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Surfing the net, I came across Chris Heckler’s website. He is one of the developers on the Spore team and his work “centers around using proceduralism to enhance player creativity and agency”.
He wrote an 11 page draft paper on the Spore procedural animation system. According to his page, it gives a reasonable overview of both the authoring system, using our custom OpenGL animation tool Spasm, and runtime playback system.
Character animation in video games—whether manually key-framed or motion captured—has traditionally relied on codifying skeletons early in a game’s development, and creating animations rigidly tied to these fixed skeleton morphologies. This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation’s structural relationships and its stylistic information. At runtime, the generalized data are applied to specific characters to yield pose goals that are supplied to a robust and efficient inverse kinematics solver. This system allows us to animate characters with highly varying skeleton morphologies that did not exist when the animation was authored, and, indeed, may be radically different than anything the original animator envisioned.
Spacy Oddity’s blog has found the system requirements for the Spore Creature Creator.
OS: Windows XP/Vista (FAT 16/32 file systems not supported for Digital Download) Processor: 2.0 GHz P4 processor or equivalent Memory: XP needs 512 MB RAM / Vista needs 768 MB RAM HDD: At least 300 MB of space for installation, & additional space for created creatures. (600 MB for digital download) Video Card: A 128 MB Video Card, with support for Pixel Shader 2.0* Input: Mouse,Keyboard
For computers using built-in graphics chipsets, the game requires at least:
* Intel Integrated Chipset GMA 950
* Dual 2.0GHz CPUs, or 1.7GHz Core 2 Duo, or equivalent
A comic on SecuROM and Spore has been posted on Penny Arcade. Who knows? One day it may very well they may need a sample of DNA from us to make the game work
Maxis has mailed the fansites today, here's the complete letter:
Hey Spore Fans -
We wanted to let you know that we've been hearing your concerns about the online authentication mentioned earlier this week. I didn't want to head into the weekend without getting back to you with some information about how Spore is planning on using this new system.
A few things we wanted you to know:
-- We authenticate your game online when you install and launch it the first time.
-- We'll re-authenticate when a player uses online features, downloads new content or a patch for their game.
-- The new system means you don't have to play with the disc in your computer. And if you are like me, always losing discs, this will be a huge benefit.
-- You'll still be able to install and play on multiple computers.
-- You can play offline.
We do hope that players will play online - sharing creatures, buildings and vehicles with other players is something that is unique to Spore and one of the coolest features of the game. Every day, when I play the Creature Stage, I get to see wacky and awesome new creatures from my Buddies on the team coming over the hill at me and I can't wait to see what happens when our creative, passionate community starts sharing their creations.
I'd love to write more - but I need to get back to work. We've got a game to finish. :-)
-caryl
===============================
caryl d shaw (aka MaxisLucky)
online producer
spore
I'm pretty peeved at this mandatory requirement to check in with EA every ten days just to play Spore. It's absurd. It is silly. It is plain stupid.
Let's consider the potential scenarios here:
There are users out there who want to play Spore but simply don't have internet access. In this day and age, I know it's surprising, however there's still a decent size population. Plus there was a promise that you could play Spore without being online.
What if you're on holiday/vacation? Are you simply gonna play Spore for the first ten days and then have the game suddenly die out on you? Or go to a country where internet is heavily filtered and they block these data from being sent to and from the server?
Let's not forget that we're depending on EA's servers here to validate our game. Let's say the demand overwhelms the servers and we've seen this happen too with previous games. People had to validate their titles (I believe just once) but people decided to validate all at the same time that validation servers came crashing to their knees. End result: People paid $50.00 for coasters. Imagine having to renew every ten days and the sheer volume of requests it is processing to validate the games. It isn't just Spore they are validating here too; they are also validating mass effect users.
This is sheer stupidity and it's time we speak out. I want everyone to be heard here and let's get an emails going here to say something about this. It's arrogant on EA's part to think we'd put up with this. I'm not and I encourage everyone else not to as well.
I can not give out an email address of Maxis or EA employees as a respect to them, however I've setup an email address here at TerraSpore for you to send your complaints and to speak out about this.
The email login has been sent to Maxis and EA for them to view at their leisure.
I never heard of this kind of Protection System before. Is anyone acquainted with it?
Is this article even true?
"If customers do not come online after ten days, the game will cease to function"...??
It sounds nightmarish
Thanks
I'm going to try googling all this to see if this is even true. Maybe it's just rumor.
For hard-core Spore fans who pre-order Spore Creature Creator: Complete, they will receive a gift certificate of $5 towards a future Amazon.com purchase of Spore. See details for any restrictions.
How to Qualify for Your $5.00 Promotional Certificate:
Add Spore Creature Creator: Complete sold and shipped by Amazon.com to your Shopping Cart.
Click the Proceed to checkout button and place your order.
Important: All purchases must be made before 11:59 p.m. PT on June 16, 2008, and while supplies last.
If you do not cancel your order or return Spore Creature Creator: Complete, we will add a promotional code to your Amazon.com customer account by June 20, 2008, redeemable for $5.00 off Spore offered by Amazon.com. The promotional code will be added to the Amazon.com customer account with which you placed the order.
“My focus started shifting more and more to players, and what they were doing,” he says, “Because I found that fundamentally as interesting, or more interesting, than the actual games [was] parallel play. Sitting and looking at what someone else has done with the same game as you is fundamentally interesting to me.”
I have to strongly agree with Will. I myself find that hearing and seeing what others have done with their games astonishing. When Spore is released, there is no telling what is going to come from you guys, and I cannot wait to see!
Spore uses procedural textures to give players almost unlimited scope in painting their creatures, and groundbreaking animation technology to determine how they move, hunt, fight, mate, and even dance. Less well-publicised is Spore’s procedural sound technology. Unique creatures are given voice by algorithms that take into account the creature’s size, age, biology, structure, and behaviour. Even more amazing is its procedural score. Prog rocker Brian Eno has co-operated with Maxis to write and record small pieces of music for the game. According to in-game events, these elements will be manipulated procedurally to make non-looping dynamic music that suits the action be it a fight, a hunt, or some quiet space exploration.
The Age Blogs has a great writeup on the technology of Spore. They go in-depth on how Spore will be the best game so far in terms of procedurally generated content. By that, it refers to any game content (used to be created by the studio’s programmers, animators, designers, and artists) created on the fly by use users. They also take a look back at other games that started this process starting with the game Elite in 1984.