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| Simulation Games (Sim) Discussion for all other simulation games. |
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#61 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
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Re: Spore - Ultimate Sim?
I read that EA will be monitoring the sporepedia for offensive creations.
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#62 (permalink) |
![]() ![]() Join Date: Dec 2006
Location: Garden Of England
Age: 21
Posts: 1,862
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Re: Spore - Ultimate Sim?
Good that would most inoy me, also I found the fact that the size and weight of your monster has no effect on anything (in fact there is barely any phisics in the game). Also it would have been cool for more differences such as if you have fingers you can build easier than if you have pincers and if you have eyes you cant path find as well, but there is none of that. However all we have is ridiculous stats such as how good your monster is at dancing or how good they are at sneaking. I made a ten tonn truck monster and gave it 5 tiny feathers on its back and apparently that means it has max sneaking ability, I mean what the hell is with that?
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#64 (permalink) | |
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Join Date: Aug 2005
Location: Taxachusetts
Age: 30
Posts: 2,921
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Re: Spore - Ultimate Sim?
Quote:
I did make a slug-like creature that was noticeably slower than better-limbed runners, and a squat two legger that bounced around like a dodo - but I have no idea if these are just visual candy or if they would actually effect performance. One thing that bugs me is that tail weapons don't translate into actual tail attacks. Maybe that will change in the full game.
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#65 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,637
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Re: Spore - Ultimate Sim?
Me too. My first creature was this hawk-beaked, slash tail thing and I spent a decent amount of time looking for a way to get him to do something other than 'punch'...
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#66 (permalink) |
![]() ![]() Join Date: Dec 2006
Location: Garden Of England
Age: 21
Posts: 1,862
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Re: Spore - Ultimate Sim?
LOL that is nothing if you guys have bought the full version you will have noticed a cercular saw weapon, just how would a creature evolve to have one of those. However more inoying is the fact that it waves from side to side in the slightest movement, so would be completely useless.
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#67 (permalink) |
![]() Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,645
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Re: Spore - Ultimate Sim?
Looks like Spore is upon us. Another game I've got to play!
http://pc.ign.com/articles/907/907287p1.html
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#69 (permalink) |
![]() Join Date: Aug 2004
Location: Hollywood, FL
Age: 31
Posts: 1,934
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Re: Spore - Ultimate Sim?
I got my pre-order today. Comes with a promo code to get $10 off merchandise. Normally, I wouldnt look twice at something like this. BUT, you can actually upload your creature to the store and get it imprinted on any number of things (like t-shirts, mousepads, etc.) They're using the Zazzle community which is really cool.
What I really like about this game (assuming they've put it in) is that supposedly the game will populate itself with the creations of your community. Literally, I SHOULD be able to kick the ass of Undead's or FKD's creations and then gloat about it later. Obviously it's not REALLY multiplayer in real-time, but it is supposed to parse data from a master server that the game ultimately uses to flesh itself out. Hopefully we can start some kind of TG Spore group within the game and only pick from our own stuff. That'd be cool. The TG Universe.
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#71 (permalink) |
![]() Join Date: Aug 2004
Location: Hollywood, FL
Age: 31
Posts: 1,934
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Re: Spore - Ultimate Sim?
Okay, here's a better explanation of how the "multiplayer" element actually works. The best part of this review is it answers my question of if we can populate with only our friends' stuff - the answer is YES. So basically, we can make a TG Universe and populate it with our creations (as long as you play online). Pretty cool eh?
http://pc.gamespy.com/pc/spore/907564p1.html I figure we'll need some kind of forum or usergroup to share thoughts or something. I hope one comes with the service, ala facebook.
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