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Norn Stats / Skills?   
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  5/29/2012

In the third screenshot on the Bigben site, there is a window called "Norn Stats" - which at first I took to be some kind of Owner's Kit.

Looking more closely at it, it seems to have "Available Points" up in the top right hand corner...

and two 'choose a skill' slots beneath the norn's 'photo' (which I think will move)...

and the skills themselves seem to be represented on the right of that...

I see a green leaf (affinity for nature?), two red round objects (boxing gloves? some kind of fighting skill?) two orange, vaguely norn shaped objects (social skills?) three round blue things (eggs? fertility?) and a lightbulb (intelligence, it must be!).

Not sure what the blue bar at the top means. Does anyone else have any ideas about that screenshot, or what the skills could mean, and how this could impact on the game?


My TCR Norns
 
Wiimeiser

Wiimeiser



  5/29/2012

Maybe like lifetime aspiration bonuses in The Sims 3, which gives you extra items, permanent bonuses (no need of the bathroom, for one!), and the ability to change traits.

Hashikin ko Tyni Kong Taria Haju'Rumia'an Klodz'Proddi. Terdish oxen saur yessi atai Kongo Dolpik!
 
Bifrost

Bifrost



  5/29/2012

Wouldn't adding skills like that go completely against the concepts of breeding and trying to raise skills through selective breeding etc.?

And what about wolfling runs? Would your norns lack a lot of skills (skills they should really have inherited genetically) because you weren't there to hand them out?

I hope it's something else.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/29/2012

Perhaps they'll be heritable in a Lamarckian fashion?

Will norns tend to dislike each other based on these skills?


My TCR Norns
 
C-Rex
Lollipop Lord

C-Rex


 visit C-Rex's website: The Norn Nebula
  5/29/2012

Perhaps its skills that they're born with? I hope so, I'd hate the idea of Norns earning skills.
 
Feddlefew

Feddlefew



  5/29/2012

Looking closely at the screenshot, it seems that the skills have variable max values, suggesting a genetic component. The skills also seem to be physical attributes- I see strength (weight), charisma (two norns facing each other), and intelligence (light bulb). The other two could be speed (it looks like the second one from the bottom is a bunch of blue arrows) and endurance.

The majority of Fishing Cactus arn't native speakers, so some of the translations in early screenshots could be... off.

 
ylukyun
Patient Pirate

ylukyun

Manager



  5/29/2012

I hope they're genetic. If they are, this will actually be really cool.
 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  5/29/2012

They did say breeding special Norns was one of the goal types, right? Maybe these skills have something to do with that.

The blue icon really doesn't look round to me, though... if you right-click and zoom in, they have definite angular shapes, and look rather like blocks. Or something. It's hard to tell at that resolution. Maybe speech bubbles?



 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/29/2012

Perhaps it's a graphical way of showing how a norn has inherited various traits?

My TCR Norns
 
Bifrost

Bifrost



  5/29/2012

Sounds more plausible. But can norn intelligence be measured? Doesn't it depend on how lobes and neurons interact?
 
Feddlefew

Feddlefew



  5/30/2012

It could be a measurement of how quickly they learn, or how long they remember things.
 
AthenaTrixl

AthenaTrixl



  5/30/2012

I wouldn't be too keen on a knowledge bar if it's supposed to encapsulate the entirety of what all norns have the capacity to learn. I could see that (potentially) taking away a lot of enjoyment out of teaching norns.

If that's the way of it, I can see it becoming a target that we all hope our norns will, by default, or through tweaking, have their knowledge at 100%.

If it's notoriously difficult to obtain 100%, it would be much better; but if it's relatively easy, I think it could become very annoying or tiresome very quickly.

If it means knowledge as in all the words learnt - simply referring to vocab - it may be a valuable and enjoyable tool. At this point, I'm leaning on it referring to vocabulary.

 
Rascii
Caves Dweller

Rascii

Administrator


 visit Rascii's website: Creatures Caves
  5/30/2012

Hmm. That does remind me of The Sims. I think it could be interesting if the norns can 'learn' skills throughout their lives, or if we could 'teach' them how to do things, but I don't necessarily like the idea of just divvying up skills to them like when creating a Sim. Hmm.

- Rascii
 
AthenaTrixl

AthenaTrixl



  5/30/2012

Agreed Rascii. The differentiating beauty of the Creatures games (to the Sims for example), to me at least, has been that sense of infinity (even if technically, the possibilities weren't actually infinite), nature, exploration...

It felt like there were no boundaries because any possible actual boundaries weren't really outlined. I really liked that feeling. It gave great incentive to explore and continue playing.

Having said this though, I have been growing ever more convinced that yes, whilst playing C4 will be a very different experience to the previous Creatures games, it will have merits of it's own that I am sure I will enjoy very much.

 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  6/1/2012

There should be skills, but I think they shouldn't be selectable like that and instead they would get skills from doing related things.

They might be perks however.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/13/2012

So, from the bigger update, we have the following:

Fishing Cactus Blog wrote:
Stats
Some of you saw a screenshot on Bigben’s website with a page named “Norn Stats”. That page is not up to date anymore. To give you a bit of insight and avoid marketing-friendly misinformation, we investigated a stats/skill system to provide the Norns with a more discernible value and support a sense of interdependence among the Norns that we think can be interesting. We want the Norns to be able to take care of their environment more than they did in the original games like taking care of plants for instance (placed by the player), play with critters, repair toys and machines etc. In our vision, better skills provide more proficiency to these tasks and like all the Norns data, the stats are meant to be passed on to offspring in the genome.
To be honest, to this day that system isn’t satisfactory quality-wise and has a series of side-effects which turn out to be either detrimental to the experience or not meaningful enough. We’re currently reassessing this whole thing since as many of you know, the original Creatures inner workings are not easily compatible with this sort of approach.



The tenses are a little odd, but 'Stats' seem to have been depreciated as unworkable, at least for now. They were sort-of Lamarckian, though. :D


My TCR Norns
 
Feddlefew

Feddlefew



  6/13/2012

I think the odd tenses stem from FC not being run by native English speakers. I have a friend from Belgium and they sometimes have problems with words and phrases, and they've been speaking English for years.

Case in point: I am not certain if Andrea caught the sarcasm in the second comment on the latest news update. 8^(

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/13/2012

Ah well, I've expressed that I'm not keen on the stats system, and Andrea Di Stefano said that they're not pursuing the stats at the moment, so hopefully it won't be in the final game. :)

My TCR Norns
 


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