The "I'm Playing Spore" Thread

Miscellaneous Forums/General Discussion/The "I'm Playing Spore" Thread

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The procedural modeling in the game is pretty simple. So long as you have a render engine that allows you to deform bones and asign vertex weights to them in code it shouldn't really be all that hard to do the character deformations.

The animation might as well have been canned, I doubt there are very many variables that control the simplistic animation I saw. You can make some pretty bad judgment on the limb distortion and wind up with some pretty poor animation, which suggests that its mostly defined by a few simple variables and doesn't even offer the more basic gait controls of Biped or softimage CAT for 3dsmax.

Maze Monkeys (Flow demo) never really set out to be a advanced rendering tech demo, just a simple gameplay demo and test bed for the editor. If we decide to pursue it further after flows release it's possible we might explore some things a bit further. Most of flows development has been focused primarily on creating an engine for the team to use in our contract work. The Blitz community module hasn't been a priority we just figured that after spending so much time on it, releasing it as a product was a nice bonus. I don't think we spent a month total man hours on the demo. If we decide not to pursue the game further we may even release the Mazemonkeys source to help people understand how ogre and flow work with blitzmax so there isn't much incentive to really push the demo when we may be giving it away for free.