![]() Then, I’m really interested how the Spore adventure stuff could make varied stuff? If you can just design planets and put creatures on them, that doesn’t create a narrative “adventure”, there must be some kind of custom game logic (perhaps scripting in disguise, which I basically see in that screenshot you posted). So far not many save files have been shared, but there’s at least Save files! ![]() What I envision that players could do is share saves where they may have made like a really unusable species, and the challenge is to salvage it. In the case of Thrive, I think we have failed to introduce enough variety if a map editor is one of the most requested features. Speaking of scripting, I’m not so much a fan of programming-language type scripting within the editor because learning to program is difficult ( it’s like trying to learn a different verbal language from another country) but this could be compensated for by having things like a simplified creature/captain advanced behaviour editor within the editor that consists of clickable buttons rather than consisting of programming language, like this: ( how do I properly bock-quote someone? sorry, i’m new to the forum) Even in the 1990’s, level/map editors in games like Doom were popular and allowed players to download maps built by other players and quite frankly that’s why Doom today, despite being a 1990’s game, is still popular because players can make their own maps and share it to other players who can download the map right inside of the game without having to use external software.īlockquote hhyyrylainen but a level editor with probably some scripting (I don’t know how the galactic adventures worked) is a huge amount of work. I myself used to become so bored of Spore until that Galactic Adventures update was released and then I was no longer bored, spending 8 to 24 hours straight in an entire day working in the Adventure Editor. It’s definitely a lot of hard work, but with enough developers focusing on the next major paid update, teamwork is always what makes the project perfect. The premise is simple a level editor simply is not yet implemented within the game right away after release, but then comes as a major paid update later on after a year or two after the main Thrive game is released, because the developers deserve it after such hard work. Despite being abandoned by Electronic Arts and Maxis… still, 15 to 20 adventures are being uplaoded to the Sporepedia every day and that amount isn’t lowering. ![]() When a player would become bored of Spore, there’s always an opportunity for them to create an adventure that allows other player’s captains beam down and partake on a quest. That’s why Spore still isn’t dead after being released and abandoned in the early 2000’s because players were given the opportunity to create their own adventures after finishing their game and conquering the galaxy. I definitely agree with hhyyrylainen that such an advanced level editing feature would be quite difficult to implant inside of the Thrive game itself, but that is pretty much what continues a game to remain alive for a long time. Surprised that actually a developer had replied, so here are a few more ideas regarding a level editor. ![]()
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