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  Awakening Summary

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Xenopologist
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PostSubject: Re: Awakening Summary   Wed Oct 13, 2010 9:51 pm

Everything that could be considered technology, including Spore's buildings, vehicles and props, will be created with the technology editor. The TE can create anything from a stone club to a spaceship; all you need are the right function parts, which are unlocked by researching technologies.
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toxiciron
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 12:55 am

would tech objects within the tech editor give certain objects specific functions? say, a bed and a cube shape makes a house, but replace the bed with an engine and four wheels and you have a blind scion?
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Slathazer
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 1:07 am


That would make sense... seems like in the tech editor there would be a series of parameters(parts) to place in game. so... if you wanted to make a spaceship, you would apply the space engine, etc. seems much like OE. I like it. assuming I have the concept right... correct me if I'm wrong.
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 6:41 am

Slathazer wrote:

That would make sense... seems like in the tech editor there would be a series of parameters(parts) to place in game. so... if you wanted to make a spaceship, you would apply the space engine, etc. seems much like OE. I like it. assuming I have the concept right... correct me if I'm wrong.

Pretty much. Research unlocks function parts like the engine, which you can then add to anything created in the TE to use it. Use the engine with the right other FPs, and you can build a spaceship.
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 10:28 am

but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.
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The Uteen
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 11:56 am

toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.
I wouldn't have a problem with that, as long as every one you make you have to pay more for the additional resources. Anyway, it is made out out bricks, not any form of armour, so it would fall apart pretty fast. Combining everything will probably end up with some weaknesses like this.
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Commander Keen
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 1:48 pm

The Uteen wrote:
I wouldn't have a problem with that, as long as every one you make you have to pay more for the additional resources. Anyway, it is made out out bricks, not any form of armour, so it would fall apart pretty fast. Combining everything will probably end up with some weaknesses like this.

Add physics to that and you have got the worst TO ever seen.
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GamerXA
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 5:27 pm

The materials used in a TO should be based on the amount of resource available and possibly the cost and difficulty of producing certain materials and items.

Also, the cannon might make the house fall apart upon firing. We should undergo stress tests in the Physics-Mode by activating each FP in different combinations and orders. Another Longevity test should gauge if it could hold together for a long period of time.
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 8:04 pm

toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 9:21 pm

Slathazer wrote:
toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
Nope. All is compatable with all. The quality of the work is another issue entirely.
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PostSubject: Re: Awakening Summary   Thu Oct 14, 2010 9:48 pm

Tenebrarum wrote:
Slathazer wrote:
toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
Nope. All is compatable with all. The quality of the work is another issue entirely.

how could it be regulated? quality that is.
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US_of_Alaska
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PostSubject: Re: Awakening Summary   Fri Oct 15, 2010 2:32 am

Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.

how could it be regulated? quality that is.
Big ultimate-i-can-do-everything things won't be made in the game for the same reason they aren't made on earth. They are either not good at anything they are designed to do, or require too much resources to be worthwhile.
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Tenebrarum
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PostSubject: Re: Awakening Summary   Fri Oct 15, 2010 4:16 pm

Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.
how could it be regulated? quality that is.

Well, in the TO, you have to test it out first before you save it, so as to calculate animations. In here, physics would play a role. Let's look at your TO.

It's a house, right? I beleive you mentioned it's built with bricks? The force of any oversized cannon would knock apart the walls.
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The Uteen
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PostSubject: Re: Awakening Summary   Sat Oct 16, 2010 5:36 am

Tenebrarum wrote:
Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.
how could it be regulated? quality that is.

Well, in the TO, you have to test it out first before you save it, so as to calculate animations. In here, physics would play a role. Let's look at your TO.

It's a house, right? I beleive you mentioned it's built with bricks? The force of any oversized cannon would knock apart the walls.

What about a nuclear bomb shelter with tank tracks that has a house-like layout inside and cannons stuck on outside, along with the option to add small nuclear missiles to launchers on the thing if you wanted?

Or is there actually a downside to that too, apart from obvious inevitable expense that you would also come across making the individual parts anyway (but you get what you pay for!)?
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PostSubject: Re: Awakening Summary   Sat Oct 16, 2010 8:55 am

The Uteen wrote:
What about a nuclear bomb shelter with tank tracks that has a house-like layout inside and cannons stuck on outside, along with the option to add small nuclear missiles to launchers on the thing if you wanted?

Or is there actually a downside to that too, apart from obvious inevitable expense that you would also come across making the individual parts anyway (but you get what you pay for!)?

The weight would make it very difficult to move, but other than that, (And the expence) it sounds fesable.
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