Friday, September 3, 2010

I’ve Got You Trapped Now! >:D

One of the most frustrating things about my early days of C2, and even C3/DS, were the difficulties of keeping Norns contained to certain areas. 

While people have invented various agents, from force fields, to gadgets and door locks, and even “stopper” agents to deal with the Norn instinct to travel, I felt it would be a good idea to incorporate features directly into C2toDS wherever needed, to aid in wrangling and entrapping creatures.

One of the most important places such features are needed of course, are on the call buttons.  Not only do Norns, by their very nature, become obsessed with lift call buttons, they also use them frequently to run amuck in a world.

Not anymore!  The two main lift call buttons in Albia have been programmed with locking mechanisms that make them invisible and inoperable to Creatures!

And you can also see that they both have input and output ports for programming automated actions related to lifts.  Trigger the cheese machine to vend as soon as a Norn comes down, perhaps?  The limit is your creativity.

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I’ve also fixed another extremely irritating, saddening, and common problem from Creatures 2.  In fact, my first Norn, a green Emerald named “Matt” died from drowning…I cried…so Norn safety is important to me.

 

With newly installed dock moors with safety rope, creatures will never run off the edge again!

And finally, to surely halt all ye meandering nomads and to protect the wayward wanderer, I have recreated the electric gate from the Creatures 2 Object Pack #1.  As an added bonus and improvement upon the original, it has one output port, reflects agents as well as creatures, and the sound of the field can be disabled on each unit. :)  Observe the field here, reflecting (and also activating) a tomato launcher. :)

I Really Feel We Have a Connection…

One of the things most lacking in Creatures Docking Station were connectable agents, and to this day, few agents incorporate this fun and interesting feature of the C3/DS engine. It really gave users a hobby of sorts--to create useful and fun complex gadgets.

I recently discovered my love of connectable agents, have began to incorporate them into C2toDS. 

This was of course a controversial decision, because it requires editing sprites to incorporate ports, and breaking some of the immersion one might have between C2 and C2toDS.  However, after carefully weighing the decision, and by that I mean I thought it was cool so I kept going, I’ve been incorporating connectability into many of C2toDS’s agents.

From call buttons, to the cheese machine, to teleporters, to tomato launchers, all kinds of gadgets are hooking up!

Hate it or Love it, let me know. :)

Wednesday, August 18, 2010

We're not dead! We're still alive!

Just a quick post to assure everyone that we haven't died in mysterious accidents, we've both just been a little busy and haven't had time to update the blog. Expect an update in the next week, when they resume properly!

In the meantime: if we were to release a preview agent, what would you want it to be?

Monday, July 19, 2010

And now for an instrumental...


Just a quick update to show that we're still alive and working--I'm on holiday in Sweden right now, and I'll soon be on holiday in Victoria, AUS (skiing), but rest assured I'll be back in full gear in August!

In the meantime, I'm interested in seeing how many people read this blog. Post your support below, and why you think C2toDS is awesome!

Friday, July 9, 2010

Some day I'll fly away...

The rumoured appearance of bees on Albia has been confirmed! The bees are possibly some of the more complex agents in C2toDS, and can travel vast distances to collect pollen. They also come with a few surprises, so it's well worth following them if they seem to be heading in a particular direction...

Wednesday, July 7, 2010

Why do I develop?

I was reading Amaikokonut’s blog earlier today, and came across an interesting post entitled Why Develop?

I’ve been considering the question of ‘why do I develop’ for so long now I’m no longer entirely sure I know what the question means!

First off, why Creatures, and not some other game? Why not a newer game that combines writing and nice code/art? The answer to this question is pretty simple for me. One, I know these games well. I’ve been playing Creatures for almost 10 years, and I’ve been playing BGII for 7. The next reason is that I know how to develop for these games, and I don’t need to learn a whole new way of thinking. It’s relatively simple for me to pick up the CAOS tool and tap out a functioning agent. But beyond those things, there is something that keeps me coming back.

When I think about it, the pessimist in me says, “What’s the point? The community’s surely no more than thirty people scattered over various sites, and out of that thirty few are actually going to try whatever you make. The community is small, none of the games are officially supported and—let’s face it—the series is thoroughly outdated. Why bother?”

I know several other people who regularly ask themselves this. I’m not the only one. There are so many reasons not to develop for Creatures, so many reasons to pick up the Dragon Age toolset and make a brand-spanking new companion called Jamir who has a penchant for heels and rouge-- or, uh, possibly not--but you get my drift. There are far more recent games, with much larger audiences to play any mods I release.

Despite this, I keep coming back for more. There is something about this game, this series, this concept that just hooks me in. And if I’m honest with myself, it ain’t the norns.

I remember when I was first introduced to Creatures. I was 11 or 12, and Dad bought it from a computing store, thinking that I might enjoy it. I can remember first visiting the CL website and downloading the Purple Mountain Norns, and being so excited at the prospect of playing with new objects and imported norns. (As I recall that was also my first foray into the internet, as well, and we all know how that ended up: I’m virtually attached to a screen at all times.) I would come home from school, boot up Creatures, and play until I was booted off by well-meaning parents worried about the effects of too much time in front of a computer. (They’ve given up now that I’m no longer living at home, thankfully. That would just be awkward.)

I played Creatures 1 because I loved raising norns. I was so attached to them that often remember there being a few tears when they died. It was my great love of norns that drove me to download my first few third-party objects—sadly I don’t remember what they were—but I do remember that they were to help me care for my intrepid creatures. But though my intentions were noble and norn-serving, with those ventures into the world of 3rd party objects, I was forever changed... though I didn’t know it yet.
It didn’t take me long to decide to make my own cobs, though initially I didn’t get far. I think I followed a tutorial on making some cheese, at which point Creatures 2 was bought for me and that was far more interesting. Frustratingly I didn’t find Creatures 2 as engaging as Creatures, but I faithfully played it until I got Docking Station.

Docking Station was something of a turning point in my Creatures-playing-career, as it signified the point where I stopped playing for the creatures themselves. Of course, earlier on I was playing for the new addons, to try out new breeds and cobs, but I was still mainly in it for the norns, ettins and grendels... but with the release of Docking Station, I found I couldn’t engage with my furry liyylr subjects. Still, I loved the look of the game, the new interface, and the plethora of objects that soon became available... as well as the lively atmosphere on Albia2000 and the GE Forums, where I spent much of my online life. The norns didn’t interest me, but the community and the addons did, and I soon decided to help out with several projects.

Within less than a week I was hooked. And then a couple of us developers got to talking, and BLG showed up and posted some amazing artwork on the GE forums, and most of you probably know the story from there.

I’m still not sure what’s so alluring about development itself. I think it’s the strange feeling of joy when you get something ingame that you worked hard to create. It’s hard to describe until you’ve experienced it yourself. It’s very satisfying, and I suspect more than somewhat addictive. Using Docking Station, it’s relatively easy for me to create something and get it ingame due to my previous experience... so it makes sense that I would keep coming back, in that way.

With all this blathering, however, I still haven’t answered the question of why I develop despite the community being small and my paranoia that few people ever actually install and play my modifications. There is just something about the community and the game that keeps me coming back. One theory is that it’s my history, the countless hours I’ve spent participating in the community, the fond memories of development teams and forum roleplay, of hours spent perfecting models in 3D Studio Max and yet more hours spent inputting code to the CAOS tool to make my models come to life.

Or maybe it’s just that Creatures is bloody awesome, and I’m going to keep caring about it and making addons for it until I finally get a job in the game development industry, and maybe beyond.

If I had to choose, I think I like reason #2.

Crossposted from the Creatures Development Blog.

Monday, June 28, 2010

The Lost Cave Released!



The Lost Cave Story
The Albian Temple has always been a mystical place, somehow special beyond others, especially to Norns and Ettins. Perhaps it is no wonder that in the eruption following the Lone Shee's departure from Albia, the Temple was saved. Encased in molten lava, the Temple and its surrounds remained untouched as it was flung into space in the explosion. The lava quickly quickly cooled, forming a protective bubble around the Temple. As the Temple travelled through space, the inhabitants began to evolve, forming entirely new species, distinct from those of Albia. Evidence that some other strange race visited the Temple exist in the form of the symbiotic Caveweed and Cavefish, which are totally unlike anything from Albia. Currently, the Lost Cave (as it has come to be called), is in orbit around a sun in some distant part of the universe.

On one of his regular excursions through the Warp, the Lone Shee came across the Lost Cave... and marvelled at the ability of life to exist in almost any circumstance.

History
The room originally began as a project by artist Bifrost, back in 2004. I (Liam) volunteered to code it, as Bifrost was struggling, and coded several objects before Bifrost and I moved onto other things in our lives and in the community. Several attempts were made to restart the project, but it wasn't until I started working on Creatures 2 to Docking Station with Moe that I began to seriously think about finishing it.

With Moe's help, I pulled together what was existing and between us we added several new things to give the room a little more life, and am now proud to present The Lost Cave to the community.

Credits
The Lost Cave and several of the objects were created by Bifrost. Moe worked to create new images for the remaining objects needed, and shared the code-load. Moe made the fantastic c1-style music and added further sound effects and enhancements. A big thank you to our testers pirate-rob and TreeSprite for ensuring everything worked OK, and for pointing out remaining bugs.

Concept and background: Bifrost
Object graphics: Bifrost & Moe
Coding: Liam & Moe
Descriptions: Moe & Liam
Packaging: Liam

Download the Lost Cave here!

Crossposted from the Creatures Development Blog.