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vovan is offline vovan
Emperor

Oct 2001
time: 06:36
  Old Post 18-03-2005 10:40
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quote:
Originally posted by Urban Ranger
Hmm... does all that stuff get stored on the HDD for later use?


Well, I don't and can't know for sure, of course. But what I meant by my comment was that you really incur this generational overhead only at load time of the game. Once the game is up and running, one shouldn't really see any slowdowns associated with this, other then in the transition from the editor back to the world, when the thing potentially has to regenerate everything, but then you expect a little bit of load time any way, so it's nothing too noticable, hopefully.

Sn00py is offline Sn00py
King
From New Zealand
Aug 2001
time: 13:36
  Old Post 18-03-2005 10:48 Visit Sn00py's homepage!
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quote:
Originally posted by Urban Ranger


3GHz P4 is a bit stiff...

I am sure you are well award of the speed vs space tradeoffs. You either do the rendering on the fly, which requires a lot of computing power, or you do the rendering beforehand and store the results, which requires a lot of storage space. I reckon game companies opt for the latter, because they wouldn't want to unnecessarily limit the potential buyers base.



Hmm... does all that stuff get stored on the HDD for later use?



I assume it does get stored, as it is only a few KB's in size.


But UR, why you are arguing that this game might fail is falling flat, because Spore is not necessarily a game; Will Wright is just trying to find new ways to make games for the future, because he knows that in 5-10 years time, it's going to take an army and 5 years to make a standard game.

Animating and making models interact with each other correctly requires a lot of work and most of the time too much work, so why not just get the computer to do the job instead?

For me, I can see that this is a huge and necessary step forward in game-making. Once this technology reaches a more advanced height, the possibilites for better games become even greater.

vovan is offline vovan
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Oct 2001
time: 06:36
  Old Post 18-03-2005 10:55
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quote:
Originally posted by Sn00py
Will Wright is just trying to find new ways to make games for the future, because he knows that in 5-10 years time, it's going to take an army and 5 years to make a standard game.


Sn00py, were you at his speech then?

You hit the nail straight on the head there. That was actually one of the prominent topics that Wright covered. He was talking about how The Sims 2, when it first shipped, had about 20 000 animations alone and that they had hundreds of content creators on the team, and the number of those far outweighed the number of programmers.

Also, he was talking, on a more abstract level, how the enjoyment of the game does not really grow linearly with the amount of assets provided. That is, if you double the number of animations to 40 000, you aren't really doubling the fun. Therefore, generating content by regular means (using an artist) is really not the kind of trend that you want to follow.

Therefore, he said, one of the goals of this project is to develop a full-fledged game with a comparatively small team. They are aiming for the team at most half the size of the Sims 2 team, and actually one goal is to have actually more programmers than content creators, because that would force you to concentrate more on game logic and procedural content generation algorithms than pretty pre-rendered graphics.

Sn00py is offline Sn00py
King
From New Zealand
Aug 2001
time: 13:36
  Old Post 18-03-2005 13:43 Visit Sn00py's homepage!
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I love how life forces progress. If you get me?


Problem 1: Too hard to create artwork by hand to meet demand.

Solution: Get computer to create artwork and animate it on the fly.

Future: Most game makers turn to new system of making games - getting computer to do a lot of the work - thus eventually leading to advanced Virtual Realities.

Which is where the future is at. Does anyone really think that if we keep going down this bitmap road, that VR will ever take off? No, VR will require the entire gaming industry to head down the mathematics path.


Bring it on


edit: It's strange, but until now, I never thought graphic designers would become outsourced. Ok, not completely outsourced, but surely a lot are going to lose their jobs. Damn, I thought me being a graphic designer would prevent me from being redundant.

DaShi is offline DaShi
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Sep 2000
time: 05:36
  Old Post 18-03-2005 17:54
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quote:
Originally posted by Sn00py
I love how life forces progress. If you get me?


Problem 1: Too hard to create artwork by hand to meet demand.

Solution: Get computer to create artwork and animate it on the fly.

Future: Most game makers turn to new system of making games - getting computer to do a lot of the work - thus eventually leading to advanced Virtual Realities.

Which is where the future is at. Does anyone really think that if we keep going down this bitmap road, that VR will ever take off? No, VR will require the entire gaming industry to head down the mathematics path.


Bring it on


edit: It's strange, but until now, I never thought graphic designers would become outsourced. Ok, not completely outsourced, but surely a lot are going to lose their jobs. Damn, I thought me being a graphic designer would prevent me from being redundant.


Nonsense, it'll never work. Progress requires too much processing power. Better to just not try and be happy with what we've got.

lord of the mark is offline lord of the mark
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Dec 2000
time: 00:36
  Old Post 18-03-2005 18:55
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quote:
Originally posted by Urban Ranger


MoO 3 was extremely hyped in the beginning. Then the design was gutted when the development team couldn't meet the goals. Being rushed into the market also played a part, of course.


Well thats where Wrights in a different boat - "look im a star, i get as much time as i need" "we need cash flow" "ok, release another Sims2 Xpack"

lord of the mark is offline lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000
time: 00:36
  Old Post 18-03-2005 19:01
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quote:
Originally posted by vovan


Very much so indeed! I think I am far more interested in seeing how the game works than actually playing it.



Well, the thing that sort of bothers me about the game is the large variety of game styles Spore is trying to cover.

well i guess thats the point though - powers of ten and all that - the folks who are gonna buy this game are gonna be those who think the concept of moving between scales is cool, even if theyre not turned on by the game at each scale. I wonder how many people out there are like that? And the game has to be SOMEWHAT good at each level, i agree.

I loved Simcity, and thought Streets of Simcity would be cool, even though im not real big on driving games, cause i could get to drive through my cities. Well Streets was such a dud i didnt even pursue it to that point. Similalry for some time, IIUC, folks have been trying to do TB with RT tactical combat. Correct me, but IIUC no one really succeeded with that till TW, and they took a couple of go rounds to get the TB part right - other attempts have been flops, despite the appeal of the concept.

And wasnt Simville intended to be an intermediate step linking down to the Sims and up to Simcity? That didnt pan out? Wrights clearly been interested in the scale up - scale down things for some time - there must have been reasons it didnt work before.

Sn00py is offline Sn00py
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Aug 2001
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  Old Post 18-03-2005 22:43 Visit Sn00py's homepage!
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I think we should at least show some images of the game

Amoeba Stage:


On Land:


City:


Planet:


Solar System:


Galaxy:




After looking at these images, this game DOES look big. I thought the fact that the game would be what.. 99% mathematically created, but to see it looking at least this good just wow's me over.

Sn00py is offline Sn00py
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Aug 2001
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  Old Post 18-03-2005 22:50 Visit Sn00py's homepage!
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There are more screenshots here: http://www.gamingsteve.com/archives...ures_of_wil.php

(and an mp3 of Will's speech I think is also at this site)


Two shots that also caught my eye:



Vehicle editor:


The top 3 vehicles are Will's creations for his civilization.

The bottom 2 were created by the computer, an industrial type civilization.

The site also says that each civilization will develop its own culture.

Last edited by Sn00py on 18-03-2005 at 22:58

vovan is offline vovan
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Oct 2001
time: 06:36
  Old Post 18-03-2005 22:58
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Well, these images are kinda there illegally, because you aren't supposed to take pictures like that, so I didn't wanna post 'em, but hey, if they are already here, might as well comment on them.

One thing to note is that they look kinda ugly because they are photos of what looks like the screen, and so the quiality is much lower than what it looks like to the eye.

Ok, now some comments:

quote:
Originally posted by Sn00py
On Land:



Yeah, that thing in the middle with a funky long tail above its head, kinda like a mix of a lizard and a scorpion, that's you. And that thing in front og you, the round brown thing, that's food.

One thing that actually interests me... You can kill that thing and eat it, but I wonder if you can become a herbivorous creature. There was no such indication in the demo.

quote:
Originally posted by Sn00py
City:



Hmmm... The weird thing about this screenie is that there are no inhabitants of the city to be seen anywhere around. It looks kinda empty and dead... During the demo, you could actually see your guys running around and doing things.

quote:
Originally posted by Sn00py
Planet:



The thing to note here is that the planet's surface is all procedurally generated, so supposedly no two planets will ever look exactly the same.

quote:
Originally posted by Sn00py
Solar System:



The really cool thing here is the leftmost planet, just to the left of the ringed one. Look at its orbit, it's not perfectly circular, but actually very deformed. I think it's cool, that the solar systems are not simply hardcoded to haveplanets whipping around on circular orbits, but it looks like there is at least a little bit of physical simulation there.

quote:
Originally posted by Sn00py
Galaxy:



OK, here, if you remember just above I said how each galazy sector is a tiny bit of the whole galaxy? Well, you can just barely see the rectangle outlining your home galaxy sector. You almost can't see if you don't know it's there, so I highlighted it for you in red. See attached image. Like I said, there is a bunch of stars in each of those sectors.

Attachment: spore_galaxy.jpg
This has been downloaded 82 time(s).

Sn00py is offline Sn00py
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From New Zealand
Aug 2001
time: 13:36
  Old Post 19-03-2005 07:34 Visit Sn00py's homepage!
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Oh I thought it was the blue dot.

Is that a black hole or something?

I wonder how long and how much you can do in each stage? It would be a really bad game if you zoomed past each stage.

Sn00py is offline Sn00py
King
From New Zealand
Aug 2001
time: 13:36
  Old Post 19-03-2005 07:39 Visit Sn00py's homepage!
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In the City stage, do you advance slowly like in Civilization? Can you build more than one city?

Kassiopeia is offline Kassiopeia
Emperor
Jyväskylä, Finland
Jul 2001
time: 07:36
  Old Post 19-03-2005 08:06 Visit Kassiopeia's homepage!
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Umm, wow. I was pretty excited when I had read halfway through the gamespot article on this, but when I got to the part where you can seek out other life in the universe with your UFO and stuff, WOW. I can't wait for this game.

General Ludd is offline General Ludd
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Minion of the Dominion
Aug 2001
time: 05:36
  Old Post 19-03-2005 08:55
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Anything else known about the design / cultural theme? I love that sort of stuff.

nostromo is offline nostromo
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Montréal, Québec
Mar 2002
time: 00:36
  Old Post 19-03-2005 12:59
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I'm not sure I understand procedural programming. Surely, an artist drew those objets? Procedural programming sounds like a form of compression. An artist drew the objets, designed the overall look of the game, then someone made a mathematical model of all this, so you don't need the characters models or the texture files anymore. Reminds me of a form of sound synthesis called physical modeling. Instead of trying to imitate, for example, a piano with basic soundwaves, or with piano samples, a mathematical equation models the piano sound. Spore is an intriguing concept, I don't know about the game, though. Is there an ETA?

DrSpike is offline DrSpike
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Sep 2001
time: 05:36
  Old Post 19-03-2005 16:20
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I find Vovan's points interesting. Maybe this one will be worth a look when it's ready. Maybe.

Kuciwalker is offline Kuciwalker
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Feb 2001
time: 00:36
  Old Post 19-03-2005 18:53
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quote:
Originally posted by lord of the mark
And wasnt Simville intended to be an intermediate step linking down to the Sims and up to Simcity? That didnt pan out? Wrights clearly been interested in the scale up - scale down things for some time - there must have been reasons it didnt work before.


There was a Sim Town, but it was Sim City for Kids™.

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 19-03-2005 18:55
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I take it back; this looks like it could work and not be stupid. It just doesn't attempt a quite *serious* imitation of each level.

vovan is offline vovan
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Oct 2001
time: 06:36
  Old Post 20-03-2005 00:55
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quote:
Originally posted by Sn00py
Oh I thought it was the blue dot.

Is that a black hole or something?


Nope. That's the cursor, and it looks ugly, because it was a photo of the screen. You can actually see it on all screenies. On the solar system it's just to the right of the second planet from the star, on the UFO shot, it's just above the UFO, on the city shot it's at the bottom of the tallest building in the centre.

vovan is offline vovan
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Oct 2001
time: 06:36
  Old Post 20-03-2005 01:02
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quote:
Originally posted by Sn00py
I wonder how long and how much you can do in each stage? It would be a really bad game if you zoomed past each stage.


quote:
Originally posted by Sn00py
In the City stage, do you advance slowly like in Civilization? Can you build more than one city?


Well, I don't really know for sure, because in the demo, Wright put the whole progression of the game in about half an hour or so, but he did "skip" a lot of things, so I don't really know like how fast you can advance from stage to stage. It seems to me though like you can pretty much pace the game as you want. Like, if you want to just zoom through the levels, I think you can do that, but if you want to micromanage and take your time, then you can do that too.

For example, once you reach a certain level of development, you can have multiple cities, I think, and then you can pretty much choose your level of micromanagement. For example, suppose you wanted to build a temple in a city. You could either be zoomed out on the planetary level, where you see iconic representations of your cities and units. Then, you can simply click the city icon and say, hey I want a temple there, and the temple would be built. Or you could be zoomed in to the terrain level, and actually plop down the building in the city yourself and draw roads and such things to connect it with the rest of the city.

vovan is offline vovan
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Oct 2001
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  Old Post 20-03-2005 01:06
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quote:
Originally posted by General Ludd
Anything else known about the design / cultural theme?


Well, I am not entirely sure what you mean there, but all the buildings and things are fully customizable. You can change their shape and texturing and everything, and apparently there is really potential for a lot of stylistic and architectureal diversity in the buildings. Also, when you need to plop down a building, you could "roll your own" or build an already existing building. If you want a prebuilt model, then the game will look at what kinds of buildings you already have in your cities and populate the list of available buildings from the database (of player-created content) with what it thinks are similar styles. Like, if all your buildings are blocky and utilitarian and sort of metallic-textured, then it will give you the same industrial-looking buildings. If, on the other hand, your buildings are all brightly colored and puffy, then it will give you similar buildings. Like I said though, if you don't find anything to your liking, you can always make your own building from scratch or by modifying an existing one to your liking.

vovan is offline vovan
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Oct 2001
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  Old Post 20-03-2005 01:16
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quote:
Originally posted by nostromo
I'm not sure I understand procedural programming. Surely, an artist drew those objets? Procedural programming sounds like a form of compression. An artist drew the objets, designed the overall look of the game, then someone made a mathematical model of all this, so you don't need the characters models or the texture files anymore. Reminds me of a form of sound synthesis called physical modeling. Instead of trying to imitate, for example, a piano with basic soundwaves, or with piano samples, a mathematical equation models the piano sound.


Well, that is certainly one way to do it, but in this particular case its not what is going on. Everything you see there is made in-game. The creature models for example were not made in Maya or 3DSMax or anything. It is all in-game content. For example, you go to the creature editor, and you can make the creature look anything you want there. You can modify the body shape by messing with the skeleton, you can add and remove appendages, you can add and remove mouths or beaks or what-not, etc. Anything from a care-bear to an alien-looking spider thingey can be modelled in game with an easy interface. Of course, that's not procedurally-generated per se, that's player-made. What is procedurally-generated is animations, for example. Say you make a creature with a billion legs. How will it walk around? Well, that's not pre-defined, but the animations are all procedurally generated.

quote:
Originally posted by nostromo
Spore is an intriguing concept, I don't know about the game, though. Is there an ETA?


I think I read somewhere Christmas 2005, but I don't know how reliable that is...

EDIT: Eek, sorry for multiple posts... It's just easier to answer multiple unrelated questions that way.

nostromo is offline nostromo
Prince
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Mar 2002
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  Old Post 20-03-2005 02:00
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quote:
Well, that is certainly one way to do it, but in this particular case its not what is going on. Everything you see there is made in-game. The creature models for example were not made in Maya or 3DSMax or anything. It is all in-game content. For example, you go to the creature editor, and you can make the creature look anything you want there. You can modify the body shape by messing with the skeleton, you can add and remove appendages, you can add and remove mouths or beaks or what-not, etc. Anything from a care-bear to an alien-looking spider thingey can be modelled in game with an easy interface. Of course, that's not procedurally-generated per se, that's player-made. What is procedurally-generated is animations, for example. Say you make a creature with a billion legs. How will it walk around? Well, that's not pre-defined, but the animations are all procedurally generated.


I see... So it's basically a super design workshop, à la SMAC but much more flexible.

Last edited by nostromo on 20-03-2005 at 02:11

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Mar 2002
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  Old Post 20-03-2005 02:01
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quote:
EDIT: Eek, sorry for multiple posts... It's just easier to answer multiple unrelated questions that way.


Yeah, right! I'm just about to hit the 500 post mark. Two to go...

Nikolai is offline Nikolai
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Oct 2000
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  Old Post 20-03-2005 05:19
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vovan's right.

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  Old Post 20-03-2005 05:55
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  Old Post 20-03-2005 09:39 Visit Sn00py's homepage!
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On GameSpy's Forums, a guy mentioned that anyone could create a Civilization of penis's; now, while this would be hiliarious to come across while playing your game, I'm starting to see that this game could create a lot of issues.

How do you rate a game that can potentially create images that are unsuitable for children?

Would Will Wright have to set up a team that checks each and every civilization that gets loaded up onto the server? A momental task if you have 100,000 people playing.

DaShi is offline DaShi
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The Taste of Japan
Sep 2000
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  Old Post 20-03-2005 09:55
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They're not penises, they are rocket ships.

Urban Ranger is offline Urban Ranger
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  Old Post 20-03-2005 10:00
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quote:
Originally posted by Sn00py
I assume it does get stored, as it is only a few KB's in size.


High resolution bitmap images are staggeringly large.

quote:
Originally posted by Sn00py
But UR, why you are arguing that this game might fail is falling flat, because Spore is not necessarily a game; Will Wright is just trying to find new ways to make games for the future, because he knows that in 5-10 years time, it's going to take an army and 5 years to make a standard game.


I don't think it's the eye candy part that is difficult. There are enough sophisticated programs out there to create photorealistic images and animations. With the progress in storage facilities, that should not be a problem. The big one has always been the game design itself.

quote:
Originally posted by Sn00py
Animating and making models interact with each other correctly requires a lot of work and most of the time too much work, so why not just get the computer to do the job instead?


I am not sure what you are getting at. The computer has always been doing all the interacting bit - e.g. who gets shot when - all along, from the very crude Pong days.

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  Old Post 20-03-2005 10:02
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quote:
Originally posted by lord of the mark
Well thats where Wrights in a different boat - "look im a star, i get as much time as i need" "we need cash flow" "ok, release another Sims2 Xpack"


Yeah, Wil Wright struck gold with that. I can't tell whether he got lucky or he figured out the causal gamer. I am more inclined toward the former

 
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