Forum's Adventure - Sporecast and Adventure Acts Description in the OP
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LordRemington
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EuroSpore :: Games Forum :: World Builder & Creative :: Spore and Galactic Adventures :: Adventure Corner
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Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
No one else besides Ark has critiqued the Naitive.
Btw, I'm willing to make the daemons too, after Nid finishes up a description.
Btw, I'm willing to make the daemons too, after Nid finishes up a description.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Lumorei wrote:The second Native Prototype, with better arms, hands and feet.
This looks pretty cool, have you tried making a cute one or maybe an intelligent, more complex looking one?
Those are just some ideas mind you
bmpalmann- Euro Moderator
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Spore Name : bmpalmann/ Remyxomatosis
Location : In your unconcious mind...
Age : 31
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
They seem rather simple. However, in this case, simple actually works really well. I like them. Though I agree with Ark that the eyes should probably be darker too, like a black or something. I think that might look a little more natural.Lumorei wrote:No one else besides Ark has critiqued the Naitive.
Dino589- Delegate
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Spore Name : Dino589
Age : 29
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Right i've got a piece for inspiration for the ship wreckage, you know for shape and the damaged look, maybe stcking diagonally out the ground
bmpalmann- Euro Moderator
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Spore Name : bmpalmann/ Remyxomatosis
Location : In your unconcious mind...
Age : 31
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
bmp, sounds pretty good
As for the native, I'd rather if they had less sharp claws :-P Dunno about the rest of you. Oh, and don't forget they've got to be equipped as well. You up for it, Lum?
As for the daemon aliens, something insectoid with lots of markings could be cool but I think they should be mainly humanoid, predator style, only a bit more "evil" looking.
I've made several buildings, all in the OP, for the natives, with interiors and all.
As for the native, I'd rather if they had less sharp claws :-P Dunno about the rest of you. Oh, and don't forget they've got to be equipped as well. You up for it, Lum?
As for the daemon aliens, something insectoid with lots of markings could be cool but I think they should be mainly humanoid, predator style, only a bit more "evil" looking.
I've made several buildings, all in the OP, for the natives, with interiors and all.
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Oh, I'm up for it alright. One of the biggest projects I've had since Call Of The Avian!
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
But don't bother equipping them yet without ppl saying their opinions in changes.
I say reduce claw size and darker eyes :-P I can see dino agrees with me on the eyes thing, what about the rest of you? ^^
Edit:
Are we having this locked or open captain? I dont mind being locked but I know generally ppl prefer open captain. But if we're having some fighting, won't it be more balanced if we make the captain ourselves? Discuss :-P
Another idea for the adventure to have more depth, is that you obviously won't understand the alien language. But perhaps in the beggining of the adventure you come across an Universal Translator Device (UTD), which all ships have one, and you're using it to check out native diaries, wall prophecies, obelisk glyphs, etc. If not the UTD, perhaps you could come across a mysterious crystal that would give the same purpose, of you understanding other languages.
Furthermore, I also had the idea, of the player arriving in one of the native villages... It'd be deserted, deep silence, then suddenly, a daemon alien would jump from a roof top (with invisible jump pad) and land right in the middle of the ground and charge the player with no warning.
I say reduce claw size and darker eyes :-P I can see dino agrees with me on the eyes thing, what about the rest of you? ^^
Edit:
Are we having this locked or open captain? I dont mind being locked but I know generally ppl prefer open captain. But if we're having some fighting, won't it be more balanced if we make the captain ourselves? Discuss :-P
Another idea for the adventure to have more depth, is that you obviously won't understand the alien language. But perhaps in the beggining of the adventure you come across an Universal Translator Device (UTD), which all ships have one, and you're using it to check out native diaries, wall prophecies, obelisk glyphs, etc. If not the UTD, perhaps you could come across a mysterious crystal that would give the same purpose, of you understanding other languages.
Furthermore, I also had the idea, of the player arriving in one of the native villages... It'd be deserted, deep silence, then suddenly, a daemon alien would jump from a roof top (with invisible jump pad) and land right in the middle of the ground and charge the player with no warning.
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Locked. Trust me. No one doesn't like not being able to kill something.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
I know what you mean. My captain is a shaman and the weapons aren't so effective versus buildings. So it was a bit annoying to do a certain mission.
We could go with locked, fine by me. What do the rest of you think? On the other hand, if it was unlocked, ppl would have a more personal and unique feel to the adventure. Still, they'd probably be using creations with 6 limbs, a wig and lincoln's hat. And that's not really what we want for this adventure.. Hmm.. Proceed discussion. I'm divided :-P
We could go with locked, fine by me. What do the rest of you think? On the other hand, if it was unlocked, ppl would have a more personal and unique feel to the adventure. Still, they'd probably be using creations with 6 limbs, a wig and lincoln's hat. And that's not really what we want for this adventure.. Hmm.. Proceed discussion. I'm divided :-P
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Always use locked captains for complicated missions. The system of players using their own captains is completely useless.
Aieru- EuroSpore 1954
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Spore Name : AapBurger
Age : 34
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
With the captain, i think it depends on what the captain has to kill.
If it's buildings and vehicles the Warrior parts are really useful (which is what most people have)
But the shaman parts are far better for dealing with creatures.
I think the time to decide would be once the adventure is complete
If it's buildings and vehicles the Warrior parts are really useful (which is what most people have)
But the shaman parts are far better for dealing with creatures.
I think the time to decide would be once the adventure is complete
bmpalmann- Euro Moderator
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Spore Name : bmpalmann/ Remyxomatosis
Location : In your unconcious mind...
Age : 31
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
I agree with Ark, Lum. I think the feet would also look better a tad smaller, but otherwise, I really like the head.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
I believe would work better with a locked captain, honestly, now that I consider the 2 sides of the question...
I'd really like to hear your feedback on Nidking's background story for the natives.
I'd really like to hear your feedback on Nidking's background story for the natives.
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
(sorry about double post)
I have another doubt. If we're using locked captain, are we doing the people that crashed humans? Meaning you are a human aswell? (I know it's hard to do humans on spore, but if they're well equipped, it's not a problem. Plus, you're not gona encounter anyone alive, everyone would be dead) Or are we using a multi-alien type thingy?
I have another doubt. If we're using locked captain, are we doing the people that crashed humans? Meaning you are a human aswell? (I know it's hard to do humans on spore, but if they're well equipped, it's not a problem. Plus, you're not gona encounter anyone alive, everyone would be dead) Or are we using a multi-alien type thingy?
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
I've combined everyone's opinions, but due to the black paint, I had to remove the new, crappy detailing.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
They're pretty cool to me now :-D Still, any chances the clçaws in the hands could be smaller? Because to me, he seems he has predator style hands, like with developed tendons and muscles and claws.
Still, I'm quite glad with it 9,5/10!
Let us know when you equip it. Keep it simple ;-)
Still, I'm quite glad with it 9,5/10!
Let us know when you equip it. Keep it simple ;-)
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Sadly, that's the smallest they go.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
What about the 2nd hand of the first horizontal line?
Or the first hand of the 2nd horizontal line?
Perhaps they could make the creature seem more harmless? Other thing, don't make the spine straight. Hunch it a bit foward. this is because how they move in the adventure. If the spine is straight, it'll walk with the arms a bit weird, a bit too stiff, while if it's slightly bent foward, like in a curve, will work out better.
I remind you: THis is my opinion! Give yours! :-P
Or the first hand of the 2nd horizontal line?
Perhaps they could make the creature seem more harmless? Other thing, don't make the spine straight. Hunch it a bit foward. this is because how they move in the adventure. If the spine is straight, it'll walk with the arms a bit weird, a bit too stiff, while if it's slightly bent foward, like in a curve, will work out better.
I remind you: THis is my opinion! Give yours! :-P
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
My opinion: I have no idea on how I would equip it. Or outfit it, for that matter.
Maybe we could ask for suggestions. After all, everyone has to compromise.
Maybe we could ask for suggestions. After all, everyone has to compromise.
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
The Barridaku (Bah-ree-dah-koo)
Known to the tribes as the Vorpacsis (Vor-pack-says), or "Daemons". The Barridaku are the alien race renowned for their ships that enter in such a way that they appear as flaming birds. To the simplistic Traiyaxl, the ships are called the Vorpid Traiyhiggera (Vor-ped Try-hee-ger-ah), or "Abyss Sky-shatterers". The Barridaku call their motherships Grashigxines (Grah-sheeg-rines).
Purpose
The Barridaku are an advanced race striving for perfection. When they see species with brilliant genes, their genetic scientists capture the entire race, incorporate the advanced genes into the Barridaku genepool, and then systematically set about annihilating the entire species, as it is now deemed 'inferior'. In this way, they can make themselves more powerful on the genetic level, while wiping out further competition. There's no such thing as a resistance against the Barridaku. If you put up too much of a fight, they'll simply blow your planet to high heavens. There are some rare cases where resistance has prevailed over the Barridaku, and anyone who achieves it is both feared and respected galaxy wide.
The Barridaku won't just steal your very genetic structure. They'll go as far as to steal every last bit of even slightly advanced technology off of you, incorporate it into their systems, and just to add insult to injury, they'll destroy you with your own technology. They are the definition of Space Pirate, and it's not too much of a stretch to say that they are as close as you can get to being Daemonic without damning your soul.
Captives are held for thirty days, where their entire genetic structure is examined for possible advantages. After the thirty day period, if advantages are found, mass experiments will begin to incorporate the genes. If no advantages are found, they'll simply destroy the species. Either way, it will eventually lead to the death of the species.
Ships
Barridaku have three types of Ship.
Grashigxines (Mentioned above)- Monstrous motherships. They contain the Parmatek (Pah-ma-tech), the King of the Barridaku; The Permidax (Per-me-dacks), the queen; Several Matikai (Mah-ti-kie), the Genetic Engineers; many Xxiligs (Zill-iggs), the soldiers; and plenty of Killixx (Kill-icks), Barridaku builders/repair crews. Barridaku have no Magical or spiritual beliefs, but they do have an innate ability to wield fire, the symbol of their species. The Grashigxines is rather infamously known for entering the atmosphere at a certain angle, where its engines can ignite the atmosphere in such a way that the ship looks like a flaming bird.
Matixines (Mat-icks-rines)- Fighters. They are ejected from the motherships. Their engines are specially built to make a trail of flame in such a way that they look like burning skulls. They move with incredible speed, which makes the engine reaction trail off a long distance, making these ships very intimidating.
Okuxines (Ock-ou-rines)- Transports/Capturers. They traverse the planet looking for worthy species, fire a web at specimens, and then drag this energy web into a compartment. The web is often invisible, giving the illusion that the specimen is being pulled by a supernatural force. This only aggravates the "Daemons" nickname given to them by the Traiyaxl. The Okuxines is also known for landing and taking specimens through force, something the Barridaku Xxiligs are very good at.
Known to the tribes as the Vorpacsis (Vor-pack-says), or "Daemons". The Barridaku are the alien race renowned for their ships that enter in such a way that they appear as flaming birds. To the simplistic Traiyaxl, the ships are called the Vorpid Traiyhiggera (Vor-ped Try-hee-ger-ah), or "Abyss Sky-shatterers". The Barridaku call their motherships Grashigxines (Grah-sheeg-rines).
Purpose
The Barridaku are an advanced race striving for perfection. When they see species with brilliant genes, their genetic scientists capture the entire race, incorporate the advanced genes into the Barridaku genepool, and then systematically set about annihilating the entire species, as it is now deemed 'inferior'. In this way, they can make themselves more powerful on the genetic level, while wiping out further competition. There's no such thing as a resistance against the Barridaku. If you put up too much of a fight, they'll simply blow your planet to high heavens. There are some rare cases where resistance has prevailed over the Barridaku, and anyone who achieves it is both feared and respected galaxy wide.
The Barridaku won't just steal your very genetic structure. They'll go as far as to steal every last bit of even slightly advanced technology off of you, incorporate it into their systems, and just to add insult to injury, they'll destroy you with your own technology. They are the definition of Space Pirate, and it's not too much of a stretch to say that they are as close as you can get to being Daemonic without damning your soul.
Captives are held for thirty days, where their entire genetic structure is examined for possible advantages. After the thirty day period, if advantages are found, mass experiments will begin to incorporate the genes. If no advantages are found, they'll simply destroy the species. Either way, it will eventually lead to the death of the species.
Ships
Barridaku have three types of Ship.
Grashigxines (Mentioned above)- Monstrous motherships. They contain the Parmatek (Pah-ma-tech), the King of the Barridaku; The Permidax (Per-me-dacks), the queen; Several Matikai (Mah-ti-kie), the Genetic Engineers; many Xxiligs (Zill-iggs), the soldiers; and plenty of Killixx (Kill-icks), Barridaku builders/repair crews. Barridaku have no Magical or spiritual beliefs, but they do have an innate ability to wield fire, the symbol of their species. The Grashigxines is rather infamously known for entering the atmosphere at a certain angle, where its engines can ignite the atmosphere in such a way that the ship looks like a flaming bird.
Matixines (Mat-icks-rines)- Fighters. They are ejected from the motherships. Their engines are specially built to make a trail of flame in such a way that they look like burning skulls. They move with incredible speed, which makes the engine reaction trail off a long distance, making these ships very intimidating.
Okuxines (Ock-ou-rines)- Transports/Capturers. They traverse the planet looking for worthy species, fire a web at specimens, and then drag this energy web into a compartment. The web is often invisible, giving the illusion that the specimen is being pulled by a supernatural force. This only aggravates the "Daemons" nickname given to them by the Traiyaxl. The Okuxines is also known for landing and taking specimens through force, something the Barridaku Xxiligs are very good at.
Tyranidking- EuroSpore 1965
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Spore Name : Nidking
Location : You mean you don't know? Muhahahaha!
Age : 29
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Lum, everyone is compromising already.
Still, I can equip them if you like.
Nice, Nid. I like what I read. Still, you haven't mentioned in the story about the daemons enslaving the natives. think you've skipped that part. I like what is there, but it seems to me there's still a part regarding slaves and exploring resources missing. I'm also not much of a fan of the name Barridaku. Something a bit more daemonic sounding perhaps? Also, I think there's a lot of ranking names that can confuse some.
I'll add it to the OP anyways, and perform changes as people speak. Thanks Nid
Edit: Check OP, I've made some changes.
Still, I can equip them if you like.
Nice, Nid. I like what I read. Still, you haven't mentioned in the story about the daemons enslaving the natives. think you've skipped that part. I like what is there, but it seems to me there's still a part regarding slaves and exploring resources missing. I'm also not much of a fan of the name Barridaku. Something a bit more daemonic sounding perhaps? Also, I think there's a lot of ranking names that can confuse some.
I'll add it to the OP anyways, and perform changes as people speak. Thanks Nid
Edit: Check OP, I've made some changes.
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
I think you'd be better at outfitting it then I would.
Would you like me to upload it?
Would you like me to upload it?
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
sure. I'll outfit it.
I've altered Nidking's background stories slightly, and they're presented in the OP. Remember to check it out and feedback it ;-)
I've altered Nidking's background stories slightly, and they're presented in the OP. Remember to check it out and feedback it ;-)
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Arkanay- EuroSpore 2007
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Spore Name : Arkanay
Age : 33
Re: Forum's Adventure - Sporecast and Adventure Acts Description in the OP
Last edited by Lumorei on Wed May 19, 2010 4:19 am; edited 1 time in total
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