A bigger update on Creatures4

Hello Creatures community, we know you’ve been longing for some solid info about Creatures 4 and we’re sorry we couldn’t deliver something sooner.

I’ll start with the bad news that probably most of you already guessed: Creatures 4 has been delayed, again! I know, it sucks but at least we can say the project is in good health and both Bigben and us are investing a lot of effort in it! The current release date is Q4 2012.

The reason for the delay is that we’re simply not finished yet. In terms of development we still have quite some work to do and some features are demanding (bridging the game between all the platforms etc.).
It’s a mix of revised design, harder-than-expected-features, harnessing the underlying Creatures systems and so on; it’s a hard project in all respects and we want to do it justice. So, that’s another delay, yeah. I hope you guys can bare with us a bit more.

We can’t show you new pictures or videos yet (we know you’ve been asking for them, a lot :) )  but we can give you some details about some questions that have been going on for some time.

Multi platform experience

Some of you around the web asked if the same game can be played on all the platforms and that’s a yes (ie. start your game on PC, continue on iOS…)

Stats
Some of you saw a screenshot on Bigben’s website with a page named “Norn Stats”. That page is not up to date anymore. To give you a bit of insight and avoid marketing-friendly misinformation, we investigated a stats/skill system to provide the Norns with a more discernible value and support a sense of interdependence among the Norns that we think can be interesting. We want the Norns to be able to take care of their environment more than they did in the original games like taking care of plants for instance (placed by the player), play with critters, repair toys and machines etc. In our vision, better skills provide more proficiency to these tasks and like all the Norns data, the stats are meant to be passed on to offspring in the genome.
To be honest, to this day that system isn’t satisfactory quality-wise and has a series of side-effects which turn out to be either detrimental to the experience or not meaningful enough. We’re currently reassessing this whole thing since as many of you know, the original Creatures inner workings are not easily compatible with this sort of approach.

Science kit
The science kit is still in the game (as an in-game menu), it will allow you to detect sicknesses and inject chemicals. We’ll be cutting back on some unintelligible chemicals available for injection to make it more approachable but our system is very flexible and will allow us to tweak the available products post-release if necessary.

Breeding and Genome
The passing of Norn data through the genome is maintained. Two Norns that breed in the wild will produce a kid that gets its genes from the parents, like before.
In terms of control over the breeding process, you will have access to a breeding machine which will focus on the cosmetic properties of your Norns, which will drive a lot of breeding gameplay.
We have other plans on what would make for a compelling breeding experience outside of the cosmetic space but we’re focusing on finishing what we have here first.

Language learning
We’re thinking about a more interesting way of learning the language than “put your Norn in front of a machine and wait”. Not much to say here at the moment except that we’re conscious this is important.

We’ll do our best to answer your questions in the comments! Thank you !

  • https://sites.google.com/site/ettinalabs/ Ettina

    “I guess the way we’ll go about this is to find a series of meaningful mutations (food for thought here and focus on those and then add some more at a later time. At this point I can’t guarantee if they’ll be in the first release but several people in the team are strong advocates for mutations,”

    Please tell me you misspoke. You aren’t planning to have a pre-defined list of mutations, are you? Or having the first release have no mutations at all?

    That would defeat the whole point of the game. The really cool thing about Creatures, the thing that makes me a fan of it, is the possibility of evolution producing something new and unique. The mutations have to be well and truly random. In several years of playing, I’ve still gotten mutations I haven’t seen before in all that time. The total number of possible mutations is probably around a million or more.

    The way they did it is to have it that – apart from the start/end sections where breaking it would make the game crash – the game could randomly change any digit in the norn’s genetic code. Kind of like missense mutations in real life. It could make the gene dormant, or make it nonsensical and therefore have no effect (like a color gene coding for a nonexistant color). Or it could change what it coded for in a very meaningful way, like changing which chemical the gene affected or responded to (in reactions it would be two chemicals making two other chemicals, in receptors it was a chemical setting off a non-chemical process such as a neuron firing, in emitters it was a non-chemical process releasing a chemical). Or it could change the ‘regulatory’ things like making it only active in one gender, or activate at a certain age. It’s entirely random.

    If you’re going to call this a Creatures game, you have to have the same system of mutations. Mutations aren’t some option to be turned on, they’re inherent to the game. If we can breed the creatures, they must have truly random mutations as a result. If you’re worried about limps not being realistic, whatever. I don’t care. Far more important that the mutation process be realistic. (And you can make the limping more realistic if you make the motor system more realistic. Grandroids will have muscles and joints and a motor homunculus in the brain, which should result in very realistic motor problems. The limping in norns was unrealistic because they used animation rather than physics modeling to produce the norns’ movements.)

  • mk-grendel

    You’re right Ettina, but there’s an other way – some muttations are really odd and should never happen and limit those options would be a great idea – and now let’s begin with the list;

    death genes – they should be hardwritten (even a official norn breed had there a problem – try to kill a c3 toxig norns with chem 90/wound – grendels wll die rather on exhaustion!!)

    aging genes – in case creatures would still die by the normal stuff, i don’t see a problem with immortal ones (but a maximum age would be still nice) but the problem are fast ager (become adult in seconds) – but in case aging would need energy, they would either eat much – or fast ager would die, because of hunger

    more plausible chemical reactions, give each chemical a extra number, chemicals can’t become a higer number as they are (no energy procuction out of nothing), two low level chemicals can make onme high level chemical, because the numbers would be combinated. The creature get high level energy out of food, air and other logical receptors – in case a gen codes for a impossible combination, the won’t work (or jump donw up to the next possible chemical)

    This would emliminate the most unwanted mutations (those mutations that destroy wolfing runs) without limiting the evolution (actually it would increase it, because those creatures above won’t destroy it with nonsense!)

    …oh and let pregnant norns need energy for laying a egg – less energy in case they carry it a long time, much energy if it comes out seconds after pregnancy and you would also eliminate those crazy camasutra rabbits!

  • ChosenPredator

    @Andrea hoping for some videos with some good detail behind it, would love to spread the news to none creature fans just so they know it’s out there and coming soon. (i’ve been pimping it out on neogaf lol)

  • https://sites.google.com/site/ettinalabs/ Ettina

    Yeah, but that can just be done by setting certain genes to ‘do not mutate’ (as CFE norns do, for example).

    What worries me is that they may have a pre-set list of mutations and only those mutations can ever happen. Such as a pre-set ‘limping mutation’ that gives them a predefined set of movement genes, or something like that. That would pretty much ruin the game.

    I’m fine with turning off mutation on a few genes so you can’t get immortals. I’m not fine with destroying mutation altogether and replacing it with trickery.

  • mk-grendel

    I hope the same – but as far as i noticed, sometimes those ‘do not mutate’ genes mutate from time to time, too. Actually they don’t, but they can be delted or a other gen mutates into them and this new gen takes over the control – in both cases, the pehnotype can be a immortal fastager -.-

    the only solution is hardwriting it into the game!

    and i doupt they will make a ‘possible mutation list’ because they have not enough time for an list as long or they would end up with a really short list, because only notable mutations would be on that list…

    But I made premade mutations, too in c3… or something similar. genes that won’t be activated until two specifical breeds would mate or would be activated as soon as this breed mates with any other breed (easy made with the use of a unused chemical as activator or deactivator) and multiple sprite genes, so each time they mate with a normal one, the baby won’t look a little bit like mom or dad

    let’s just hope the best – that’s all we can do… oh and take a tea ;)

  • http://creaturescaves.com/ Malkin

    Does C4 have breed slots? How is the inheritance of the appearance controlled differently than in previous Creatures games?

  • Alec

    I have a curiosity question. I still have all my special Norns I bought from game. The Bondi treehuggers etc. Will they be compatible with CS4? I am really interested in that happening because I adored them a lot and well.. My favorite had been the Bengal norn who had been free. >< -Hugs him.- I had a whole line of sun-bellies I called them. Bangles that looked completely normally all but the fact that their normally white stomachs' had turned tan! I Hope these races including the Toxic norn will be able to be placed back into the game.

  • ChosenPredator

    I’ve search the interwebs and found some new footage of creature 4: http://www.youtube.com/watch?v=quk0QQ_PFcw

    check it out.

  • http://creaturescaves.com/ Malkin

    Will norns still be able to repair toys and machinery, or has this been scrapped along with Stats?

  • lennmeister

    nice job chosenpredator finally some video footage of the hatchery it looks pretty good

  • Jason

    So…..gamescom has been over for a couple of days now. How about an update, screenshots, video? Any better idea on a release date? Any date on when the official homepage will be open?

  • http://www.fishingcactus.com Bruno Urbain

    Comin’ :)

  • https://sites.google.com/site/ettinalabs/ Ettina

    Disappointed that I still haven’t gotten a reply regarding the mutations issue…

    Seriously, if you’re not going to have truly random mutations, as far as I’m concerned you shouldn’t call this game part of the Creatures series.

  • Furret

    I’m curious about the mutations too! I loved when my norns changed colors at random each generation.

  • sam999

    I already posted these questions in the “piece of history” topic but since nobody answered I’m re-posting them.

    1. Will third-party modifications work on the Collectors edition versions of old creatures games? Please say yes? This is what will settle if loads of people buy the Collectors edition or not. There’s no point in owning the old creatures games if they no longer work with the supply of community-made mods/improvements.

    2. When you say three games, do you mean Creatures One, Creatures Two and Creatures Three/Docking Station or just Creatures Three. Please say you mean Docking Station as well….

    3. Will you be hosting your own version of the Docking Station server. You don’t really need to, see the link at the bottom of this list of questions, but some people would like it.

    4. When you call them Mac-compatible do you mean fully Mac-compatible with fixes for some of the major Mac/Creatures bugs such as catalogue files unzipping in the wrong places, rainbow spew and the lack of a Wolfing Run option?

    5. Creatures crashes a lot and gets slowed down to the point where the only way to get it working again is to delete it from my computer and re-install from the disc. Please say that the Collectors Edition versions of the old games will be able to install an unlimited number of times. I swear not to abuse this or share the software, I just really want my Creatures games to work.

    http://creatures.wikia.com/wiki/DS_Login_Disabler

    Thanks and please answer.

  • sam999

    Sorry about the double post but I just heard of this problem very recently.

    6. There is no game store near my house. I live more-or-less in the middle of nowhere. But you said that the Collectors Edition will be sent to stores. The question, could you guys please also have it available to be bought online, and get shipped to the buyer’s home? Make it purchasable on Amazon.com in other words. Please? I think would really boost business. There’s no way for me to get a copy otherwise.

  • dealerking

    you could by thies box by a onlineplatform(amazon etc)
    they send it via post direct to you

  • http://www.fishingcactus.com Andrea Di Stefano

    @Ettina, @Furret: Sorry it took long (I was out of the office for some and Silvia leaves the more tecchy stuff to me). Mutations are present but indeed we restrict the genes on where they can happen. For example, we don’t want a Norn to be born without a heart or lung without any straightforward means for the player to understand it.
    Less “insta-death” mutations are still present though and are random as they used to be.

  • http://www.fishingcactus.com Andrea Di Stefano

    @Sam999: The older games are handled by BigBen so any question should be directed at them…

  • Droid

    If i can play this game at christmas it would be great ^^