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Emulate Wild Project   
the1whoscreams

the1whoscreams
United States  


  10/22/2015

I'm working on a new game that runs on the Creatures engine. I'm decent with sprites, but the problem is that I couldn't produce decent CAOS to save my life. So... anyone want to help me with that? I'm giving it the name Emulate Wild for now as a working title. This is a pretty big project, so I'm not limiting the number of people working on the game.

Right now, these are the roles I can think of.

Spriting: Me, and nobody else! My art style is pretty hard to replicate, and I don't want two radically different art styles to clash all the time.

Coding: Nobody yet, sadly.

I also need someone who knows how to mess around with core game files, create an entire standalone game with the Docking Station engine, and possibly even change the names of actions and classifications. I know, it's a handful. And that's why I'm asking people.

 
Wingheart

Wingheart



  10/22/2015

Actions and classifications at least is just catalogue editing.
It's hard to muck up the game badly with catalogue editing.

 
GimmeCat

GimmeCat



  10/22/2015

savannahs11 wrote:

I also need someone who knows how to mess around with core game files, create an entire standalone game with the Docking Station engine, and possibly even change the names of actions and classifications. I know, it's a handful. And that's why I'm asking people.



Not to be overly negative, but projects like these are a dime a dozen. There are a billion "idea people" who think they can recruit a team to do everything for them. Essentially what you're saying is, "I get to draw, while everybody else makes a game for me." (For free, of course)

It's not as easy as you're probably imagining. And, the people who have that sorts of skills aren't going to want to devote their days building somebody else's ideas-- especially when there is a high risk of that person suddenly getting bored of it and moving on to something else a month down the line.

What I'm saying is, don't have high hopes for this or you'll be disappointed. But, good luck regardless. :)

 
Papriko
Peppery One

Papriko



  10/23/2015  2

You know what is funny? On the Cube forums (for Cube1 and Cube2 engine based FPS games) they have a whole article just dedicated to this alone. Maybe it helps in this case too: How not to start a mod

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  10/23/2015  1

From what I can gather from Papriko's link... learn some CAOS, try to make most of it yourself then present us with an alpha or beta of your design. Then if people like it they might volunteer to help you out.

Your idea sounds interesting, but right now I have no idea what it is.


Creator of the TWB/TCB genome base.

 
the1whoscreams

the1whoscreams



  10/23/2015

Well... who here wants to play a Creatures game where you actually have to manipulate the world by controlling creatures? This little (actually freaking huge) thing I'm making is basically that. The world is pretty tough to survive in, because there are predators, the season system makes food scarce, and there's also a whole ton of other crap going on. First, I'll get into that insane season system. There are four of them, just like on Earth, each one lasting about fifteen minutes. That makes an in-game year last for an hour. Unlike the rest of the series, seasons actually have an effect other than making a tiny patch of exposed water freeze over. Plants take a lot longer to grow than usual most of the time. You'll have some fast growers every now and then, but most plants spend most of the entire season growing, and then the seeds burrow into the ground after a while so that they don't all get eaten.

Besides a lot of plants and animals only showing themselves during certain seasons, temperature also changes. In the hotter areas, creatures can actually die of heat stroke in the summer if they aren't of the right breed or aren't properly equipped. I'll get to that stuff later. Due to the fact that fruits and berries tend not to show themselves that often, they also won't rot as quickly. You can actually create food storage containers that stop your hard-earned food from rotting.

Now for the creature-controlling part of this. At the start of the game, you have a glowing pointer that you can move around like you would the Hand in any other game. The area you start off in is pretty cold, so your starter creatures will be better equipped for cold areas, but they do even worse than normal creatures with the heat. Your little pointer thing is right next to some eggs frozen in ice when you boot up a world for the first time. You have to move it over them to melt the ice. After that, you just wait for them to hatch and then you just click on one you like to start controlling it.

The control system is crazy. You get this huge GUI that covers most of the screen, and it has all these buttons and status monitors you use to control your creature and know its needs. It's got its downsides, though. If your creature's drives get too high, the buttons will stop working and the creature will take control to find the thing it needs.

Okay, I'm tired of ranting. I'll probably talk more about this stuff later on, but for now, see if that gives you a general idea of the insanity going on in this game.

 
Papriko
Peppery One

Papriko



  10/23/2015  1

You know... if you read the link I gave you, you'll figure out that crazy insane game ideas sound cool, but aren't particularly ideal to attract helpers.
To be honest, the stuff you told so far does sound pretty cool, no doubt, but imagine if I were not just a coder, but an egoistic jerk of a coder: how can I know my work gets actually published and isn't dumped halfway through? A good way for me to know this won't happen is if I know that this is already half done. There is still plenty to do, but the chance of my worthy time being dumped is less likely.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
GimmeCat

GimmeCat



  10/23/2015  3

You say "the game does this" "the game does that" but you're talking about a game that doesn't exist yet, and you can't possibly know if any of that is possible unless you've built a proof-of-concept demo to show these features are actually feasible.

Do that, then you'll attract some engineer attention. :)

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  10/23/2015

Perhaps start by building and releasing an empty metaroom, then ask for help with coding the plants? That way, even if you don't accomplish your ambitious goals, you and your coders have something to show for it, then hopefully you can build up from there.

I like your idea, I want to see something come of it but heed everyone's advice when they say that just describing your ideas to us won't make it happen.


Creator of the TWB/TCB genome base.

 
the1whoscreams

the1whoscreams



  10/23/2015

Well, I've already got sprites done for the starting terrarium and a scrapped teleport crystal.
 
Missmysterics

Missmysterics



  11/2/2015

I don't see any need for the buttons really, you could just have the game arranged so you can't pick up the norns, and teach them the words to tell them what to do.

I guess you could arrange a system like in creatures 4 though, where you select an item then press a button to silently tell a norn what to do with it. Actual control I'm not so keen on.

 


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