reasonably active. However, a lot of wonderful people, many of them skilled developers, are no longer a part of the community. And what remains just doesn't seem as lively.
Given this state of affairs, I don't see the CCSF getting any better. Unless the people who really cared about the CCSF return to the community, or the current community gets a massive boost in activity, I doubt the tradition is ever going to return to its former glory.
I'm not saying there's no point in keeping the tradition alive. If there's still people who want to keep it going, then by all means. I'm just not expecting a whole lot out of it from now on.
Okay, enough of the downer stuff. I think it's about time I get the stuff I released on my own place, isn't it?
Release #1 is the Spam Norns. These are essentially an updated version of the breed of the same name created by ToxicNorn (ToxicNorns?). While they aren't completely immortal or age as fast like ToxicNorn's, they still breed really, really fast, and are really social on top of that. If you want lots of norns quickly, then these guys are for you, but everyone else might want to be careful lest they overrun whatever world they're placed in.
It was a considerable improvement over last year's, I can say that much. Despite the fact that CCaves glitched out three days into the festival and delayed it for quite a while, what was there was still pretty enjoyable. KittyTikara did a wonderful job handling it all, and it was nice to see that the CCSF got a dedicated section that was both noticeable and actually looked like a CCSF website.
That being said, it still fell flat in other areas. There was a grand total of *one* big release (which I submitted); everything else was either a genetic breed, simple agent, or a creature pack. Furthermore, while there were quite a few contests, participation in them was utterly abysmal (Not counting my genetic breed contest, which was started before the CCSF, the most entries any of them got was two, and only one of them even got that many).
A lot of this can be chalked up to the aforementioned CCaves technical difficulties and to the fact that it took forever to get this festival planned. In spite of all that, what we got was enjoyable for what it was. However, it really doesn't bode well for future festivals.
In fact, I wouldn't be surprised if there just wasn't a festival next year.
The community just isn't what it used to be. We're certainly not dead; new members are still coming in at a regular basis and everyone who's still here is reasonably active. However, a lot of wonderful people, many of them skilled developers, are no longer a part of the community. And what remains just doesn't seem as lively.
Given this state of affairs, I don't see the CCSF getting any better. Unless the people who really cared about the CCSF return to the community, or the current community gets a massive boost in activity, I doubt the tradition is ever going to return to its former glory.
I'm not saying there's no point in keeping the tradition alive. If there's still people who want to keep it going, then by all means. I'm just not expecting a whole lot out of it from now on.
Okay, enough of the downer stuff. I think it's about time I get the stuff I released on my own place, isn't it?
Release #1 is the Spam Norns. These are essentially an updated version of the breed of the same name created by ToxicNorn (ToxicNorns?). While they aren't completely immortal or age as fast like ToxicNorn's, they still breed really, really fast, and are really social on top of that. If you want lots of norns quickly, then these guys are for you, but everyone else might want to be careful lest they overrun whatever world they're placed in.
Next up is Artemia Sea, the sole big release of CCSF 2014. This metaroom is based upon the tank from the Amazing Virtual Sea Monkeys and is designed with the comforts of swimming creatures in mind. It's filled with life from Creatures 1, Creatures 2, and the Amazing Virtual Sea Monkeys, although there's a few completely new organisms floating around in there....
Finally, there's the Artemia Grendels in the event you need some creatures to fill up Artemia Sea. This pack of grendels was produced from a wolfling run I ran in Artemia Sea while the room was in development. They have a number of differences from normal grendels, not the least of which is that they have gills and will drown if you don't get them to water as soon as you import them. I don't consider these to be a proper breed...at least, not yet. Might want to stay tuned.
I initially held off on this since I wanted to make a bonus release. However, there's a certain holiday coming up very soon that would be a better time to release some things and so I decided to just upload my CCSF stuff and get it over with.
Now, there's also my genetic breed contest that I mentioned some time ago on this blog. It's technically over since it ended on the last day of the CCSF.
Um...about that. Despite the long period time it was open for, the contest got only three entries. The winner of these three entries was decided quite a while ago, and I could post which one I liked the most.
The problem is that this is far fewer entries than I would've liked. I was hoping to get six or more by the supposed deadline. I guess the lack of participation is sort of my fault for not making it more visible.
I do have a new idea for the whole thing, but that'll be for a later date. For now, consider the contest to still be open. I'll close submissions when I work the kinks out of the idea.
I think that's everything I have to say for now. Until the next one, folks.
Tuesday, January 14, 2014
Chione Update Update
My memory is really horrible.
As it turns out, in updating the mapping of Chione, I completely forgot that the Map Editor file I was using hadn't updated the room types from Liam's original mapping. That is to say, while the ice over the lake is now Air and the flat area before the entry cave is now Drained Soil, the tunnel through the lake went back to being Outdoor Concrete (when it should have been Indoor Corridor) and the random Air spot at the bottom of the lake came back.
Long story short, I've updated the room to remove the unintentional reversions. It should be available from the same link as before, but you can also pick it up here.
As it turns out, in updating the mapping of Chione, I completely forgot that the Map Editor file I was using hadn't updated the room types from Liam's original mapping. That is to say, while the ice over the lake is now Air and the flat area before the entry cave is now Drained Soil, the tunnel through the lake went back to being Outdoor Concrete (when it should have been Indoor Corridor) and the random Air spot at the bottom of the lake came back.
Long story short, I've updated the room to remove the unintentional reversions. It should be available from the same link as before, but you can also pick it up here.
Tuesday, December 31, 2013
Happy New *Arg*!
The holiday period has finally reached its end (more or less). I hope you all enjoyed spending time with your families, opening presents, eating delicious food, and whatnot. I know I did, anyway.
To wrap up the holidays and 2013, how about I release a couple things?
Inspired by (among other things) Clohse's Sea Monkey Marina and Angelneko's Little SeaMonsters, Reef Gliders are amphibious norns who gain the ability to swim at adolescence (as well as a slightly carnivorous diet). They're not overly complicated, but I'm pretty happy with them.
Next up is a fairly big update:
What? The Deep Abyss again? Yes, but this time with more stuff - this release comes with the plants, finally giving your deep-water-dwelling creatures something to munch on. Make sure to read the readme before installing this version, however - there's important information for those updating from V1 in there.
That's all for big releases, but I also have two smaller updates for you.
First off is a Chione update. I've updated the mapping a bit - the ice over the lake is now "air" instead of "drained soil" (meaning plants can no longer grow there), and the space right before the surface cave (where the door is) is now "drained soil" instead of "air." Nothing particularly noteworthy, but it does set the stage for future updates (when the ecology starts coming in at last).
The final thing on the list is an update to my swimming agent. It should help your creatures swim better with less incidences of them being unable to reach objects. Just in time for the release of the Reef Gliders, huh?
Finally, here's an update about the blog. I know I haven't been updating it recently despite the fact that I am still playing Creatures right now (and making stuff for it, to boot). The fact of the matter is that I simply haven't had much to say lately. That being said, I might decide to document the grendel wolfling run I've been doing here (for something a little more informative than my bibbles over at CCaves) or maybe even a reboot of Tevaela, since I do still have quite a lot of time off before I have to go back to college.
For now, just enjoy the releases! I'll see you all in 2014.
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Thursday, November 14, 2013
Another CCSF come and gone
Disclaimer: This post is a bit blunt. Do know that I mean no offense towards any participants, and that I believe that everyone did their best.
Today marks the final day of the CCSF 2013. To be brutally honest, I found this year to be really underwhelming. Don't get me wrong; it wasn't bad by any stretch of the imagination. However, nothing about it was anything to write home about. The releases were mostly genetic breeds and agents, with only three metarooms (one of which was mine) and no full breeds. Furthermore, none of the other happenings really got me hyped.
However, I will say that I really like Clohse's Sea Monkey Marina, particularly how it blended the sea monkey stuff with original stuff. I don't know if I'll ever get around to making a world around it (might try to make a personalized version of it first), but it is quite fun to just watch. Furthermore, it did help me get my motivation to finish the Deep Abyss back.
With my thoughts out, I do think it's time to post my own releases here, yes?
My breed release consisted of the standard Colorful Grendels. They're extremely simple by my standards; they're based on the ChiChi genome with a few edits to make them more grendel-esque, and they're colorful. This initial pack consists of five colors picked at random by the egg agent.
Today marks the final day of the CCSF 2013. To be brutally honest, I found this year to be really underwhelming. Don't get me wrong; it wasn't bad by any stretch of the imagination. However, nothing about it was anything to write home about. The releases were mostly genetic breeds and agents, with only three metarooms (one of which was mine) and no full breeds. Furthermore, none of the other happenings really got me hyped.
However, I will say that I really like Clohse's Sea Monkey Marina, particularly how it blended the sea monkey stuff with original stuff. I don't know if I'll ever get around to making a world around it (might try to make a personalized version of it first), but it is quite fun to just watch. Furthermore, it did help me get my motivation to finish the Deep Abyss back.
With my thoughts out, I do think it's time to post my own releases here, yes?
My breed release consisted of the standard Colorful Grendels. They're extremely simple by my standards; they're based on the ChiChi genome with a few edits to make them more grendel-esque, and they're colorful. This initial pack consists of five colors picked at random by the egg agent.
That's not all I have that's related to the Colorful Grendels, however. As I stated on the website and in the readme, I plan on making more color variants and even sub-breeds as time goes on. To end the festival, I decided to make and release the first color pack for the Standard Colorful Grendels.
This second pack will let you hatch five new color varieties with the Standard Colorful Grendel egg agent in the initial release. Not much else to say here, really.
My other release was the yearly metaroom: the initial version of the Deep Abyss.
I apologize for the lack of an ecology, playthings, or even basic food sources. Alas, my mental issues got in the way and I wasn't able to complete those in time. Hopefully, the basic room will give you enough to play with while I'm finishing it up.
When will the final release be out? I would like to get it out by the end of the year, but at this point you should know that my word on when things will be out holds no value. It really depends on when Mea gets all the necessary sprites done, and when/if I can force myself to work on it. Do know that it's going to be a while.
And that's all for now, folks.
Tuesday, August 27, 2013
Metaroom Review: Veridia
After a month and a half hiatus, I'm back at college but ready to get back to Creatures. I'm trying to set up a wolfling run, but I've found that my taste in both agents and metarooms has gone completely OCD and therefore I'm finding it extremely difficult to come up with something I'm satisfied with. So rather than mess with that, I decided to review one of the most popular metarooms around: Veridia, by Soliloquy and Liam (and quite a few others).
When Veridia is first injected, two things immediately jump out: the place is gorgeous, and the place is very empty.
I'll comment on the presentation first. Veridia, graphically, is very beautiful. Apart from some smudging around the walkways taken from C2, it's one of those places you can stare at for hours and not get bored. I wouldn't say it's as atmospheric as Aquamind or the Oasis, but if you're looking for beauty you'll certainly be satisfied here.
The graphics have the bonus of making the task of finding appropriate agents for the room a little easier. At the very least, there's plenty of background flora to put patch plants on.
Now onto the emptiness. Soliloquy had the intention of making Veridia a large, customizable expanse not unlike the Biodome. For the most part, it was a success. Veridia's one of the best rooms to use with the Garden Box, due to all the background flora for patch plants and wide expanse for other plants.
However, my main criticism with this room ties into to the fact that there's nothing in there to begin with (besides CA emitters, elevators, etc.).
These walkways are certainly pretty and help fill up what would otherwise be empty space, but for practical purposes they might as well not be there. The only level in the room that is actually fertile is the lowest level. Couple this with the fact that the Garden Box patch plants and a ton of third-party potted plants tend to just fall past the walkways, and creatures in here have absolutely no reason to go up into the canopy. Sure, you could cover the walkways with vendors and toys, but why should a creature go up a floor to use a vendor when it could stay on the ground level and find food without any extra effort? It doesn't help that the elevators are derived from the C2toDS elevators and therefore lack pull scripts (and therefore tend to confuse the heck out of creatures), and that there's no CA links to start with (though that's rectified with Amai's Magic Words Room Edits).
As a result of all this, I really don't find myself enjoying Veridia as much as other people. I do like the place, don't get me wrong, but having only one level that's really open to customization is a bit of a turn-off.
Summary: Veridia is a great metaroom. It's beautiful, creature-friendly (despite the elevators), and goes hand-in-hand with the Garden Box and Magic Words Room Edits. However, its attempt to be a customizable metaroom really falls flat when you consider the fact that it has one fertile level. Your creatures will enjoy being in here, but don't expect them to want to go up to the upper levels anytime soon.
Final score: 7/10
When Veridia is first injected, two things immediately jump out: the place is gorgeous, and the place is very empty.
I'll comment on the presentation first. Veridia, graphically, is very beautiful. Apart from some smudging around the walkways taken from C2, it's one of those places you can stare at for hours and not get bored. I wouldn't say it's as atmospheric as Aquamind or the Oasis, but if you're looking for beauty you'll certainly be satisfied here.
The graphics have the bonus of making the task of finding appropriate agents for the room a little easier. At the very least, there's plenty of background flora to put patch plants on.
Now onto the emptiness. Soliloquy had the intention of making Veridia a large, customizable expanse not unlike the Biodome. For the most part, it was a success. Veridia's one of the best rooms to use with the Garden Box, due to all the background flora for patch plants and wide expanse for other plants.
However, my main criticism with this room ties into to the fact that there's nothing in there to begin with (besides CA emitters, elevators, etc.).
These walkways are certainly pretty and help fill up what would otherwise be empty space, but for practical purposes they might as well not be there. The only level in the room that is actually fertile is the lowest level. Couple this with the fact that the Garden Box patch plants and a ton of third-party potted plants tend to just fall past the walkways, and creatures in here have absolutely no reason to go up into the canopy. Sure, you could cover the walkways with vendors and toys, but why should a creature go up a floor to use a vendor when it could stay on the ground level and find food without any extra effort? It doesn't help that the elevators are derived from the C2toDS elevators and therefore lack pull scripts (and therefore tend to confuse the heck out of creatures), and that there's no CA links to start with (though that's rectified with Amai's Magic Words Room Edits).
As a result of all this, I really don't find myself enjoying Veridia as much as other people. I do like the place, don't get me wrong, but having only one level that's really open to customization is a bit of a turn-off.
Summary: Veridia is a great metaroom. It's beautiful, creature-friendly (despite the elevators), and goes hand-in-hand with the Garden Box and Magic Words Room Edits. However, its attempt to be a customizable metaroom really falls flat when you consider the fact that it has one fertile level. Your creatures will enjoy being in here, but don't expect them to want to go up to the upper levels anytime soon.
Final score: 7/10
Friday, July 26, 2013
Aquanornia Update #2
So I decided to run a Maraquan Grendel wolfling run to enjoy my recently-created fixes...and found out the hard way that they, and presumably other norn-bodied grendels, have trouble navigating the lowest floor of Aquanornia Revamped once they're adults. In light of this, the metaroom has been updated again.
It's available from the C3/DS Downloads page as usual, or you can get it directly here.
Two posts in one day, whoo. \o/
It's available from the C3/DS Downloads page as usual, or you can get it directly here.
Two posts in one day, whoo. \o/
Monday, June 24, 2013
Aquanornia Revamp Update
After spending some more time with Aquanornia Revamped, I decided to do some remapping to increase navigability. There's been no CAOs or catalogue changes with this one, but you should at least have less incidences of having teleporting creatures, unreachable food items, and the like.
The update is available at the same link as before - you can download it on the C3/DS Downloads Page or here.
The update is available at the same link as before - you can download it on the C3/DS Downloads Page or here.
Thursday, January 31, 2013
Dear Metaroom Developers....
Please stop making walls like this. Your baby creatures will thank you, and personally I'll be much happier.
Sincerely,
Grendel Man
Sunday, January 6, 2013
Metaroom Review: Oasis
Along with the Freak of the Week, I've decided to attempt some sort of regular posting schedule again. Rather than the "post-a-day" that I originally started out with, I'm going to try to make a post at least once a week (hiatuses aside). To start off, I think it's about time I gave the Oasis, created by Moe and Liam, a bit more fair review than my original rant.
When one first injects the Oasis, one thing stands out: the place is absolutely gorgeous. All of the objects in the room are nicely animated (though the shrimpton sometimes swim backwards), and the crystal-clear water is a nice change from all the blue-tinted aquatic metarooms. The place isn't just easy on the eyes, though - it's easy on the ears, too. The sounds of the waves and bubbles underwater are quite relaxing (though you won't get to hear the latter much if your screen is as large as mine is).
There's quite a few things about the room that add to its overall atmosphere, and one of them are these waves that wash against the shore occasionally. I think they alter the CAs of the room slightly, but otherwise they don't really do much other than look pretty. They're a very nice touch, however - I don't think there's another metaroom that handles splashing waves in this manner.
Oasis comes with a few toys, and while you wouldn't want to keep creatures in here (for reasons I'll get to shortly), they're nevertheless fun for the hand to play around with.
My favorite of the toys is this little submarine. When you click on it, it whirls around and then swims in a random direction. If you time your clicks right, you can keep the submarine swimming for quite a while....
...To the point where you can make it start flying. The thing lacks a room check in its push script, and as a result it behaves the same whether its underwater or not.
The behavior of the dead sharks is quite possibly my favorite of the little touches this place has, for only how well-coded it is. Instead of sinking to the bottom, the sharks float on the surface after they die.
But when it comes time for them to rot, they sink and fade out at the same time. It's quite awesome to watch.
The Oasis has a lot to offer the hand - it's pretty; it's peaceful and atmospheric; and there's a lot of fun little touches to observe. What does it have to offer creatures? Absolutely nothing. For how pretty the place is, it can hardly be considered creature-friendly. The room's history is mostly to blame for this. Moe never actually intended to release the metaroom, and it was never intended to be a creature home. It was a testbed, first and foremost - and it shows.
First off, none of the critters can be interacted with in any way, shape, or form. They have a timer script, and that is all. As a result, trying to feed a creature with these won't get you very far, and you'll just confuse the heck out of the creature.
There's also a whole lot of questionable classification choices. Everything that swims in this metaroom (apart from the toy submarine) is classified as a critter, when the sharks would be better off as beasts and the shrimpton better off as bugs. Perhaps the most questionable, however, would be the anemones. Going off things like the opal sponges from C3, you'd expect them to be classified as plant. Instead, Moe opted for biological accuracy and made them critters. Granted, this isn't the big deal I've been making it out to be everytime I've brought the anemones up (they're the same ones that are included in the Biodome Agent Pack), but I still find it a bit odd given their behavior.
While the above mentioned things are a problem, for me they can be easily fixed. The critters aren't edible? Make them an eat script and change their behavior. Sharks are critters? Change them to beasts. It'd be a simple enough task for me to fix all that, and so it's really not that big a deal. The next thing, however, almost sinks the metaroom for me:
This wall. Oh my god, this wall. This is the one thing that keeps the place from being completely creature-friendly after the native lifeforms have had a bunch of scripts added. With a wall that steep, baby creatures will happily run up it and get themselves stuck, unable to get down unless they're able to swim (and the current release of the swimming agent has problems all its own). The only real way to fix this and still make it look reasonable is by taking the image for the background and editing it, but for me and my lack of artistic ability that's all but impossible. As a result, the place is completely unsuitable for non-swimming aquatic creatures, and that really, really bothers me.
All that said, the Oasis actually isn't a complete waste of space as far as creature care is concerned. The underwater area may be unsuitable for creatures, but the land area is perfectly navigable (the only real problem is the tide pool, which might cause a few deaths if you're trying to keep non-amphibious creatures there).
You might fail miserably if you try keeping aquatic creatures in here, but with some outside agents the Oasis becomes a wonderful place for your land-dwelling creatures to enjoy the beach.
Summary: On the whole, the Oasis is a very nice metaroom. It's extremely beautiful, very atmospheric and peaceful, and has a lot of unique features and embellishments. On the other hand, despite what the CCSF ad for it might say, it is not a "perfect place for creatures of all ages to enjoy the water." The critters cannot be interacted with at all, and baby creatures can easily get themselves stuck. Land-dwelling creatures will enjoy the beach though, provided you bring in some outside agents and make sure they don't drown in the tidal pool.
Final score: 7/10
Now, time for a status update: I finally managed to create a working swimming agent that fixes one of the biggest issues with the originals: creatures can finally retreat from each other (and other objects) while swimming. Even better, this new agent can be injected and removed like any other agent since it doesn't mess with the creature navigation scripts like the old ones did. Swimming creatures still have problems interacting with agents while inside their vehicle, but I'm not certain how much can be done about that.
I'm hoping to get this new agent out soon, but that depends on how long it takes to polish it - I could get it out within the next week or so, over the summer, or for the CCSF 2013. Either way, progress has been made, and I'm very pleased with what I have so far.
When one first injects the Oasis, one thing stands out: the place is absolutely gorgeous. All of the objects in the room are nicely animated (though the shrimpton sometimes swim backwards), and the crystal-clear water is a nice change from all the blue-tinted aquatic metarooms. The place isn't just easy on the eyes, though - it's easy on the ears, too. The sounds of the waves and bubbles underwater are quite relaxing (though you won't get to hear the latter much if your screen is as large as mine is).
There's quite a few things about the room that add to its overall atmosphere, and one of them are these waves that wash against the shore occasionally. I think they alter the CAs of the room slightly, but otherwise they don't really do much other than look pretty. They're a very nice touch, however - I don't think there's another metaroom that handles splashing waves in this manner.
Oasis comes with a few toys, and while you wouldn't want to keep creatures in here (for reasons I'll get to shortly), they're nevertheless fun for the hand to play around with.
My favorite of the toys is this little submarine. When you click on it, it whirls around and then swims in a random direction. If you time your clicks right, you can keep the submarine swimming for quite a while....
...To the point where you can make it start flying. The thing lacks a room check in its push script, and as a result it behaves the same whether its underwater or not.
The behavior of the dead sharks is quite possibly my favorite of the little touches this place has, for only how well-coded it is. Instead of sinking to the bottom, the sharks float on the surface after they die.

The Oasis has a lot to offer the hand - it's pretty; it's peaceful and atmospheric; and there's a lot of fun little touches to observe. What does it have to offer creatures? Absolutely nothing. For how pretty the place is, it can hardly be considered creature-friendly. The room's history is mostly to blame for this. Moe never actually intended to release the metaroom, and it was never intended to be a creature home. It was a testbed, first and foremost - and it shows.
First off, none of the critters can be interacted with in any way, shape, or form. They have a timer script, and that is all. As a result, trying to feed a creature with these won't get you very far, and you'll just confuse the heck out of the creature.
There's also a whole lot of questionable classification choices. Everything that swims in this metaroom (apart from the toy submarine) is classified as a critter, when the sharks would be better off as beasts and the shrimpton better off as bugs. Perhaps the most questionable, however, would be the anemones. Going off things like the opal sponges from C3, you'd expect them to be classified as plant. Instead, Moe opted for biological accuracy and made them critters. Granted, this isn't the big deal I've been making it out to be everytime I've brought the anemones up (they're the same ones that are included in the Biodome Agent Pack), but I still find it a bit odd given their behavior.
While the above mentioned things are a problem, for me they can be easily fixed. The critters aren't edible? Make them an eat script and change their behavior. Sharks are critters? Change them to beasts. It'd be a simple enough task for me to fix all that, and so it's really not that big a deal. The next thing, however, almost sinks the metaroom for me:
This wall. Oh my god, this wall. This is the one thing that keeps the place from being completely creature-friendly after the native lifeforms have had a bunch of scripts added. With a wall that steep, baby creatures will happily run up it and get themselves stuck, unable to get down unless they're able to swim (and the current release of the swimming agent has problems all its own). The only real way to fix this and still make it look reasonable is by taking the image for the background and editing it, but for me and my lack of artistic ability that's all but impossible. As a result, the place is completely unsuitable for non-swimming aquatic creatures, and that really, really bothers me.
All that said, the Oasis actually isn't a complete waste of space as far as creature care is concerned. The underwater area may be unsuitable for creatures, but the land area is perfectly navigable (the only real problem is the tide pool, which might cause a few deaths if you're trying to keep non-amphibious creatures there).
You might fail miserably if you try keeping aquatic creatures in here, but with some outside agents the Oasis becomes a wonderful place for your land-dwelling creatures to enjoy the beach.
Summary: On the whole, the Oasis is a very nice metaroom. It's extremely beautiful, very atmospheric and peaceful, and has a lot of unique features and embellishments. On the other hand, despite what the CCSF ad for it might say, it is not a "perfect place for creatures of all ages to enjoy the water." The critters cannot be interacted with at all, and baby creatures can easily get themselves stuck. Land-dwelling creatures will enjoy the beach though, provided you bring in some outside agents and make sure they don't drown in the tidal pool.
Final score: 7/10
Now, time for a status update: I finally managed to create a working swimming agent that fixes one of the biggest issues with the originals: creatures can finally retreat from each other (and other objects) while swimming. Even better, this new agent can be injected and removed like any other agent since it doesn't mess with the creature navigation scripts like the old ones did. Swimming creatures still have problems interacting with agents while inside their vehicle, but I'm not certain how much can be done about that.
I'm hoping to get this new agent out soon, but that depends on how long it takes to polish it - I could get it out within the next week or so, over the summer, or for the CCSF 2013. Either way, progress has been made, and I'm very pleased with what I have so far.
Friday, December 21, 2012
Merry Christmas and a Happy New Doomsday
Right, this place has gone unupdated for a little too long, I daresay. My absence wasn't so much due to a hiatus or anything - it was because I was planning on releasing Chione for my new 50th post. However, I promised to release it only after Survivor filled up, and that's taking a freakishly long time.... Hence, lack of updates.
Where did the Oasis review go? Well, I deleted it mostly for the sake of my own sanity. It was a rant moreso than anything worth leaving up; just my disappointment at finding out how useless the room was for keeping creatures in. It sure as heck wasn't worthy of being the milestone 50th post. I'll post a far more fair review of the room at a later date.
Second thing: It's been a long while since the CCSF 2012, and I've just been plain lazy with putting my stuff up on my own website. So I'm going to take care of that now.
Second thing: the redone Aquatic Terrarium plants for the Garden Box. For the CCSF they were all in one .zip file, but here I'm packaging them separately. The sponges have had some bugfixes since the last release, but they're otherwise the same as last time. The Gumin Grass behaves somewhat differently from its original counterpart; it throws out fully formed seeds as opposed to growing them first, and will throw out fully developed sproutlings instead of seeds should the population get low. The seeds also go dormant if creatures outnumber the plants and seeds. These ones have been updated slightly since their release at the CCSF; they no longer throw out their seeds so quickly and the seeds themselves stick closer to the bottom.
Where did the Oasis review go? Well, I deleted it mostly for the sake of my own sanity. It was a rant moreso than anything worth leaving up; just my disappointment at finding out how useless the room was for keeping creatures in. It sure as heck wasn't worthy of being the milestone 50th post. I'll post a far more fair review of the room at a later date.
Second thing: It's been a long while since the CCSF 2012, and I've just been plain lazy with putting my stuff up on my own website. So I'm going to take care of that now.
My main contribution to this year's CCSF was this redone version of Jennie's Aquanornia. It's a lot emptier than the original, but that's because I took most of the C3 stuff out of it. It's now more or less an aquatic Biodome, and you can set it up how you please for your aquatic creatures' comforts.
Second thing: the redone Aquatic Terrarium plants for the Garden Box. For the CCSF they were all in one .zip file, but here I'm packaging them separately. The sponges have had some bugfixes since the last release, but they're otherwise the same as last time. The Gumin Grass behaves somewhat differently from its original counterpart; it throws out fully formed seeds as opposed to growing them first, and will throw out fully developed sproutlings instead of seeds should the population get low. The seeds also go dormant if creatures outnumber the plants and seeds. These ones have been updated slightly since their release at the CCSF; they no longer throw out their seeds so quickly and the seeds themselves stick closer to the bottom.
And now, we move on to the completely new stuff. As you might now, today was the widely predicted date of the end of the world. Predictably, jack squat happened. So, in celebration of the world's continued existence and the upcoming holidays, here is a crapton of releases!
I know I said I wasn't going to release Chione V1.1 until Survivor started. That's taking forever, and my patience is wearing thin. So instead, I'm releasing it as an early Christmas gift for the CC.
It's still empty of native flora and fauna, but now the room has teleporters and elevators, plus a weather system and some mapping fixes (no more stuck baby creatures!). I also moved it so that it no longer conflicts with the Biodome (though it might still overlap some other metarooms; I didn't bother to check to see if there was any in its new location).
Next up: a new genetic breed! These guys aren't the same breed I was going to release for the CCSF, but they're pretty similar in concept to that breed. You can consider them a belated addition to my CCSF releases.
The Aqua Grendels are pretty much generic amphibious grendels - they're amphibious, have a diet skewed towards critters and bugs, and heavily resistant to coldness. They're more placid than normal grendels, but that doesn't mean they're entirely norn friendly - they're still likely to attack your norns, only they'll do it out of crowdedness instead of anger.
Baby Aqua Grendels go for bugs by instinct - they won't start going for critters until adolescence. However, there aren't that many (edible) aquatic bugs to go around. With permission from Moe, I decided to change that....
These here are Shrimpton - the cute little water bugs that normally swim around in the waters of the Oasis. Since the originals weren't really receptive to creatures, I gave them some new code. They still behave similarly to the originals, but they're now classified as "bug" instead of "critter", and your creatures can play with and eat them. Make sure you have some plants lying around, though - they need them to lay their eggs.
Thanks to Moe for letting me rip the Shrimpton from the Oasis, and thanks to Ghosthande for making the Vendor sprite (as part of the Biodome Pack - there's some interesting stuff in bd-launchers.c16...).
This next release still ties into the Aqua Grendels, though it isn't as necessary for their comfort.
This update to the Aquatic Terrarium lowers the floor above the right entrance to the fish nursery, preventing baby creatures from getting stuck there and making the right tank navigable for non-swimming creatures. If you want a place for your non-swimmers to roam, but lack the space for a new metaroom, then this update might be for you.
Finally, I release a pack containing a look into the past....
This here is a large pack of C2 and C3/DS genetic breeds that I completed and zipped up, but for whatever reason didn't see fit to release before now. Most of it's pretty old, but don't that let that discourage you. Take a look; maybe there's a breed that tickles your fancy in there.
Yeah, a lot of stuff here. Hopefully, this will satisfy everyone's desires for a Christmas release (the Sea Garden, again, is nowhere close to being done and probably won't get released until sometime next year). Happy Holidays from Grendel Man, y'all!
Friday, May 25, 2012
Metaroom Review: Aquamind
While I'm waiting for the new computer to arrive, I figured I might as well do another metaroom review. The metaroom featured this time is one of my old favorites: Aquamind, by zareb.
Before I properly begin, here's a bit of backstory on the room. Aquamind was one of the first aquatic metarooms to be made, and I believe it was zareb's first metaroom as well. As such, it's not necessarily the most well-put together metaroom and really shows its age when compared to other, more recent aquatic metarooms (Aquatilis Caverna, for example).
Anyway, when one installs the metaroom and is about to inject it, he/she will notice that it has multiple parts, like the Devil's Reef, C2toDS, and older releases of Aquatilis Caverna. I imagine that this is due to zareb's relative inexperience at the time - the metaroom isn't quite large enough to warrant splitting the agent files. It's also worth noting that one needs to open the CAOs Command Line and expand the map manually before injecting Aquamind - it'll throw an error otherwise since the room doesn't expand the map automatically when it's injected.
The first agent contains the metaroom itself, and this is the sight that greets the player upon entering the room for the first time. As you can see, its graphics aren't the best, but still relatively well done given the room's age. The room is a combination of C2 and original artwork - the shee statue in the middle is the biggest example of the C2 influence. Given that there's two severed norn heads sitting on the torches next to it, I imagine that zareb was going for an evil feel with it.
That's the metaroom without agents. The metaroom once it's been filled up looks a little different.
This bit is the freshwater section of Aquamind once all the parts have been injected. As you can see, the freshwater fish make Ostrova look like fine art in comparison - another sign of the room's age. The tubas are also worth noting - besides a different classifier, they're practically identical to the default DS tuba. I'll get to how the heck they're growing underwater in a little while (for the record, the area that doesn't have fish in it is air).
There's a bug with the lower part of the room here - sometimes, a creature who wanders too far to the right will vanish, probably due to the rooms there extending past the right side of the metaroom.
The saltwater area is less intricately designed than the freshwater half, but isn't any less livable. Apart from the aforementioned creature-disappearance bug, the room is very navigable for swimming and nonswimming creatures alike. However, there isn't any way for creatures to get to one section of the room to another without the hand's assistance - there aren't any elevators or doors that link the areas together.
I particularly like the mountains in the background here - they really add to the overall feel of the room, which just so happens to be Aquamind's strongest selling point. More on that in a little bit.
This light close to the top of the metaroom is one of the biggest contributors to the room's atmosphere. Where is it coming from? What could possibly be waiting on the water's surface?
The only part of the metaroom that is air is this bit, but it's no less atmospheric than the rest of the room. In addition to another light, the clouds from C2 are also very nice touches. Between them, the tree, and the bridges, it becomes clear that this area was inhabited at one point - but by who?
Before I properly begin, here's a bit of backstory on the room. Aquamind was one of the first aquatic metarooms to be made, and I believe it was zareb's first metaroom as well. As such, it's not necessarily the most well-put together metaroom and really shows its age when compared to other, more recent aquatic metarooms (Aquatilis Caverna, for example).
Anyway, when one installs the metaroom and is about to inject it, he/she will notice that it has multiple parts, like the Devil's Reef, C2toDS, and older releases of Aquatilis Caverna. I imagine that this is due to zareb's relative inexperience at the time - the metaroom isn't quite large enough to warrant splitting the agent files. It's also worth noting that one needs to open the CAOs Command Line and expand the map manually before injecting Aquamind - it'll throw an error otherwise since the room doesn't expand the map automatically when it's injected.
The first agent contains the metaroom itself, and this is the sight that greets the player upon entering the room for the first time. As you can see, its graphics aren't the best, but still relatively well done given the room's age. The room is a combination of C2 and original artwork - the shee statue in the middle is the biggest example of the C2 influence. Given that there's two severed norn heads sitting on the torches next to it, I imagine that zareb was going for an evil feel with it.
That's the metaroom without agents. The metaroom once it's been filled up looks a little different.
This bit is the freshwater section of Aquamind once all the parts have been injected. As you can see, the freshwater fish make Ostrova look like fine art in comparison - another sign of the room's age. The tubas are also worth noting - besides a different classifier, they're practically identical to the default DS tuba. I'll get to how the heck they're growing underwater in a little while (for the record, the area that doesn't have fish in it is air).
There's a bug with the lower part of the room here - sometimes, a creature who wanders too far to the right will vanish, probably due to the rooms there extending past the right side of the metaroom.
The saltwater area is less intricately designed than the freshwater half, but isn't any less livable. Apart from the aforementioned creature-disappearance bug, the room is very navigable for swimming and nonswimming creatures alike. However, there isn't any way for creatures to get to one section of the room to another without the hand's assistance - there aren't any elevators or doors that link the areas together.
I particularly like the mountains in the background here - they really add to the overall feel of the room, which just so happens to be Aquamind's strongest selling point. More on that in a little bit.
Just as there's a lack of elevators and doors, there is also a lack of CA. However, just like Ostrova, Aquamind has the excuse of being made long before adding CA was one of the requirements for a quality metaroom. The lack of CA also doesn't affect this room as much since there's no elevators or doors.
So, how the heck are those mostly unaltered tubas growing underwater? It's thanks to the odd way in which the room is mapped. While most of the underwater areas are indeed fresh/salt water, the platforms in the saltwater area have a small room inside of them that is classified as "wooden walkway," and the small rooms you see towards the bottom of this picture are classified as soil. It's an odd way of mapping a metaroom, but fortunately it doesn't effect the ability to customize it all that much. It's still possible to take aquatic plants from other metarooms and plant them in here. However, the fish in the metaroom will usually die if they swim through the platforms. Again, the odd mapping choice is probably due to zareb's inexperience.
Yes, that odd rectangular thing that was in a previous shot is a vendor, and the food it gives out looks rather inedible. It can be eaten though. This leads to another one of Aquamind's strong points is that it doesn't need outside food sources to be made fully inhabitable - between the fish, the tubas, and this odd piece of food, creatures have everything they need for nutrition. That said, some toys could probably come in handy since Aquamind doesn't come with any.
Aquamind may be rather dated, but that doesn't necessarily mean it's not worth the hard drive space or the time spent to download it. Actually, I'd say it's quite worth the download. Why? One word: Atmosphere. Aquamind is one of those metarooms that makes the mind get curious and start wandering off, making its own stories about how the metaroom came to be. If there's one thing I like in my metarooms, it's lots of atmosphere, and Aquamind delivers spectacularly in that area.

Okay, I'm probably going to sound a little corny from this point on - I apologize for that.

Now we come to what is the most odd thing in the whole metaroom - this odd contraption. Back in my younger days, I always used to call this area the "sphere of time," probably because of the clock in it. This thing is probably the biggest contributor to the atmosphere in the entire room - what the heck was it used for? Is it meant to provide Aquamind's lifeblood? Is it connected to the Shee statue, perhaps?
Long story short: Aquamind has one of the best atmospheres I've ever experienced in a metaroom - and that is about the highest amount of praise I can give out.
Summary: Aquamind is a great metaroom despite its age. What it lacks in navigability and graphics, it makes up for in atmosphere and habitability. Your creatures will probably get bored without some sort of toy to entertain them, but there's no shortage of food. In the meantime, the room's design and atmosphere is more than enough to keep you busy.
If I had the chance to give any metaroom a revamp, it would be this one. If it had ways creatures could get around the area without the hand's assistance, better graphics, and a more original plant, it could quite possibly be my favorite metaroom.
Final Score: 8/10
One final note: Aquamind is one of the few metarooms that I've made a breed for - the Aquamind Ghost Swimmer, a female of which can be seen in the picture above. I've been meaning to update them for a while, but for the time being you can find them at my Norn Adoption Center section (it's linked to on the C3/DS Downloads page here).
Aquamind itself could once be found at Zareb's Creations, but as that site has gone down I've uploaded Aquamind to Mediafire here. I imagine that my views on the metaroom are a bit different from everyone else's (I believe Zareb himself considers Aquamind to be a bit of an old shame), but mileage always varies.
Monday, May 21, 2012
Past Seas + Silence Falls Update
Just a quick post to announce that I've found a few more minor bugs in Past Seas and Silence Falls and fixed them:
Past Seas: Fixed the door so that creatures get told to wait when activating it, preventing them from warping back and forth between the areas the door links to. Also fixed the Eelgrass fruits so that they emitted the correct CA (they emitted Fat smell before - now they emit Protein smell like they should).
Silence Falls: I found a typo with the CA management system - the Heat emitters were unaffected when they should vary depending on the time of day just as the light emitters do. This has been fixed.
Finally, there's another announcement I'd like to make: the hiatus is still ongoing, but not so much because of other games - it's because I'm getting a new computer soon. The one I'm using now is really starting to show its age (it's noisy, has a tendency to slow down ridiculously at random times, and there's some keys missing/loose). Basically, it'll probably be a while before I get back to development, as not only do I have to set up preferences on the new computer, I'll have to install Creatures onto it and re-add all my add-ons/re-customize my bootstrap folders/etc.
After that's all said and done, I'll resume work on and release a new genetic breed, in celebration of both the new computer's improved performance and Amai's most recent release. After THAT'S done, I'll get back to work on the Sea Garden.
Past Seas: Fixed the door so that creatures get told to wait when activating it, preventing them from warping back and forth between the areas the door links to. Also fixed the Eelgrass fruits so that they emitted the correct CA (they emitted Fat smell before - now they emit Protein smell like they should).
Silence Falls: I found a typo with the CA management system - the Heat emitters were unaffected when they should vary depending on the time of day just as the light emitters do. This has been fixed.
Finally, there's another announcement I'd like to make: the hiatus is still ongoing, but not so much because of other games - it's because I'm getting a new computer soon. The one I'm using now is really starting to show its age (it's noisy, has a tendency to slow down ridiculously at random times, and there's some keys missing/loose). Basically, it'll probably be a while before I get back to development, as not only do I have to set up preferences on the new computer, I'll have to install Creatures onto it and re-add all my add-ons/re-customize my bootstrap folders/etc.
After that's all said and done, I'll resume work on and release a new genetic breed, in celebration of both the new computer's improved performance and Amai's most recent release. After THAT'S done, I'll get back to work on the Sea Garden.
Wednesday, May 9, 2012
Metaroom Review: Ostrova
After reading the responses to the previous post, I've decided that the name is staying the same for now. However, I do plan on changing it in the future once I can come up with something that can't be interpreted...in an unexpected way. Anyway, moving on.
I've been considering doing metaroom reviews for a while now, but held off on it for some reason (I don't think my initial review of the Lost Cave managed to hit all the points I wanted to make - it was never published). However, this blog shall be a decent testing ground for this potential new series.
My first published review will be of one of the few third-party metarooms one has to pay for - Ostrova, by Chaos Development. So let's get down to business.
Upon injecting Ostrova, you're greeted with this. Having an introduction screen is always a nice touch, and it's also nice that there are several help screens to let players know what's what (although I do admit I missed the snowball teleporters completely when I initially injected the room despite the big honking sign).
Yet another help screen. Clicking on these gets rid of them, since most players are unlikely to want them sticking around long after their purposes have been served.
From this picture, you can already see one of my gripes about the area: it's quite barren initially, and since the entire metaroom is mostly Air + Indoor Corridor, there's not much you can do to customize it outside of stuff like the Gaius plants (which won't benefit most creatures anyway).
Graphically...well, I wouldn't call this metaroom a work of art. The background itself is rather well done apart from the completely white floor of the upper level - in particular, the parts taken from C3 (the stars and some of the walls) blend in with the original graphics quite well. However, most of the original graphics haven't aged well. Look at this picture, and then look at the Biodome or Devil's Reef, then look back at this picture. Compared to some recent metarooms, the images here look like they were made by someone who was an utter newbie at modeling.
Some of the agents do look nice, though. The penguin and trees are the standouts in this picture.
Ostrova's layout is one of its strong points. It's quite easy for creatures to get around, and there's no places where they could get stuck.
This pond has nothing in it initially besides a rather large egg, but that's easily fixed. The egg is part of a puzzle, in case you're wondering - yet another one of Ostrova's strong points.
As I mentioned earlier, Ostrova is really barren initially. The developers, however, decided that more lifeforms could be added to the room via these tubes. This tube creates 3 caterpillars that will (or rather, could - I've never seen them complete their lifecycle) become butterflies. Unfortunately, there's only three of these tubes, and they really don't do much to add to the room.
This is what the pond looks like when both of the tubes above it have been activated - you've got fish, bugs, and a plant. The rightmost tube needs to be activated multiple times before the sponge can take root - and even once it gets planted it rarely lasts long.
There's another problem with this room, and that is a lot of its coding isn't original. Everything in this picture is based on a C3 critter (the fish are based on clownfish, the bugs are based on aquamites, and the sponge...is based on a sponge), and besides having different images they're completely identical to their official counterparts, right down to the sponge spores and bugs not being edible and everything requiring salt water to live in (although this pond is salt water, so that latter point isn't much of an issue).
Allow me to reiterate one of my complaints from before - Ostrova is incredibly barren, especially the upper level. These fruits are the only thing that don't require a vendor to be obtained on the upper level - actually, everything that grows naturally is classified as a fruit. It's not a particularly good metaroom for your creatures if you don't plan on interacting with them much.
The only other source of food on the upper level is the snowman, who will occasionally spit out a hunk of cheese when pushed. It usually vends toys, though - although that does mean your creatures won't be that bored.
Also, I forgot to mention that the DS version gets a mini empathic vendor injected into it at the start. Another testament to how little this room has in the way of food items.
The lower level is probably the best place for most creatures in terms of food. The stocking vends both lemons and carrots in addition to the cheese from the snowman, and there's a soup vendor. The reddish fruits are classified as manky and are quite alcoholic. This is probably one of the better designed areas in Ostrova, in my opinion. Also, that radio plays some cool (no pun intended) tunes when clicked on.
While this little issue can be forgiven given how long Ostrova's been around, there's no CA emitters to be found in here, and the levels are not linked. This means that creatures in Ostrova won't use the elevators intentionally and will often find themselves huddled in the corners. Some of the agents do emit CA - albeit the wrong ones (the snowballs from the launchers emit starch smell for some reason).
While this more a nitpick than anything else, the developers weren't very creative with their naming scheme. In fact, a lot of the names range from odd to stupid. The sponge is in the odd category - can you even pronounce that? I know I can't.
Ostrova does come with its own grendel breed, the Yeren Grendels. Design-wise, they're actually pretty neat. However, like a lot of other things in this room, they reek of laziness. They have sprites for the childhood and adolescent stages, but the adult and old lifestages are just copy-pasted from the adolescent lifestage. It doesn't help that they have body data issues upon becoming adult (although I'm planning on fixing this). They also don't have a unique genome to back them up - they just use the Banshee genome with a different appearance.
In short: Ostrova is a decent - but not great - metaroom. It has a good layout, some original concepts, and is mostly instinct friendly. Creatures can survive and thrive in here, but they'll need support from the hand in order to do so. However, it's bogged down by only decent to mediocre graphics, lack of CA, and lack of overall originality in coding. Some things about the room and its corresponding breed just look like laziness and/or a desire to just get the thing done.
Final Score: 5/10
One final note: Like I stated earlier, Ostrova isn't free. You have to buy it from Chaos Development's current website. It's not cheap, either - it costs $12.50 in U.S. money. For comparison, you can buy Creatures Exodus from GOG.com for less than half of that. As you can probably guess from the score I gave it, I don't think it's worth that much - if it's worth anything at all. I really think Chaos Development really needs to look at the current state of the CC, since that price tag suggests they aren't aware that we're still around.
And so concludes my first metaroom review. I'd like feedback on how well I did - do you guys think it's fair, or do you disagree?
I've been considering doing metaroom reviews for a while now, but held off on it for some reason (I don't think my initial review of the Lost Cave managed to hit all the points I wanted to make - it was never published). However, this blog shall be a decent testing ground for this potential new series.
My first published review will be of one of the few third-party metarooms one has to pay for - Ostrova, by Chaos Development. So let's get down to business.
Upon injecting Ostrova, you're greeted with this. Having an introduction screen is always a nice touch, and it's also nice that there are several help screens to let players know what's what (although I do admit I missed the snowball teleporters completely when I initially injected the room despite the big honking sign).
Yet another help screen. Clicking on these gets rid of them, since most players are unlikely to want them sticking around long after their purposes have been served.
From this picture, you can already see one of my gripes about the area: it's quite barren initially, and since the entire metaroom is mostly Air + Indoor Corridor, there's not much you can do to customize it outside of stuff like the Gaius plants (which won't benefit most creatures anyway).
Graphically...well, I wouldn't call this metaroom a work of art. The background itself is rather well done apart from the completely white floor of the upper level - in particular, the parts taken from C3 (the stars and some of the walls) blend in with the original graphics quite well. However, most of the original graphics haven't aged well. Look at this picture, and then look at the Biodome or Devil's Reef, then look back at this picture. Compared to some recent metarooms, the images here look like they were made by someone who was an utter newbie at modeling.
Some of the agents do look nice, though. The penguin and trees are the standouts in this picture.
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That "wall" to the left can actually be walked through. Oversight, much? |
This pond has nothing in it initially besides a rather large egg, but that's easily fixed. The egg is part of a puzzle, in case you're wondering - yet another one of Ostrova's strong points.

This is what the pond looks like when both of the tubes above it have been activated - you've got fish, bugs, and a plant. The rightmost tube needs to be activated multiple times before the sponge can take root - and even once it gets planted it rarely lasts long.
There's another problem with this room, and that is a lot of its coding isn't original. Everything in this picture is based on a C3 critter (the fish are based on clownfish, the bugs are based on aquamites, and the sponge...is based on a sponge), and besides having different images they're completely identical to their official counterparts, right down to the sponge spores and bugs not being edible and everything requiring salt water to live in (although this pond is salt water, so that latter point isn't much of an issue).
Allow me to reiterate one of my complaints from before - Ostrova is incredibly barren, especially the upper level. These fruits are the only thing that don't require a vendor to be obtained on the upper level - actually, everything that grows naturally is classified as a fruit. It's not a particularly good metaroom for your creatures if you don't plan on interacting with them much.
The only other source of food on the upper level is the snowman, who will occasionally spit out a hunk of cheese when pushed. It usually vends toys, though - although that does mean your creatures won't be that bored.
Also, I forgot to mention that the DS version gets a mini empathic vendor injected into it at the start. Another testament to how little this room has in the way of food items.
The lower level is probably the best place for most creatures in terms of food. The stocking vends both lemons and carrots in addition to the cheese from the snowman, and there's a soup vendor. The reddish fruits are classified as manky and are quite alcoholic. This is probably one of the better designed areas in Ostrova, in my opinion. Also, that radio plays some cool (no pun intended) tunes when clicked on.
While this little issue can be forgiven given how long Ostrova's been around, there's no CA emitters to be found in here, and the levels are not linked. This means that creatures in Ostrova won't use the elevators intentionally and will often find themselves huddled in the corners. Some of the agents do emit CA - albeit the wrong ones (the snowballs from the launchers emit starch smell for some reason).
While this more a nitpick than anything else, the developers weren't very creative with their naming scheme. In fact, a lot of the names range from odd to stupid. The sponge is in the odd category - can you even pronounce that? I know I can't.
Ostrova does come with its own grendel breed, the Yeren Grendels. Design-wise, they're actually pretty neat. However, like a lot of other things in this room, they reek of laziness. They have sprites for the childhood and adolescent stages, but the adult and old lifestages are just copy-pasted from the adolescent lifestage. It doesn't help that they have body data issues upon becoming adult (although I'm planning on fixing this). They also don't have a unique genome to back them up - they just use the Banshee genome with a different appearance.
In short: Ostrova is a decent - but not great - metaroom. It has a good layout, some original concepts, and is mostly instinct friendly. Creatures can survive and thrive in here, but they'll need support from the hand in order to do so. However, it's bogged down by only decent to mediocre graphics, lack of CA, and lack of overall originality in coding. Some things about the room and its corresponding breed just look like laziness and/or a desire to just get the thing done.
Final Score: 5/10
One final note: Like I stated earlier, Ostrova isn't free. You have to buy it from Chaos Development's current website. It's not cheap, either - it costs $12.50 in U.S. money. For comparison, you can buy Creatures Exodus from GOG.com for less than half of that. As you can probably guess from the score I gave it, I don't think it's worth that much - if it's worth anything at all. I really think Chaos Development really needs to look at the current state of the CC, since that price tag suggests they aren't aware that we're still around.
And so concludes my first metaroom review. I'd like feedback on how well I did - do you guys think it's fair, or do you disagree?
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