The hiatus is more or less over now. However, I will say that you won't be able to expect a daily post anymore - naturally being a man of few words means that oftentimes I won't have a topic to make a post about. So updates won't be as frequent.
Okay, that was the bad news. The good news is that the projects mentioned in the past few posts are now getting wrapped up. In fact, one of them has been completed for a while - I just never bothered releasing it.
This is the first of the GM/Mea collab projects, and also one of the ones that she came up with (this is something I did for her in exchange of the stuff she's doing for me). The iceflower is an odd plant that has a tendency to rapidly cool down any area in which it grows. Not surprising, since nearly every part of it emanates coldness. It's great for cold loving creatures or for creatures with a bad case of fever toxin. However, Magma Norns and other heat lovers are advised to stay far away from anywhere this plant has established itself.
The iceflower works with both C3 and DS. Get it here!
Sunday, April 15, 2012
Tuesday, April 10, 2012
List of Random Breed Ideas
The hiatus I mentioned in the first post is slowly coming to a close. I say slowly because, while I'm playing the game, I'm not actually doing any development. It'll probably be at least another week before I can be bothered to finish up everything.
Anyway, this is just a list of ideas I've come up with over the course of several months or so. Now that my knowledge of genetics has been expanded immensely, I'd like to have something to make with it. Unfortunately, my initial bleed splurge back when I first got into development seems to have expended all of my original ideas.
As an additional note, this is just a one-time thing - I'm not updating this on a regular basis.
New Breeds:
Breed Updates (Own):
First off, let me state what I mean by "Other." I'm referring to breeds who were originally made by someone else, but have their concept revamped and their genetics improved by me. The Potamogeton Grendels are the biggest example of this - their original version, the Pond Weed Grendels, was made by Grendel_Slayer, not me. I'll also say that I base these updated versions on a fresh genome and not the ones that were already made.
Anyway, this is just a list of ideas I've come up with over the course of several months or so. Now that my knowledge of genetics has been expanded immensely, I'd like to have something to make with it. Unfortunately, my initial bleed splurge back when I first got into development seems to have expended all of my original ideas.
As an additional note, this is just a one-time thing - I'm not updating this on a regular basis.
New Breeds:
- Ceratioid Grendels: The name comes from Ceratiidae, a family of deep-sea Anglerfish known for their odd sexual dimorphism. The Ceratioid Grendels are terrestrial unlike their namesakes, but they do share their sexual dimorphism: Females are mostly a more robust Jungle Grendel, but males need to constantly mate in order to feed once they come of age. A bit like a less complex Grendel of Minimordor, in some respects.
- Eldritch Grendels: The first member of this species was to be the predator for my Devil's Reef survivor run at CCaves. Unfortunately, I never did get their genome right and as such I wound up cancelling the run. However, I still plan on making these someday. I think their name says a lot about what they're going to be like. If you can't guess, just know that they're going to be a bit odd compared to a normal grendel.
- LotF Pack: A norn breed and a bunch of agents based on the novel Lord of the Flies. Since it's been a while since I've read that book, it's likely I'll never get to these (and it's not likely I'd be able to finish them - most of their agents require completely new sprites, and I'm overtaxing mea as it is).
- Merrow Grendels: An aquatic grendel breed whose behavior varies depending on gender - females are friendly, social, and mostly carnivorous swimmers, males are solitary, aggressive bottom-feeders.
- Tidal Grendels: A breed who normally lives at the water's edge. They're not amphibious, though - instead, they'll go underwater to get a critter or something and then promptly run out. I'm out of ideas beyond that, though.
- Unda Norns: An aquatic norn breed that's pretty generic beyond looking rather like a land-living norn. These guys need a revamp concept-wise.
- Wolfling Grendels: A grendel breed designed for wolfling runs whose behavior contrasts that of the Flesheaters - instead of seeking out norns like the Flesheaters do, the Wolfling Grendels are generally friendly grendels who only become aggressive if harassed.
Breed Updates (Own):
- Moonshadow Grendels: I didn't implement the invisible/visible system very well in these grendels, and as such the agent often glitched and made them become invisible permanently. Besides that, there are a bunch of other things I want to do with their genome (such as making them infertile in the light). I did make a new agent for them, but that's about as far as I got.
- Sea Monsters: The first ever breed I made and released to the general public (or attempted to). They were my favorite genetic breed back when I first made them, but now they're REALLY outdated (by that, I mean that they have things like a reaction that turns comfort into nothing. Back then, I didn't know what the "Do not express" checkbox did). They do have a V2, but that's also very outdated (and I wasn't very happy with them to begin with).
- Carnivorous ChiChi Norns: The sole reason I made this breed to begin with was to go with the Edible Snotrock .cos file I made shortly beforehand. While they came out nice besides that, I think I can do better with their genome than I did the first time around (that, and the Edible Snotrock .cos needs updating as well).
First off, let me state what I mean by "Other." I'm referring to breeds who were originally made by someone else, but have their concept revamped and their genetics improved by me. The Potamogeton Grendels are the biggest example of this - their original version, the Pond Weed Grendels, was made by Grendel_Slayer, not me. I'll also say that I base these updated versions on a fresh genome and not the ones that were already made.
- Water Ryuujins: This breed was originally made by Grendelgirl_88. They're amphibious grendels tweaked to be slightly friendlier and rest around Creature Eggs. I plan to make them fit their name a bit more ("Ryuujin" means "Dragon Lord"). However, the Waterfall Grendels do resemble these guys a bit, if only in spirit.
- Mermaid Norns: A simple aquatic breed created by Nina of Yggdrasill. They were simply amphibious Bengal Norns who changed color as they aged, but I loved them and always had a crew of them in my Aquatic Terrarium a while back. Their revamp details a change in diet as well as making them more social (among other things).
- Vicious Norns: KC11's flagship breed whose main feature was the ability to "eat" grendels (I'm not quite sure how she did that without an "eat creatures" agent, and to be honest I still don't). I did have a list of features for their revamp, but I've lost that and overall forgotten what I was going to do with it. Ah well, it'll come back to me someday.
Saturday, April 7, 2012
Hiatus
Remember when, back in my first post, that sometimes I'd get more attracted to other things and stop playing Creatures for a while?
Yeah, that's why there's been no posts here. Once I can get motivated to get back to playing Creatures again the regular updates will resume.
On a higher note - the waterfall grendels V3 and their agent pack are almost done now. The collab project with mea is about 50%-60% finished, I'd say. Development went more or less smoothly, so it probably won't take very long to wrap everything up when I'm ready to develop again.
Yeah, that's why there's been no posts here. Once I can get motivated to get back to playing Creatures again the regular updates will resume.
On a higher note - the waterfall grendels V3 and their agent pack are almost done now. The collab project with mea is about 50%-60% finished, I'd say. Development went more or less smoothly, so it probably won't take very long to wrap everything up when I'm ready to develop again.
Saturday, March 31, 2012
Thoughts on Favorite Games
A while back, a CCaves member named Harlequinade posted a thread about how they thought Creatures 1 was a better game than Creatures 3 and Docking Station. While I never posted in the thread, I remembered it while browsing and, in need of something to do, decided to address the subject here.
Like I said back in my first post, Creatures 3 and Docking Station are my favorite games in the series. Yes, I do own Creatures 1 and 2, and I do enjoy them. However, C3/DS are the only Creatures games I play on a regular basis - I only play C1 occasionally, and C2 pretty much exists to be torn down for parts now (for all the atmosphere and beauty it has, function outweighs appearance, and C2 does not function well even with updates). With all the other people that say C1/C2 are "superior" to C3/DS, one is probably going to be asking why that is.
Part of it is probably due to nostalgia. While I've had all three games for a very long time (I got Creatures Trilogy for my birthday sometime before fourth grade), Creatures 3 was my first Creatures game. However, there's certainly more to it than that.
I'm one of those people who believes that one's choice of game really depends on their playstyle - that despite the numbering, none of the games are superior to the others. From my observations, most people in the CC are the "nurturing" type of player. They want to get attached to their creatures and want real challenges so that taking care of them is rewarding. This is one of the biggest areas where C3/DS gets bashed - the games are "too easy." Norns can take care of themselves too well, the player can inject unlimited amounts of things with little repercussion (or none in Docking Station), all boiling down to "the game plays itself."
I'm not one of those people. I am a naturalist and a scientist when it comes to Creatures. I'm not one for mollycoddling my creatures - if I have to constantly interfere with a creature's life just because it doesn't grasp the concept that elevators are not edible, more often than not I'm just going to get annoyed. I prefer to customize environments, hatch some creatures, and set them loose to see what they do. So in essence, I actually like the fact that the C3/DS creatures are usually good at taking care of themselves (the occasional bonehead who insists on eating plant when he should be eating seed and Eat Elevator Syndrome aside). It means I have more time to watch them.
Since I like customizing environments, I also appreciate that C3/DS actually have non-creature, fairly realistic ecosystems (however flawed they were in the initial release). In C1, there's no ecosystem. Birds fly around doing essentially nothing but add decor. Same goes for the fish in the oceans. Those carrots in the garden are never going to become extinct unless you add the Albian Carrot Beetle (and even that gets thwarted if you install the Carrot Variation). Nothing in the game by default has a real life cycle. Creatures 2 addressed this somewhat, but it's still ultimately the same deal. The critters are more decor than actual parts of the world. C3/DS throws this out the window more or less entirely (although it does need fixes to completely achieve it). There's a real ecosystem and food web going on - in the Aquatic Terrarium, for example, the clownfish eat the aquamites and are in turn eaten by the rainbow sharklings and man-o-war. So in the event I don't want creatures running around, a "zen garden" containing a fully functioning ecosystem is a real possibility.
Speaking of atmosphere, C3/DS are also bashed for their graphics. Fans of C1/C2 say the ships look artificial and dull compared to the bright, vibrant colors of Albia. I say the spaceships are what give the game their charm. Just as the ancient Shee labs in C2 contributed immensely to that game's atmosphere, the hallways of the Ark contribute to C3's. It's an abandoned spaceship - no matter what the detractors might say, it's just as possible to get lost in there, staring off into the background wondering about the history of the place and how it got into its current state. Go out to the tip of the bridge and stare through the glass, and then tell me a spaceship isn't as good a backdrop as a planet is. While the Capillata isn't as atmospheric as the Ark is, the feel is still there. One can easily start musing over if there's anything lurking in the swamps of the lower Meso.
Finally, C3/DS also appeals to me as a developer. It's relatively easy to develop for C3/DS thanks to how modular it is. Unlike the past games, the default agents have their own files in their own folder rather than being lumped with the rest of the world, and these files can simply be opened with Notepad to see how they work. It's easy to add extra areas to either game without compromising too much, when in C1/C2 one often needed a whole new world. It doesn't hurt that C3/DS also happens to be the most documented of the main trilogy. C1 and C2, as a whole, are much less receptive to developers - to make a COB in C1, one can't just give it a classifier like "2 10 7" (which translates into "simple object, critter, fish") and leave it like that. To even inject it, one needs to figure out to turn that number into something like "102143." To this day, I still haven't figured that out. Nothing so confusing is required for C3/DS development.
I think that about sums up my thoughts on C3/DS. Like I said, though - the choice of game really depends on what sort of person the player is. The people who want cute furry pets that they can adore and have fun raising are probably better off with C1 and C2. Naturalists and developers, like me, will probably have the most fun with C3/DS.
Like I said back in my first post, Creatures 3 and Docking Station are my favorite games in the series. Yes, I do own Creatures 1 and 2, and I do enjoy them. However, C3/DS are the only Creatures games I play on a regular basis - I only play C1 occasionally, and C2 pretty much exists to be torn down for parts now (for all the atmosphere and beauty it has, function outweighs appearance, and C2 does not function well even with updates). With all the other people that say C1/C2 are "superior" to C3/DS, one is probably going to be asking why that is.
Part of it is probably due to nostalgia. While I've had all three games for a very long time (I got Creatures Trilogy for my birthday sometime before fourth grade), Creatures 3 was my first Creatures game. However, there's certainly more to it than that.
I'm one of those people who believes that one's choice of game really depends on their playstyle - that despite the numbering, none of the games are superior to the others. From my observations, most people in the CC are the "nurturing" type of player. They want to get attached to their creatures and want real challenges so that taking care of them is rewarding. This is one of the biggest areas where C3/DS gets bashed - the games are "too easy." Norns can take care of themselves too well, the player can inject unlimited amounts of things with little repercussion (or none in Docking Station), all boiling down to "the game plays itself."
I'm not one of those people. I am a naturalist and a scientist when it comes to Creatures. I'm not one for mollycoddling my creatures - if I have to constantly interfere with a creature's life just because it doesn't grasp the concept that elevators are not edible, more often than not I'm just going to get annoyed. I prefer to customize environments, hatch some creatures, and set them loose to see what they do. So in essence, I actually like the fact that the C3/DS creatures are usually good at taking care of themselves (the occasional bonehead who insists on eating plant when he should be eating seed and Eat Elevator Syndrome aside). It means I have more time to watch them.
Since I like customizing environments, I also appreciate that C3/DS actually have non-creature, fairly realistic ecosystems (however flawed they were in the initial release). In C1, there's no ecosystem. Birds fly around doing essentially nothing but add decor. Same goes for the fish in the oceans. Those carrots in the garden are never going to become extinct unless you add the Albian Carrot Beetle (and even that gets thwarted if you install the Carrot Variation). Nothing in the game by default has a real life cycle. Creatures 2 addressed this somewhat, but it's still ultimately the same deal. The critters are more decor than actual parts of the world. C3/DS throws this out the window more or less entirely (although it does need fixes to completely achieve it). There's a real ecosystem and food web going on - in the Aquatic Terrarium, for example, the clownfish eat the aquamites and are in turn eaten by the rainbow sharklings and man-o-war. So in the event I don't want creatures running around, a "zen garden" containing a fully functioning ecosystem is a real possibility.
Speaking of atmosphere, C3/DS are also bashed for their graphics. Fans of C1/C2 say the ships look artificial and dull compared to the bright, vibrant colors of Albia. I say the spaceships are what give the game their charm. Just as the ancient Shee labs in C2 contributed immensely to that game's atmosphere, the hallways of the Ark contribute to C3's. It's an abandoned spaceship - no matter what the detractors might say, it's just as possible to get lost in there, staring off into the background wondering about the history of the place and how it got into its current state. Go out to the tip of the bridge and stare through the glass, and then tell me a spaceship isn't as good a backdrop as a planet is. While the Capillata isn't as atmospheric as the Ark is, the feel is still there. One can easily start musing over if there's anything lurking in the swamps of the lower Meso.
Finally, C3/DS also appeals to me as a developer. It's relatively easy to develop for C3/DS thanks to how modular it is. Unlike the past games, the default agents have their own files in their own folder rather than being lumped with the rest of the world, and these files can simply be opened with Notepad to see how they work. It's easy to add extra areas to either game without compromising too much, when in C1/C2 one often needed a whole new world. It doesn't hurt that C3/DS also happens to be the most documented of the main trilogy. C1 and C2, as a whole, are much less receptive to developers - to make a COB in C1, one can't just give it a classifier like "2 10 7" (which translates into "simple object, critter, fish") and leave it like that. To even inject it, one needs to figure out to turn that number into something like "102143." To this day, I still haven't figured that out. Nothing so confusing is required for C3/DS development.
I think that about sums up my thoughts on C3/DS. Like I said, though - the choice of game really depends on what sort of person the player is. The people who want cute furry pets that they can adore and have fun raising are probably better off with C1 and C2. Naturalists and developers, like me, will probably have the most fun with C3/DS.
Thursday, March 29, 2012
Lack of Blog Activity...
...has been due to there being nothing to talk about. I've stopped running Gardenia Falls since there was really no point to continuing it since I'm going to restarting the run with new blood in a completely different room anyway, and I'm not really in the mood right now to work on the Flesheaters (they're one of those "on-off" projects...that's mostly the reason why they're taking so long).
With that said, I'm still hanging around the CC and watching the recent burst of activity at CCaves and the developments occuring in the worlds at Naturing :: Nurturing, Discover Albia, and other Creatures blogs that aren't this one.
I also have a few releases planned. One of them somewhat obviously consists of the Waterfall Grendels V3 - I still need to make a few tweaks to their genome and patch up their agents (which are also getting new sprites courtesy of mea of Caos of the Creatures Realm) before I put them up.
Speaking of mea, I'm also helping her with a few of her projects as well as a collab (at least, that's what I'm calling it). The projects being worked on are mostly agents, but the collab is on something pretty major. I'm not going to say what it is, though - you'll see when it comes out.
I don't plan on editing the blog's design any further at the moment - I'm pretty happy with it as it is. I might mess with the background later if I can find a decent graphic that's under 300kb and large enough so that it doesn't repeat.
With that said, I'm still hanging around the CC and watching the recent burst of activity at CCaves and the developments occuring in the worlds at Naturing :: Nurturing, Discover Albia, and other Creatures blogs that aren't this one.
I also have a few releases planned. One of them somewhat obviously consists of the Waterfall Grendels V3 - I still need to make a few tweaks to their genome and patch up their agents (which are also getting new sprites courtesy of mea of Caos of the Creatures Realm) before I put them up.
Speaking of mea, I'm also helping her with a few of her projects as well as a collab (at least, that's what I'm calling it). The projects being worked on are mostly agents, but the collab is on something pretty major. I'm not going to say what it is, though - you'll see when it comes out.
I don't plan on editing the blog's design any further at the moment - I'm pretty happy with it as it is. I might mess with the background later if I can find a decent graphic that's under 300kb and large enough so that it doesn't repeat.
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