Saturday, December 3, 2011

CCSF wrap-up, Advanced Muco Bugs, Looking Ahead

CCSF really, really burned me out, guys. Wow. I've never done so many things at once in such a short period of time. I think I had a total of like fifteen downloads throughout the whole thing. Granted most of them were only a few lines of code, but that's still quite a bit to put out.

I never got a chance to write a proper wrap-up post. After it was over, I furiously scrambled to catch up on my NaNoWriMo story (which I did manage to finish, but wow I have never written a worse story in my life), and well, it's not too hard to tell how creatively exhausted I am right now. Kind of a shame too, considering I really wanted to contribute to the Creatures Community Advent Calendar but I simply had nothing left in me.

I really wanted to thank everyone who made blog posts during the CCSF; I don't know about everyone else, but for me it was really inspiring to see something new happening every day, and went a long way in motivating me to keep up as well. I originally planned on making some little award buttons/banners for the participants, but it was just something that kept getting pushed to the back burner. It's still something I'd like to do, though, belated as it may be.

Also, there have been a couple reports on Advanced Muco acting a little bit funny when used to select creature breeds that have never been injected before. I haven't had a chance to thoroughly investigate this, but in the meantime, if you're having a problem with a breed of creature that you haven't yet injected throwing errors/autokilling muco when selected via Advanced Muco, try using Advanced Muco to select the creature before the newly installed breed, then clicking on muco itself to select the next breed the old-fashioned way. Inject the egg, and hopefully you won't have any more problems selecting the breed normally via Advanced Muco. If you have any other issues with this, do let me know. It's something I'll look into eventually, and it will be be big help if I have some specific details from you guys.

In spite of all this creative exhaustion, my mind is already hatching new ideas for agents. The release of the Biodomes especially got me thinking about pulling away from my current obsessions with norn genetics/interaction/functionality and looking a little more at world customization.

One thing I'm tossing around in my head right now is an agent that essentially lets you plant a fruit or nut into the background/wall. You would select a region of the world (the idea being that you would do this with an area of the background that contains an image of a shrub or tree, but of course you could do whatever you wanted), possibly set some settings (like if you only want the fruit to grow in certain seasons, how often it should grow, etc), confirm it, and then the fruit would just start spawning in that selected area of the background, giving the illusion that the bush (or whatever) is bearing fruit. Kind of like the apples and seed pods grow in the C3 norn area-- they don't really grow on a plant agent, they're just set up to spawn in random areas of the treehouse.Would open up some nice world customization abilities anyway.

What do you guys think? I think I could set it up to be modular, so you could inject the "plant stuff into wall" core, and then individual agents for each type of food-- lemons, justanuts, apples, whatever, so it wouldn't be too hard for developers to make their own wall-plantable foods; it would just be a matter of writing a basic food agent and setting a few variables that sync up with the core. Could be fun? Maybe?

5 comments:

  1. I definitely like this idea, & I really like the idea of it being modular. It definitely sounds fun.

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  2. This idea sounds amazing! Anything to make the game even more customizable is a huge thing. I also kind of hate having to clutter up regions with food agents, when some areas of the background look perfect for growing food. Would this food stay in one place, or would it be able to fall as the apples do? I imagine it would be impossible for creatures to reach up very far to get at the food, unless gravity intervened!

    Your ideas are absolutely wonderful. It still amazes me that C3/DS has these capabilities, and that the game can get even better so many years later. Thanks for all of your CCSF contributions, and for all of your current and future projects!

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  3. And she scores!
    This is an awesome idea!

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  4. Jessica -- it would indeed be in the best interest of the creatures for to fall off the "plant" after maturing, though this can probably be made into a customizable setting the user can pick based on where the fruit is placed.

    Glad to hear you guys like the idea!

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  5. Having the ability to control where and when food/fruit/seeds would fall is a fantastic idea. It would allow you to set up areas/rooms with seasons that force your creatures to move around a little more in a 'migration by the seasons' fashion.

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