Thread: Spore.
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Old 08-28-2007, 01:18 PM   #36
Drakul
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Sorry for 'bumping' a year old topic but I thought it made more sense than creating a whole new one.

I came across some new info about Spore, if you're interested.
The whole article is here: http://www.gameinformer.com/News/Sto...1555.09950.htm but it's a pretty big read so I'll just copy/paste some of the parts I think would be of most interested here.

Quote:
The first thing we walked up to was a similarly lowly creature, and we took the friendly approach—singing a little song, accompanied by a little swaying animation and emanating musical notes. For some reason, our song made quite the impression, and we made a new friend—snagging precious new parts in the process. As you interact with creatures, a meter pops up. Fill it up, and you’ve got a new friend—complete with a smiley-faced icon that will make Sims veterans feel right at home.
Quote:
Now that the creature is a bit smarter that before, its goals are suitably more ambitious. Whereas before the goal was to find a mate and evolve a little more, now it’s all about organizing your creatures and making sure that they’re the dominant lifeform on the planet. How can you do that? By forming tribes, of course. There’s something to be said for having safety in numbers. You can’t just take a few guys and say they’re a tribe, or at least you can’t do that in Spore. Here, you’ll need to get three creature types in your posse (the official Spore term) to form your tribe. You can do it the nice way, by being social, or by intimidating your quarry into submission. It’s up to you.
Quote:
While fish is tasty and all, our creatures yearned for something a little more substantial. After a quick trip to the character editor, our guys were dressed up for the hunt, with special hats, war paint and ornamental shoulder spikes. (Players will be able to design specific outfits and styles for each of the characters main actions, should they be interested in doing so.) Our creatures made good use of their big brains and upgraded weapons, bringing back huge piles of meat.
Quote:
With that, it was time to do some recruiting. We followed a colored blip on the minimap to a rival village. Since we wanted to do our best to impress our new friends, we brought along gifts of meat and fish. They seemed pretty happy about the whole thing, but who wouldn’t? When we tried to recruit them by singing and playing instruments, however, their response was less enthusiastic.
Quote:
You start off by building your town hall or selecting one from a bank of previously created samples. Some of the more outlandish developer designs were shown in the demo, including a building that looked like a pair of enormous Lego blocks. We picked Gandalf Hall, which was appropriately shaped like a towering version of the famous wizard. The next step is designing or selecting a harvester, which is used to gather spices. A similarly crazy selection of developer creations was present, including a Tron-like Light Cycle, skull or gigantic red stapler. (Lawyer-types, take notice—the samples were just examples of what players could themselves create. These are not likely to be in the game’s official release.)
Quote:
Here, past player actions come into play. If you played with lots of aggression in the past, your civilization will likely be a militaristic one, with specialized units designed to destroy enemies and inflict pain. If you were more peaceful, your civilization might be based on commerce, with units designed to create trade routes and woo followers that way. If you take over a civilization of another type, you can then build their specialized units, so you won’t be stuck playing Rambo if you’re really an entrepreneur at heart.
Some creature:







A creature in simple armour with little texture:

Land/sea/air/space vehicles:


The game is also confirmed for the DS and it's currently being developed. The PC version (and, I think, the DS version aswell) are due out in Spring 2008. They said the Wii, 360 and Ps3 will most likely get a port but not right now.
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