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Spil Games developing Creatures Family!   1 | 2 | 3
jcnorn

jcnorn



  4/16/2016

C-Rex, you just blew my mind
 
Bifrost

Bifrost



  4/16/2016

C-Rex wrote:
Slightly off-topic, but wouldn't it be great if Will Wright, creator of The Sims, collaborated with Steve Grand?


After how we got screwed over with Spore, I'm not convinced about that idea...

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  4/16/2016

Bifrost wrote:

After how we got screwed over with Spore, I'm not convinced about that idea...


That wasn't exactly his fault (EA meddling, surprise surprise) and I think he left right after that?
But honestly, I don't think those two working together would make it any better, they specialize in different types of simulation.


Creator of the TWB/TCB genome base.

 
jcnorn

jcnorn



  4/16/2016

But if we could get what's so great about each of them and then merge them into one game. I think we could get something amazing.
 
evolnemesis
Code Monkey

evolnemesis



  4/17/2016  2

SpaceShipRat wrote:
If it's a paid game, or server-based with microtransactions, an emulated version would certainly be illegal.



I think Alliwen was getting at the fact that emulator apps get around the third-party content problem, are perfectly legal (as long as you are running ROMs you have license to), and conform to all of Apple and Google's terms... They run standalone third-party ROMs, which are not made by them, which are not signed by them, which you can get any way you like and download to your SD card, which the emulator then plays them from.

Any agents, breeds, or practically ANY third party content we have now for creatures can conceptually work just fine with a mobile version the same way... The game just has to be able to read these files from somewhere in the device that you download them to (the SD card most likely)... Consider that:
1. These are all just binary data, text, sound, and image files that can easily be distributed freely without the app (although even if the app had a way to get them, say it hooked to a site and had a UI to download them, there would still be no problem)
2. They don't need to actually be installed by the device's OS or reside in any of the app's running folders, just exist in a folder anywhere on the device, and
3. They do NOT actually run, modify, or extend any app code (metacode like CAOS, or even something like lua doesn't count...), nor do they change the core functioning of the app itself.
Technically they would not even be considered third-party mods, extensions, or add-ons to a mobile app... They are really just remote content. They are third-party content, yes, but not content which would modify the app's function... Rather, they are just types of files the app can read, like any images you can view in your photo gallery, a web page on your browser, or any pre-made landmark file you can get for a GPS app... and I KNOW as an app developer that kind of thing does not violate either Apple or Google's terms.

If a mobile developer was really interested in providing support for third-party breeds and agents, even metarooms, there is absolutely nothing stopping them.


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  4/29/2016

The forum topic now redirects to a new site - a page on gamesgames.com.

My TCR Norns
 
ylukyun
Patient Pirate

ylukyun

Manager



  5/11/2016

I can't tell what this is. Is it a list of games Spil Games are involved with somehow, or is it just a big directory? When I searched for "Creatures" I got links to download Exodus and Albian Years from GOG, but nothing about this Creatures Family.
 
Mtorolite

Mtorolite



  5/11/2016

GimmeCat wrote:
Name one good free-to-play mobile game that doesn't include IAP and waiting for timers. BAM, hype-buster!



I've been into War Dragons recently and, while it has some timers, they are usually very short. It is another one of those "build a fortress and a clan that can withstand enemy attacks" sort of game,but the actual combat is strategic, fun, and even cathartic in the way destroying virtual buildings usually is. I don't think I've had a dragon cooldown for more than 15 minutes, and the dragon combat is the best part, so.

It also includes in-app purchases in the form of Gems and Elite Accounts but Gems can be acquired in-game as well and both are generally unnecessary to advance gameplay unless you're just lazy.

Anyway, about the topic at hand: I would hope that, since there will be a mobile and PC version, the PC version will be more advanced, allow for more community contribution, and be updated more often. Let's just hope it doesn't turn out like Godus.


Und die sterne die mich führ'n
In der wüste ausgesetzt
Dein herz, eine granate
Die mich auseinander fetzt

 
GimmeCat

GimmeCat



  5/11/2016  2

That's all well and good, but it isn't what I asked... ;)

Actually, my concern is far simpler than all that, but I found it difficult to put into the right words. It's not the timers and IAPs that spell its doom, necessarily-- it's that these companies that keep picking up the Creatures IP, especially the mobile ones, have absolutely no background whatsoever in the type of games Creatures are.

This is what I'm calling:

They will create a clicky game to suit mobile audiences, like every other mobile game out there, because that's what sells. It'll be "fun" and addictive and it'll ask ever-so-politely if you wouldn't mind buying some Albia Gems to spend in their online store so that you can dress up your norns in cute outfits, while you tend to carrot patches and earn NornBux so that you can buy toy balls that last 5 uses before vanishing.

And absolutely NONE OF IT will involve artificial intelligence, simulated biochemistry, neurology, or genetics.

No wait, they'll have "genetics"... a shuffled selection of fur patterns/colours (exactly what Creatures Online was doing), 'personalities' (oh this norn is a Grumpy type! so he plays the 'stamps feet' animation a lot) and I dunno... maybe some RPG stats to use in minigames. Because of course there will be minigames. Norn Basketball, anyone? Can't wait to earn me some extremely small amounts of NornBux so I can upgrade my Hatchery and have up to 3 Norns at once!

...

In my opinion, the ONLY way this IP will ever produce ripe, juicy fruit again, is if some indie group got a hold of it and developed something based around the strengths of the franchise. Because mobile devs are cow-milkers, not scientists. And the gaming industry has changed irrevocably since the CreaturesLabs days-- there's no such thing as a small games company anymore. These days, indie is the only way to safely develop a game with such limited appeal without bastardizing it for profit.

Sure, I hope I'm wrong. Of course I do. But if this turns out to be anything other than a simple virtual pet game wrapped up in the usual mobile F2P tropes, I'll eat my own socks. :P

 
C-Rex
Lollipop Lord

C-Rex


 visit C-Rex's website: The Norn Nebula
  5/11/2016  3

There's nothing stopping the creatures community from developing their own game. Sadly those past attempts have all either been scrapped, forgotten about or the developers have just lost interest. I feel that not many people are sticking around these days which is a shame as the community was once full of life. It's a pretty pessimistic view but there are users out there doing what it takes to keep the community going which is why I think the creatures community spirit festival is so important.
 
Rha

Rha



  5/11/2016

After being a whopping two weeks in the mobile gaming industry, I'm beginning to learn how things work and yes, this game is definitely NOT compatible with mobile gaming, it could however be very useful if it was planned as an app to accompany an actual PC game.

It's just way to complex to be viable for mobile apps especially seeing as they will want the app to function in almost all smartphones, so it has to run on probably even lower hardware than the phones we're using.

I never liked the comparison people make of mobile app/game makers to rather negative things, but now I (understandably I hope) like it even less. Do keep in mind that starting up a small games company is really hard and outside of mobile it's even harder. A lot of those very popular mobile games you keep hearing about are from indie devs, and took a lot of effort and living a shitty life for a while. Yes, in app purchases are annoying, but there's a lot of games selling just 'reskins' or extras that at least to me normally don't matter at all, for real money. Also uhm...you're playing a game for free...

I personally would not like to make a game that forces players to buy. Yes, 99 percent of players will not spend a dime on my game, and of the 1 percent most will only spend a few bucks at most. I personally like the soft coin/hard coin method and the hard coin being something you can actually get while playing but it will just take some time or some skill. Best out of mobile gaming example I can think of right now is Flight Rising. Do you guys feel like that web browser game is ripping people off?




 
GimmeCat

GimmeCat



  5/11/2016  1

The 'F2P with microtransactions' model inescapably colours every design decision and every feature of a game. I consider it a cancer of modern gaming, and the mobile platform is where it festers the worst.

Somewhere along the way, the gaming industry acquired this disease and wasn't able to shake it. People demanded better games for less money. Then Steam came along, and paid DLCs started happening. Now, as you rightly say, it's virtually impossible to sell a game for a worthy price-- and 'free' has become the new bestselling model. Can't compete with a $0 pricetag, eh?

The wonderful advantage of this for mobile nickle-and-dimers is that making 'free' games completely eliminates the bar of quality. No matter how low it gets, nobody can complain if they can technically play it for free. We should be grateful for free games, they cry!

It's not their fault. They're just trying to survive in a very sickly industry. Perhaps the cure, then, might be a return to healthier consumer habits-- being willing to pay more, upfront, for a complete and fully-featured product. I doubt that'll ever happen, but it would be nice to see it swing back around that way someday.

I feel your plight, Rha. I hope you don't take any of this as an attack on you, or what you do. It's just how things are, and the blame is on the consumers, not the developers.

 
Papriko
Peppery One

Papriko



  5/11/2016

GimmeCat wrote:
Perhaps the cure, then, might be a return to healthier consumer habits-- being willing to pay more, upfront, for a complete and fully-featured product.


Honestly, I would prefer that over the F2P model too, but -and this is a big but- what fully-featured products are we talking about?
Triple A releases full to the brim with bugs that not rarely require dozens of patches, still not fixing everything and some even introducing even more glitches?
Or the 100millionth Call of Fifa Black Ops Battleyoshi Simulator?
Or kickstarter games! Uncertain if they come out at all and even less likely to fulfil ANY of the promises or expectations. Sure, we had some excellent successes in the bunch, like Undertale and Shovel Knight, but many of them are still terrible failures.
You have to admit that the selection is kind of limited in this regard.

While I admittedly enjoy some of the aforementioned games, such as yet another mario game or a nice glitchy TES iteration, a lot of consumers are not into games enough to bother with this kind of crap. Sure, hardcore gamers can tell if a game's worth it or not by overanalyzing the trailers and release news and by consulting friends, game magazines, steam reviews and some of the many many many many MAAAANY game review channels on youtube, but there is enough "filthy casuals" that just don't want to deal with all this.
THAT'S where mobile games kick in. Said casual players just wanna try a game out to see if it is any good and kill some time. When it sucks, wipe it off the phone, when it's worth it, you may consider spending 50 cents on a continue to skip a 12 hour timer.

Sure, in the past you could check a game by playing it's demo, but nobody does that anymore. Not that it'd pay out anyway. The devs had to make a minimalistic version of the game, with enough content to spark interest, but too little to be enjoyable without the full 60 bucks purchase. That's tricky to balance on top of making a worthwhile game.
Additionally, it would be huge! Modern games take up several gigabytes and even the demo with a barebones minimum would still probably take up a good fraction of that. Do you seriously wanna blandly stare at a loading bar for 45 minutes, waiting for a game you KNOW is incomplete (cuz it's a demo) to download, possibly even with the result that it wasn't worth your time in the first place? And even if you liked it, we're talking 50-60 dollars/euros/whatevers! That is a lot of cash! Why not just download a complete game for free where you can "decide" when you "want to" spend money? Sure, they pretty much force and trick you to pay, but it feels voluntary.

Seriously, the market for this type of games is way too large to just die off.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
GimmeCat

GimmeCat



  5/11/2016  1

I don't recall Creatures having a demo, or being a $60 game. I think there is a middle-ground between "Call of Fifa Black Ops Battleyoshi Simulator" and "Farmville" in terms of size, price, and quality, that many games even today fall comfortably into. It's not an impossible ask.

As for bugs, that hasn't been an issue for at least a decade. Patches are a lot easier to come by (and quicker, to boot) than in the days of buying boxed games down at the local EB. :)

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/11/2016  2

Creatures originally retailed for $69.95 in my country. :) And yes, it did have a demo. I don't disagree with the rest of your argument, but I found it funny, because I always thought Creatures was an expensive game.

My TCR Norns
 
GimmeCat

GimmeCat



  5/12/2016  2

I stand duly corrected!

Edit: Taking a closer look at the exchange rates from 1997, Creatures was actually a very expensive game by any standards. Adjusting for inflation, it cost the equivilent of $90 USD (£50 GBP). $60 no longer seems like such a high pricetag.

I find myself surprised by this, but ironically it's exactly the point I was making. We're so used to low prices these days, even I balked at it!

Paying that much for a good game used to be the norm.

 
Rha

Rha



  5/12/2016

You all make good arguements, it's not that, but like you said GimmeCat, I do not think it's the developers fault but consumers.

Man was it really that expensive? I believe I got C1 from a magazine because surely my parents wouldn't have bought it. C2 was a gift, I asked for it for my birthday and I'm sure it wasn't cheap, and ironically it didn't even work on my computer. Not hardware related but a language issue that made it impossible to launch the game xD I always kept the case out of the box because I was a stupid kid so now I have a damaged jewel case and a stained booklet and no box -_-



 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  5/12/2016  2

Actually, yes, I do feel FR is a ripoff. I have played many similar games to FR, and FR is poorly structured and asks FAR too much money for its pay features compared to the rest of its industry (meaning web-based "pet/creature site" games). But that's just me. :p I would have used a number of other similar sites as a better example of that paradigm being used effectively, fairly, and at reasonable prices - FlyingForHome.com is a Thoroughbred racehorse simulation which uses the dual-currency setup, for example. There's also Wajas, the first game of that type which I personally ever played, which is a bit pricier but I never felt its prices were unfair per se since most of what is up for sale at high prices are things that are very much "special extras" not really needed to play the game, plus a lot of the commerce there ends up being user-driven anyway, so the prices for things are more often set by supply and demand than directly by the site's administration. Or so it was for the seven years or so I was playing Wajas, anyway. No idea what it might be like now.

I even used to work for such a site, Felisfire.com, and I did my best to make our prices and system as fair and functional as possible. We needed income to support the development of the game, but we also wanted people to be able to play the game for free without missing out on anything meaningful just because they couldn't afford it. Here's how we did it. We had energy/EN as our 'soft'/in-game currency and Orbs as our 'hard'/pay currency. Then I provided ways to earn both through the simple course of playing the game - Orbs were much rarer, of course, but everyone had at least a chance to get them without ever having to pay for them. And I frequently ran special events in which Orbs, and items normally costing Orbs were available for free, the items often in rather large quantities - this 'seeded' the economy with those items and kept trade between players active and brisk, which lead to a lot of people buying Orbs when they would not have done so otherwise in order to participate or facilitate this player-based economy. In short, rather than just making some "special" items cost real money, I made everything potentially available for only the "soft" currency, and created -incentives- for people to want to go beyond that on their own rather than trying to lure and manipulate them into it, if the difference makes any sense?

For example here's how one of my seeding events worked. Like most such sites, every player had their own profile page which other users could visit. This was the event for Halloween, and it would run every year for a week during late October (once or twice I started it on Halloween and let it run into November because I was late with the development :p) During that week, every player's profile gained a new button toward the top saying 'Trick or Treat!'

Once per day per profile, you could click the button on another person's profile (not your own). You could only press the button on a given profile once per day of the event (it reset at midnight) but you could visit as few or as many profiles as you wanted on any given day, the only limit being how many people were logged in (since people not logged in were considered to be 'not home' and therefore their button was not pressable). This was a particularly brilliant part of the event, IMO - it encouraged people to not only be logged in and active, but to browse the profiles of players they might never have glanced at otherwise. And people often liked to share the events they had gotten from people's buttons. Thus people were encouraged to get to know each other and to develop a stronger social net between players.

Anyway, when you went to an online player's profile and pressed Trick or Treat, a script ran that generated various pre-written events. You'd be taken to a new page showing the result of your action. Half of the events were 'tricks' which generally consisted of a silly story of you being pranked or suffering some minor misfortune - everything from being given fake candy to having pumpkins launched at you by catapult... sometimes the pet accompanying you would eat stuff in people's yards or otherwise get in trouble... it was really fun and one of people's favorite parts of the event was collecting the Trick texts. XD Some of the 'tricks' did give small things, especially in later years as I began running out of ideas for new tricks, but nothing very much and never the prized candy items that were the main focus of Halloween. The Treat events were the good stuff - you could get a small amount of EN (soft currency), or very rarely an Orb (hard currency), but items normally sold for Orbs were also in there, including a few that could only be gotten on Halloween.

Basically the Treats provided a huge variety of cool things. If you played only casually, you would probably not get very much, but people who took full advantage of the game (and most people did their best) would accumulate massive hoards of stuff, including multiple copies of otherwise rare and Orb-expensive items. Then in the great tradition of Halloween, when the event was over for the year, people would pass the time until the next major item-seeding event (Christmas) by swapping and selling such of their Halloween loot they didn't feel like keeping. Since everyone had different taste, this wasn't a case of people keeping all the good stuff and trying to foist the 'junk' on others. In fact, in this way, I was able to ensure that certain otherwise rare and expensive items were available for more reasonable prices year-round in the player economy, as people bought, sold, and traded amongst themselves.

Now, that could be difficult to calibrate, and sometimes not enough of an item got seeded, or too much, but for the most part it worked really well. It's especially useful because success in the event has literally nothing to do with how long you've been playing the game or if you've spent any money on it or not. Every single player got the same pool of events when they pressed a button. So you could be a really long time player who'd put hundreds into the site but if you didn't spend much time ToTing you wouldn't get very much out of it. Whereas the newbies and the poorer but more enthusiastic players could put in an hour a day and walk out with armfuls of great stuff. The time-limited nature of the event kept it from overspawning too badly, and also the fact that I could tweak the rarity/likelihood-to-appear of the individual Trick and Treat events as the Halloween event was ongoing, to make them happen more or less often if there seemed to be a balance problem.

Overall it works like this. This stuff is hard to balance, but I did my best and I feel like I did a pretty good job all things considered based on the results. Because the Orbs themselves had a -reasonable- value in the 'soft' currency, and could be bought and sold by players using the 'soft' currency, people were easily able to barter amongst themselves for Orbs. A currency exchange value was rapidly developed. I released just enough Orbs into the game to sustain this economy and keep its prices reasonable (if the cost of an Orb got too high the system would break down). Then people also began buying Orbs specifically to sell them to other players, which was a huge economic engine driver and allowed people with less RL money to more easily afford the Orb-costing items in game - they could save up their EN, use it to buy Orbs, and then buy whatever they wanted that cost Orbs. A lot of people also collected stuff that was worth Orbs and resold it for EN, in order to then buy more Orbs, ultimately making a profit. In short, rather than littering the game with stuff like, "Hey, check out this ultra neat new item, only $$$ Orbs! Buy today or you'll miss out forever!" I simply tried my best to develop items that people would be interested in, released them into the game, and let the player economy hash it out. I had some simple, basic, unchanging official prices for things bought directly from the game, but the official stores were honestly more of a convenience than anything else in my strategy, to make certain items perpetually available at a fixed price, which provided some standards and stability to the user economy. But for the most part people did business among themselves.

Basically, people had a choice of how to approach the game, and I did my best to set it up so that it was a meaningful choice and not the pseudo-choice you often see in newer mobile-type games (which really annoys me). Instead of being like, "Yeah, you COULD go without buying stuff, but it's way harder and more tedious so you basically have to invest your life in the game to get anywhere without paying for stuff," it was actually, genuinely, a system where it was possible to earn things in a REASONABLE period of time without having to spend real money, or you could spend real money to get some things, but not so much that the people willing to spend money were able to out-play or dominate the people who did not. In fact many of our "richest" players, in terms of in-game holdings, were people who had never put a dime into the game. And yet we also had people who cheerfully put hundreds of dollars into the game over time, of their own will, without ever feeling forced into it. And we made enough money to support the game's development, even enough to put some extra in the bank many months. It was a good system.

Of course, the site now doesn't reflect my work since it's been run by others for years... so please don't look at it now. It's embarrassing. -.- Not trying to claim I was the best HA the site ever had or anything, there's a reason I lost my job there, but the people who've taken over it since then have made some very poor decisions, objectively manifested by the fact that the game is no longer earning enough money to support itself. Sigh. It sucks seeing that much of my life and work go that way... but that's another topic. -.-

My point is just that microtransaction systems don't have to be a ripoff and can definitely be done in a way that is profitable for the company AND the players.

And yes, Creatures really was that expensive - that's why I was never able to get C3 back in the day. :p

In the end I can't help but agree with GimmeCat's most recent post. The odds are very high that we will get something that sort of superficially looks like Creatures but which lacks the core elements we all value. And honestly, all else aside, now that I'm thinking about it, more than anything else, that'll be simply because those core elements, quite frankly, are costly enough resource-wise for a desktop machine. I'm using a fairly weak borrowed box right now, to be fair, but it's not THAT weak, and I still have serious lag problems trying to keep more than about 15 Norns if I also have any real number of added agents and metarooms. All that stuff running each takes its bit of processor power, and in total it can add up to a lot.

Can cell phones really handle that sort of thing, or even tablets? I know there are some laptops powerful enough to do it but a laptop these days is practically a desktop anyway.


Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
Rha

Rha



  5/12/2016

I never bought gems on flight rising and I don't think they're very hard to earn, I also like how there's some veeery expensive retired stuff. But then again I like collectibles.
I kind of left for a bit now but that's because I'm incredibly busy. I liked the community even if I didn't interact much with them, there was a lot of trust between players but it is just breaking down because more people are starting to play, I actually am one of those that didn't look very much forward to registration windows u_U;

I never played another web game and am not interested in any other of them honestly, FR has really nice art and dragons are cool and that got me into it : p but I am really not interested in lioden or similar.




 
Mtorolite

Mtorolite



  5/13/2016  1

Lurhstaap wrote:
Actually, yes, I do feel FR is a ripoff. I have played many similar games to FR, and FR is poorly structured and asks FAR too much money for its pay features compared to the rest of its industry (meaning web-based "pet/creature site" games). But that's just me. :p (ETC.)



My goodness, you wrote an essay.

Anyways yes, I played FR for a while when I was in school and not only did I find the pricey things not worth my real money, which I never ended up spending, but the staff and moderators were overall unfriendly and tended to rule based on personal conviction rather than what is actually the correct course of action, but that's a different subject entirely. Here's my FR lair I haven't done anything with in a while, just logged in to update my profile.

I think 15 norns is my limit for C2 as well. I just get mad lag. Also, and I may be wrong as this is only something I've been told so don't quote me, but there are some Windows phones either recently or coming out soon that are capable of linking up to a keyboard, mouse, and monitor, as well as running normal Windows apps, so... you would kind of have a tiny computer in that case.



Und die sterne die mich führ'n
In der wüste ausgesetzt
Dein herz, eine granate
Die mich auseinander fetzt

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  5/13/2016

Yes, I can be wordy. Sorry. :p

To each their own, Rah, though I must tell you that your perception of how eay gems are to get and the reasonableness of various prices for things would be different if you had more experience with the industry. Basically they violate a lot of industry standards. There are plenty of games revolving around dragons and collecting that are, honestly, much netter designed. The fact that FR is struggling more and more as its username grows underscores its flaws. Don't get me wrong - I played for a while and found much to enjoy. I've been a fan of NeonDragon's art for many years. I even own one of her dragon art how-to books. But over time, unfortunately, the flaws and problems became, for me, too much. So I stopped playing and continued with other games more to my personal taste such as Dragon Cave. But I'd never tell anyone who enjoys it to quit. I will express my thoughts on it though if it's appropriate to the conversation. :p

Having those accessories won't improve their processor power. They'll still be relatively weak compared to a desktop. It's just hard to fit that much into such a little device. Technology certainly improves over time, but it'll always be easier to beef up a big fat box compared to a little flat box. :p

I've been experimenting, and with minimal added metarooms and agents I can push it to 25 or so without severe lag. But that's with basically nothing else running on the machine. XD


Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/13/2016

GimmeCat wrote:
I stand duly corrected!

Edit: Taking a closer look at the exchange rates from 1997, Creatures was actually a very expensive game by any standards. Adjusting for inflation, it cost the equivilent of $90 USD (£50 GBP). $60 no longer seems like such a high pricetag.

I find myself surprised by this, but ironically it's exactly the point I was making. We're so used to low prices these days, even I balked at it!

Paying that much for a good game used to be the norm.



Thanks for looking up the inflation and whatnot to get an idea of the original cost of the game. :)


My TCR Norns
 
GimmeCat

GimmeCat



  5/13/2016

Absolutely, @Malk. :) Thank you for pointing out the error. It was a complete assumption on my part, and I'm glad it was pointed out.
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/13/2016

It's hard to judge without knowing what other 'educational software' type games were retailing for, but I bet that Reader Rabbit 2 didn't cost that much. :P

My TCR Norns
 
Mtorolite

Mtorolite



  5/14/2016

Lurhstaap wrote:

Having those accessories won't improve their processor power. They'll still be relatively weak compared to a desktop. It's just hard to fit that much into such a little device. Technology certainly improves over time, but it'll always be easier to beef up a big fat box compared to a little flat box. :p

I've been experimenting, and with minimal added metarooms and agents I can push it to 25 or so without severe lag. But that's with basically nothing else running on the machine. XD



Of course. Plugging a GTX 1080 into a potato won't make it a real computer. I'm just saying that, from what I've been told, these new phones should have more processing power, at least, than the computer I currently have. Well, that isn't saying much, pretty sure that GTX 1080 potato would have more processing power than what I'm using.


Und die sterne die mich führ'n
In der wüste ausgesetzt
Dein herz, eine granate
Die mich auseinander fetzt

 

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creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

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