Friday, September 17, 2010

Traveling Albia

Creatures 2 Albia is a large and intricate world full of caverns, passages, and impassible terrain.  Trying to circumnavigate it is a very difficult task for the average pedestrian, and the Shee and their Ettin engineers have devised means to explicate otherwise arduous journeys.

Of course C2toDS includes the basic boats and dingy of C2, but here is a look at some of the more interesting ones.

Beam Me Up Bibble!

Like Creatures 1 Albia--and all of the Creatures series--Creatures 2 includes a teleportation system: a complex network of interlinked transporter devices that can ferry Creatures from one place to another.

Personally, I never used any of them, and don’t know anyone else who did, but since I’ve recently implemented them myself and improved upon their functionality, let me take a moment to explain the teleportation system and my improvements.

The teleporters of Creatures 2, and consequently C2toDS, have general operating procedures of randomly selecting another transporter pad in the network on activation, however, there is a dedicated line on each pad to the incubator room.  It’s very handy for quickly transporting toys, seeds, food, gadgets, or lost Norns back to the burrow.

Which brings me to a new feature! Unlike Creatures 2, Creatures 2 to Docking Station’s teleporters have been upgraded to include not only inorganic matter in their pattern buffers, but simpler biological life forms as well.  Everything from caterpillars, to seed launchers, to Norns and machinery, can be whisked away in a flash!

Lift!  I Need Lift!

You already know C2toDS comes with the same lifts as Creatures 2, but what you may not know is how versatile and intelligent the lifts actually are.

C2toDS’s lifts are versatile from a developer’s standpoint because they can be easily implemented and function almost anywhere.  Adding another lift to C2toDS, with any number of stops, would take mere minutes, and each stop can be fine tuned.

Players should note that C2toDS’s lifts have a prioritized memory, and if a creature or the Hand has pushed another call button in the system, it will proceed to that stop after it has finished it’s current round.  Any number of buttons can be pushed in any order, and the lift will navigate them in time, and appropriate priority order.

Retro-Travel, All Aboard the Cable Car!

Loyal readers are rewarded with secrets, surprises, and fun facts, and this is one such time! 

Buried in soil of the once beloved Albian garden--now turned gaping chasm--and unearthed by the running waters, the cable car of Creatures 1 has been lifted up back into the treetops to serve loyal passengers once again!

It does it’s duty by ferrying creatures across the mighty gap, giving travelers another, very scenic, means to cross the waterfall canyon.

Ride on quaint traveler!  Ride on!