terrapod wrote:so i have a question bout space water stage...... if im a land critter, how the heck do i conquer and underwater city? my colonist dont live under water
I brought this up one other time, but I think you maybe missed it.
At every stage, the Spore client program checks to make sure you are not pitted as a creature against creatures that are too weak to be a challenge, or too strong to be insurmountable. It also makes sure you are confronted with a variety of creatures, different mouths, different ability sets, et al.
This is internally referred to as hierarchy, and has nothing to do with the "type hierarchy" that some certain persons will inevitably confuse it with /s
If such a think as water stage is implemented, the hierarchy of opponent creatures will have to be extended to include subsets for water creatures. This is going to be a large undertaking, because it means that EAxis will have to create default creations to fill the new niches.
Ever wonder why Spore ships with so many creatures? It's so there are enough creatures to flesh out all the possible hierarchy demands.
If the water stage is extended to include tribe, civ, space, there will need to be provision for animating and storyboarding all of those new choices -- especially if you can leave at any point and are not committed to being in the water ever after.
The least of the problems is how to not match your "water civ" against a "land civ". This can be handled quite easily by the same type checking that's already done to populate your planet. The client knows if you are on land or water, and simply would not choose the opposite to oppose you. Easy Peasy.
Going into space from water?
Ever see or hear of a missle silo? Not all of them have to be on land. Instead of an "airlock" there is a "waterlock".
Most of these are trivial questions in terms of programming support. The larger questions is the addition (or not) of parts to support the stages, and getting the art and environment GUI and view setup finished.