Archive for 2013

Creatures 4: Giant Easter Egg contest!

Friday, March 29th, 2013


Surprise, surprise! Creatures 4 Giant Easter Egg collaborative contest – Break the Egg to free the Norns and get a chance to win yourself an exclusive limited edition Norn figurine! Starts right now. Deadline is April 1st and that’s sure not a joke. Happy Easter everybody!

Creatures 4 : Procedural Fur Patterns

Friday, March 22nd, 2013

Many of you, in comments to our blog posts, during the Q&A chat sessions and also on Facebook, have shown curiosity regarding the procedural methods that we use to ensure that no two Norns look alike. Today we will be detailing how the Norn fur patterns are produced by our artists and coders. 


First things first. There are several breeds in the game, between 12 and 16, depending on what we manage to fit into the launch edition.

Up to a couple of months ago, our process for creating new breeds was rather messy to say the least, based on us trying to understand how to make the bricks turn into solid foundations that were still being designed. Uck!

We are in a far better spot now, which makes it actually fun to create a new breed :-)

It starts with one of us coming up with a cool idea for a Norn breed and defining some basic traits for the breed.

The second step is to prepare a reference art for the new Norn breed

Olivier and Antoine, two members of our awesome art team, work together to produce a concept art that conveys the traits of the breed.



This one above is a “Wildling Norn” by the way, a Norn that managed to escape from the safety of the Hatchery region and evolved in the wilderness.


Once we are satisfied with the art, Olivier’s procedural tinkering begins.

Two main goals here: first, to make sure two Norn from the same breed do not look the same (that’s one of the main perks of using procedural generation); second, to allow all the Norn breeds to be crossed together through natural breeding and gene splicing operations.

Each Norn is made of several texture layers, some procedural and some hard-set. Every element below can be swapped during breeding/splicing.

  1. One Skin texture: static picture that contains the underlying skin which is unique to every breed and can’t be “blended” with other skins. There are variations of these for male, female and elder Norns.
  2. “Belly” Texture: static texture that contains the belly spot most Norn breeds show.
  3. Eye texture & color: static texture. The color is pre-set in the texture, meaning that all Norns that are pure breed have the same eye color (of course they can be crossed with other breeds to exhibit another eye color). Heterochromia iridum is also determined by this texture. That means that a yellow and pink heterochromia will always be yellow/pink. While this is a limitation of the system, it bears the benefit that it allows us really setting in stones the look of a breed.
  4. Base fur color: while the color is not set in the texture, it is fixed for each breed during the creation in our tool (see below). At the moment two pure breed Norns have exactly the same color although we might end up adding some slight hue variations to further differentiate two same-breed Norns.
  5. Main Pattern: There are two pattern textures (which can be empty if needed). We call this the “main” pattern as it is usually used for the most recognizable visual markings.
  6. Main Pattern Color.
  7. Detail Pattern: Same as the previous one, but usually used for smaller dots and marks on the Norn fur.
  8. Detail Pattern Color.


Once Olivier has completed the technical design of the pattern and produced the required visual assets, the last step is to assemble all of the above in our Norn creation tool. It’s a web based tool that allows us to push new breeds into the game and preview them in real time. It’s pretty neat!

You can see that the information here is grouped into 8 boxes. This is important as they correspond to the 8 genes that define the Norn visual look. More on that in a further blog post about splicing ;-)



As a side note, this creation system allows us to specify cosmetic differences reliant on gender/age but truth to be told, we haven’t gotten around to use this cool feature yet, due to time constraints.


The assets themselves are produced as follows:

The static textures are produced in Adobe Photoshop as standard character textures.




The procedural textures are generated in an open source tool that allows basic 2D patterns to vary depending on several parameters defined by the artist. 



This is really cool because even if two Norns have the same pattern (eg. The gene is the same), the pattern will be generated and applied a bit differently on each Norn.





Once that step is finished, the only thing left to do is to preview the Norn in the game. Tada!




Hoping that this brief overview gives you a better understanding of how the Norn cosmetics are created. Obviously the goal of all this is simple, making sure no two Norns are exactly equal and give you bazillions of possibilities for combinations!

We’re pretty sure you’ll have even more questions after this post and we’ll do our best to answer them, just keep in mind that part of our team is at GDC next week so replies may take a little longer than usual (okaaay, we’re not THAT quick usually, but still, you get my point :-)


UPDATE: fixed a couple of link to full-sized pictures

Serious Games Portfolio Showcase – New site section opened

Tuesday, March 19th, 2013

Maybe you know about us because of hit mobile games such as :shift:, IndestructoTank, Paf Le Chien, After Burner Climax or Slash Monsters. Maybe you came to this blog because you’re a long-time Creatures fan and you’re dying for updates about upcoming Creatures 4 on PC, MAC, iOS and Android. What you might not know is that behind the scenes, for the last three years already, more and more companies have turned to Fishing Cactus for research and development on lots of Serious Gaming projects that have an impact either on resource management and staff training or on very important society sectors, such as health for example.

If you’re interested in leveraging video games for the greater good, we invite you to take a tour of our Serious Cactus site, where you’ll find our biggest past projects presented in great detail, with videos, screenshots and explanations. There you’ll also find information about the reputable clients who have trusted us with their plans so far, as well as our philosophy when approaching to Serious Games and our scope of technological expertise.

Fishing Cactus talking Serious Games and Creatures 4 on Belgian national TV channel, RTL-TVi. Click on the Closed Captions icon at the bottom edge of the frame to activate English subtitles.

Creatures 4: Q&A session round-up

Wednesday, March 13th, 2013

The Q&A chat session between C4 dev team members and Creatures community took place last Thursday 28th of February as scheduled. Over 60 fans attended and it was sure an epic chat, which we have very much enjoyed on our end. Special thanks to Jessica from DiscoverAlbia for moderating the questions stream, it would have been much more chaotic without her help! We tried to answer questions to the best of our ability (and without breaking certain confidentiality ties with various stakeholders). An edited log of the event can be accessed on Creatures Caves, thanks to Rascii. We’re also very grateful to our three other fantastic Ambassadors, Laura (host of the party), Don and ChosenPredator for all the effort they’ve put in to spread the vibe and sort out absentees’ questions ahead of the live show ;-)

As always in such circumstances, some questions were left unanswered. We have received a summary of those through Jessica, and in a “get bonus” spirit, game designer Andrea is going to tackle some more right here:

Q: You mention 150 chemicals ; sounds like the old versions, did you change or improve things about biochemistry or did you stick on the previous mechanism? (Dr_Shee)

A: While the main system is relies indeed on the C3 foundation, we definitely tweaked some values and adjusted the system to match some new sections that we have added in the game, and also to implement the “altruism” mechanic that regulates the Norn willingness to carry out actions that are beneficial to the Norn “society”.

Q: My question is, you’ve obviously done a lot of changes to the morphology and colour patterns of the Norns, how is this reflected in their DNA and inheritance of these traits? It seems much more complicated than in previous games! (NornsofOurAlbia)

A: Indeed, it is more complex. We’re keeping these details for an upcoming full-on blog post (which our recent Instagram photo was a tease for) but to give you an overview, each Norn is made of several texture layers, both procedural and human-made. Procedural textures mean that while the overall look of the pattern will be consistent among a specific breed, there’ll be an element of randomness in the detailing! Naturally, patterns/colors/morphology will be carried over to the offspring DNA. But I’m getting ahead of myself; more details soon!

Q: Can we 3D print our favourite norn as action figure? (MK-Grendel)

A: Love the idea! Creatures 4 would hypothetically be a good candidate for this sort of service. Nothing planned in that respect at the moment but we’re definitely keeping an eye on emergent tech.

Q: Can Norns still mutate their walking or is everything animated? (MK-Grendel)

A: Unfortunately this is one of the cuts we had to make due to the way we’re animating 3D objects in the game.

Q: I’d like to know if we still get to look inside the norn, checking out their brains and poke at the neurons, by clicking on them, like we could in C1 and C2. (Creature905Yme)

A: Not in the first commercial build that we will release. In all honesty it is a bit hard for us to justify developing and integrating this at this point, not knowing what would be the appeal of tools as advanced as those (internally, we’re still using custom-recompiled C3 tools in regards to brain!). We’ve limited ourselves to the science kit for now as it strikes a nice balance between showing the Norn’s complexity and preventing it from becoming overwhelming. We’re not excluding anything in terms of post-launch content updates though.

Q: Will the game engine run localy or will a client server architecture be used? (Gigamoi)

A: The game engine runs locally and the game will connect to a webserver that will contain all the database data and player progress. This is required for the seamless bridged experience we want to offer across all supported platforms (means: we need this to enable continuous play when user walks away from his desktop and resumes play on his mobile device).

Q: Will there be food that can only be obtained in certain specific enviroment? (YeikoVneef)

A: Not food per se, but specific plant pots are unlocked once you discover new environments. You might find a few surprises if you search Sphericus thoroughly ;-)

Q: Will Angry Nornito feature in any later parts of the game? (C-Rex)

A: Wow! We didn’t anticipate Nornito to have a fan club of his own :-) So while we don’t have plans now, Nornito might get back to C4 at one point!

Q: Why in the Gamescom 2012 demo did that Norn fly off into the air? (C-Rex)

A: Two possible answers: 1) the Norn was using the Norn hairdryer in a clever fashion. 2) A nasty coding bug we hadn’t removed yet!

Q: Being multi platform, will norns be able to travel from one system to another? (McDuff)

A: If by system you mean iOS, Android, PC, Mac — The answer is yes!

Q: Will Norns be able to call the Hand by name? Can they interact with it, liking or disliking and such? (LilyNorn)

A: They certainly look at it (they do that a lot actually! Looks cool!) but not directly interact with it (like grabbing it). At the moment they can’t call it by name, but the idea kind of makes sense now that you mention it — Let it percolate with us during the ongoing alpha-test phase ;-)

Q: Will there be a ingame breed-editor or is it planned? (dk1987)

A: The splicing machine lets you tweak some values when creating a new genome. Mostly cosmetic at the moment but there again we have some surprises in store.

Q: There seem to be some “loading” action in the demo, it’s something that was never seen in the previous version, why did you go with this mechanic? (YeikoVneef)

A: It’s mostly a matter of feedback. We’re not planning on having long-lasting Norn actions with progress bars and such. The world can get pretty cluttered when you start decorating your regions. Sometimes, more feedback on some meaningful actions is helpful in seeing clearly what is going on.

Q: If a norn loses all genes for their look – how would they look like? (eg in c3 would look like a bruin norn) (MK-Grendel)

A: Mmm… Naked? I don’t think it’s possible any more to be honest. We’ve secured that part of the genome to make sure cosmetic genes are always present as they also determine the morphology of a Norn and removing them would probably break the game.

Q: Will C4 include support for user-created add-ons? And if yes,on what level? What are the possibilities? (Eprillios)

A: At this point we don’t have plans to support user generated content. As we’ve said in the past, we’d love to look into that possibility but we need to finish and release the core of the game first.

Thank you again for everything! We sure look forward to organize another get-together some time soon :-) We’ll try to come out with a new blog update as soon as humanly possible, but please bear with us a little bit as we are knee-deep in alpha-testing here… In the meantime, you can enjoy the interview our team gave to national Belgian TV station “RTBF” last month, now subtitled in English on YouTube (click on the “Closed Captions” icon at the bottom edge of the frame to activate the subs).

Creatures 4: Q&A with the devs & Alpha-test

Thursday, February 21st, 2013

We’ll be holding a live Q&A session between game designers Andrea Di Stefano and Samuel Languy, from the C4 dev team, and you folks, from the vibrant Creatures community! You’ll get to directly discuss with them about the development so far, and about the inner-workings of the upcoming game. The event will take place in the CreaturesVillage Chat Rooms, also known as CC Chat, where most long-time fans of the series already have their habits. An active mIRC connection is required to attend. The dialog is scheduled on Thursday 28th of February 2013 at 7.00 pm G.M.T.

For those who can’t make it, a transcript will be recorded and shared publicly after the fact. Even better, you can register your question right here, ahead of the gathering and get a chance to have it asked by our Creatures 4 Ambassadors during the session, if its relevance catches their attention! The live session must be restricted to one language only, which will be English. So if you want to ask us questions in French, Dutch, German, Japanese, Swahili or any other language known to Man and Google Translate alike, feel free to do so in that same pre-show thread.

In case you hadn’t noticed, the #NornInvasion of Earth is gearing up, with little ones popping all around the globe. The limited edition figurines have been won by some lucky few during an Instagram Adopt-A-Norn give-away. If you missed the occasion, we’re prepping up more contests as we speak, so keep an eye on our social media in the coming weeks!

On the development side of things, March 4th has been formally set as the beginning of our Alpha-Testing phase. It has been decided that this one would still be internal for now and the target will be to get the game “feature locked”. The polish ‘n’ refine cycle will continue in parallel for a while (that will feel like forever to you, and like the bat of an eye to the devs), until we finally feel confident enough to open the testing to outsiders, therewith commencing beta. Alpha-testing will involve absolutely all Fishing Cactus employees, regardless of which department or team they belong to.

If you recently tried to comment to our blog articles in the section below and found yourself stuck because of not having an account, please note that guest-commenting was disabled by mistake earlier (we omitted to toggle an option off during our Disqus plug-in implementation)… Guest posts are now enabled again! So if you don’t like sharing private information at the same as your opinions, you can take it easy and feel free to speak out anonymously again!

Valentine Special: “Ultimate Care Bear Love Rampage” (Arcade title made in two days during Global Game Jam)

Thursday, February 14th, 2013


Arriving At The Global Game Jam

That they work all day every day on Creatures 4 is normal. It’s their job. That they keep working on it overtime, long nights and during weekends is somewhat understandable. For it’s their passion too. But when we unleashed our Andrea DiStefano, Samuel Languy and Gauthier Billot for two days off so that they can relax and recharge the batteries a bit, we didn’t quite expect that they’d go ahead and build another game from scratch during their spare time. Yet that’s exactly what they’ve done two weeks ago during Global Game Jam. They were accompanied in their little escapade by our Fabrice Lété and Guillaume Bouckaert, though the latter both ended up working with other dev teams once on site.



IMG_2530For those who are not familiar with it, Global Game Jam is a regular worldwide effort organized by a central entity that coordinates all local chapters. The concept is both simple and amazing: on a given day, game developers and artists from around the globe, professional or hobbyist alike, set up locations in their region, where they meet and… Improvise the creation of video games on the fly. By the end of the event, the games must be finished.

The latest Global Game Jam took place between January 25th and 27th, and the Belgium scene gathered to the Design Center of Winkelhaak (Antwerp area) for the meet-up. Our three nutjobs only joined the partay on the Saturday ;-)  


doubleThe Ultimate Care Bear Love Rampage

Upon arrival on the set, two things immediately grabbed our gang’s attention. First, the camping tents in the corner of the room. Then, a fascinating object had already caught their eye:  the Winnitron indie Arcade system. Already existing in Canada, Shanghai and New Zealand, the collective-spirited retro system was introduced to Belgium for the occasion. A stick and two buttons over a stylish wooden cabinet. 

Take off your jacket. Code, draw, assemble. Don’t stop until they tell you to. Gauthier Billot took the lead on the actual coding, assisted in that by Sam Languy, who also handled sound and music on the side (he actually kept tweaking the main track for a week after, in the car-pool ride to work that he shares with Andrea every morning – note that his creation scooped the prize for “best sound”). Andrea drew the graphic assets to change his mind from his game designer routine. No real director to speak of, our three stooges pretty much decided the mechanics and the flow of the game collectively, in iteration and in consensus. 

The game was built upon the Love 2D multi-platform technology, using a Linux PC, a Windows PC and a MAC. It relies on the Winnitron Frameworks to run on Arcade machines. Maps were created with Tiled software. The underlying concept is clearly and blatantly borrowed from Halfbrick’s brilliant Jetpack Joyride. You press a button to go up, and release it to go down. But there’s a tiny twist that the crew borrowed from some frantic button-mashing titles of our youth, such as Track’n'Field: sometimes to floats upwards, you have to rapidly and repeatedly tap the A and B buttons at the same time until you break a sweat out of it. The action gets increasingly hectic as you progress. Levels are generated randomly. You can play the game alone or against a friend. 

In lieu of Barry Steakfries, the central character you control is an adorable care-bear made of thick and blocky 8-bit era pixels. Don’t be fooled by its cuteness though: it is out for rampage. There’s your title right there. Just throw in an “Ultimate” at the beginning for the wow-factor, and add the word “Love” somewhere in the middle because it’s got heart (and pixelated hearts assets too) — And that’s a wrap. Happy Valentine’s Day everybody!

You can freely download the game file from here

Special thanks to Wim Wouters for setting up the GGJ belgian chapter and making this wonderful weekend possible. Here below some more pictures of the event that he took.

If you recently tried to comment to our blog articles in the section below and found yourself stuck because of not having an account, please note that guest-commenting was disabled by mistake earlier (we omitted to toggle an option off during our Disqus plug-in implementation)… Guest posts are now enabled again! So if you don’t like sharing private information at the same as your opinions, you can take it easy and feel free to speak out anonymously again!

Live: After Burner Climax port to iOS for SEGA

Thursday, February 7th, 2013

The “secret project”, which our Laurent Grumiaux recently referred to in his tweet laments about crunch time, is now officially revealed. Traveling at mach speed from the danger zone to your iPad, iPhone and iPod touch — After Burner Climax! The elite aerial dogfight game originally developed by Sega AM2 has barrel-rolled its way from the arcades to the AppStore.

We’re very grateful to SEGA for giving us the opportunity to port this frenetic Arcade classic to mobile, and to be completely honest, we’re very proud of what we’ve done with it! After Burner Climax bursts great 3D textures while delivering smooth high-speed animations despite the technical limitations of the platform. The game is playable using either touch or tilt.

The reviews are pouring in too!

AppSpy – 4/5

AppAdvice – 4/5

TouchArcade Plays!

If you recently tried to comment to our blog articles in the section below and found yourself stuck because of not having an account, please note that guest-commenting was disabled by mistake earlier (we omitted to toggle an option off during our Disqus plug-in implementation)… Guest posts are now enabled again! So if you don’t like sharing private information at the same as your opinions, you can take it easy and feel free to speak out anonymously again!

Creatures 4: Underneath the Norn’s Fur

Friday, February 1st, 2013

shii_okay_smallUnderneath Creatures 4, like in previous episodes, there’s an entire matrix of codes and parameters that determine the behavior of Norns and their interactions with the eco-system. Today, we’re going under the hood to delve deeper into the mechanics and the inner-workings of a Norn, and present you with an overview of the in-house tools we used to debug our little creatures’ behavior.

In the making of Creatures 4, the main challenge resides in the fact that every time you implement a new feature, or change the way the Norns behave just a tiny bit, you need to go through hours of play-testing to make sure you didn’t mess up the complete balance of the game, that the various scenarios remain bug-free. This, knowing all the way that you can never truly harness a Norn’s behavior, since it’s conditioned by countless personal and environmental factors.

To this end, our tech wizards have developed several tools to monitor and debug our implementation of the original Creatures AI. As we established in previous posts, moving the Creatures engine to 3D proved to be a more daunting task than expected, for which we needed constant access to a certain set of variables.

Over the past year, our programmers have spent a lot of time on in-game debugging tools that help our game designers track the Norns’ attitudes as well as their environment. You’ll find some exclusive screenshots of these debugging tools here below.

The standard Creatures 4 in-game view, free of debugging clutter:


 Crowd/Physics status

 This view informs us about the status of our crowd management system (avoiding collision between agents) as well as the physics for each agent in the world.

Most agents in this demo-screen have been put in “custom” state which basically means they are doing something script-specific and do not belong in special groups like physics or crowd.


 Attributes and Scripts

Opposite to what all the visual clutter would have you believe, this is one of the most informative views. It shows many properties for each agent: attributes, instinctive/genetic behaviors, category, running script etc. All this determines what a Norn can do with each agent in the world (e.g. an attribute sets a flower as eatable by a Norn).


 Facial expressions

Norns have several facial expressions that inform the player on their current status or mood. Facial expressions are triggered by a sum of parameters that determine which expression has the higher “weight” and should therefore be displayed. This algorithmic approach makes the process slightly more opaque than simple “Norn is happy –> happy face”. What expression is displayed when a Norn is both happy and hungry? Which has priority between hunger and sleepiness?

While some choices are obvious (pain often wins), some are not. Hence, the debug options!


Senses Range

The Norn’s focus and path are partly driven by its senses. Sight, hearing and smell play an important role in an agent catching the Norn’s attention.

Below you can glimpse at a Norn’s sight and hearing ranges, represented by the blue and green outlines respectively.

Each ray tells the ability for a Norn to see each agent. If the line is white, the agent can be seen; if it is red, rather not. The environment’s geometry is taken into account to compute this: in this case, most visible agents are on the same height as the Norn.

Hearing range is pretty self-explanatory.


 This picture below shows the smell propagation. In Creatures, smells are called Cellular Automata (CA). Technically speaking, CAs are not exclusively used for smell, they can be means to other ends, such as giving the Norn a sentiment of “being at home”. Still, most of the time we use them for smells and to be honest, we still have to tweak a lot of them.

The propagation display is made of small spheres: you can see some spheres fading out on the border of the screen… At those spots, the potency of the smell is lower.


 Outside the game, a handy webpage allows us to monitor the Norn’s drives and decisions. We can also access all this data in the game itself, through the science kit, but this raw and dry mode makes batch-processing tasks much more efficient.


 Please note that, like in previous installments of the series, each Norn still has a set of organs that simulate its digestive system and comes into factor to determine when a Norn contracts an illness. They also carry an artificial “brain” so to speak, and are interiorly affected by over 150 chemical elements. And of course, genomes enter into play as much as before, naturally – After all, Creatures is essentially a Genetic Game, we’re kind of going all-in on this particular aspect ;-) Our next blog article will actually focus on that: genes and what you can do with them, breeding, splicingEndless possibilities really. If you didn’t catch it yet, we’ve released a teaser pic of various breeds on Instagram earlier this week!

If you recently tried to comment to our blog articles in the section below and found yourself stuck because of not having an account, please note that guest-commenting was disabled by mistake earlier (we omitted to toggle an option off during our Disqus plug-in implementation)… Guest posts are now enabled again! So if you don’t like sharing private information at the same as your opinions, you can take it easy and feel free to speak out anonymously again!

Creatures 4 Dev Update: The Light at the End of the Tunnel

Tuesday, January 22nd, 2013

The games industry is filled with notorious stories of underestimated development cycles, changes of scopes, technical hurdles… By now we all know Creatures 4 is certainly no stranger to all that.

Around April/May 2011, the plan was that Creatures 4 would be ready within 9 months… We’ve now officially entered 2013 and Creatures 4 is still a no-show. However, we’re finally seeing the light at the end of the tunnel.

Quite frankly, the whole first year of development has been spent on deciphering the A.I. code of the first three installments, making sense of it all, and merging all the stuff with our Mojito engine. That alone took us until the first months of 2012 and to this day we still notice bugs both old and new.

Furthermore, we were always conflicted about how to “restart” the Creatures IP in a way that would make it appealing to a new audience while avoiding the over-convolution that led to smaller sales and eventually the disappearance of the series after C3 (this is a fact, regardless of how fans or ourselves feel about it). We underestimated the complexity of striking the balance between staying true to the original IP and widening the game’s appeal.

And of course, since Creatures is a game series like no other, while exploring the source code of C3, the list of ideas and possible features that we could pack in kept growing longer.

Escaping Scope Creep

It’s only in the last eight months that we have felt like we were really making great strides tying everything together into a persistent universe. We’ve re-introduced the eco-systems (still working on this). The inner-workings of the Norns are all in place minus some bugs here and there. We’ve also set in stone most of the UI and tools you’ll be using in the game. Our next blog post will most probably be about what’s going on inside a Norn and what tools we developed to monitor our little creatures and debug their behavior, so that you folks can see for yourself that we have not dumbed down the complexity of the game one tiny bit.

Graphics assets are almost all ready and integrated too. There are some visual things that need to be taken care of like the fur rendering which is not optimal, “wet” skin on amphibious Norns ( what!? :-) ), various optical bugs and, last but not least, performance optimization. We’re happy with the world we’ve created and we think it strikes a good balance between familiar and fantastical.

We’ve just recently put great effort in reworking the way our procedural techniques work for Norn patterns generation. We want to ensure that no two Norns look alike and to guarantee a diverse range of patterns that can be merged to create cool-looking hybrids. This will also be the subject of an upcoming blog post to show you guys how things have improved since this summer’s public demo.

Important things like the Hatchery and Splicing machines are being completed as I’m writing these lines. They’ve both undergone several iterations but we’re very close to final now.

We’re also nailing down the story details at the moment. In that respect, the work the community has been doing in the last ten years is a great source of inspiration. Nothing super fancy or too intrusive but we want to insert cool nuggets of info here and there for old-time fans and newcomers who want to dwell a bit deeper in the Creatures’ lore.

Throughout the project we have also laid out the technology that will serve us to go multi-platform on day one. But we have gone places with Creatures 4 that we as a small indie start-up had never visited before. For this to happen, our code wizards led by Julien Hamaide and Ramses Ladlani, had to give Mojito a major overhaul. This process has been a lot more strenuous than we anticipated and we’re not out of the woods on this one yet as our goal hasn’t changed: we want to be up there on-par with the best-in-class on touch devices when we release and to do that we still have to squeeze out slightly improved performance.

We sincerely and profusely apologize again for all the multiple delays this project has suffered. We probably should have hidden behind the letters T, B and A long ago. We made a bad call announcing the game too early (blame it on our own excitement about scoring the deal), and after realizing that this project needed extra care, we kind of moved into the “ship when it’s ready” mind-state that has been ours since late 2011, but then kept guess-pushing the estimate launch date every six months, which was both an amateur-ish and cruel thing to do. We thought we could deliver a game faster and better that anyone but in retrospect 2 or 3 years is simply what it takes to build this.

We reckon we could have handled the communication line much more smoothly. We thank you for your patience along this ride and are truly sorry if it all felt like we were playing with your nerves. This was never our intention!

We are trying to start the dialog anew with the will to be as transparent as possible in showing our progress and explaining how things work and gather your feedback, so hang in there a little while longer and keep an eye on this space, as we are about to unveil the specifics on Creatures 4 system/mechanics through a series of regular updates that will start in the following weeks, leading up to beta, then official launch.

Oh, and don’t bother trying to bribe us about getting into the beta just yet, details about that will be revealed in due time. Meanwhile, you can also subscribe to our drip-feed of the latest visual updates over at Instagram. And if you’ve recently decided that you’ll never visit them again because you hate their T.O.S., we’ve got an alternative for you up on Flickr.

If you recently tried to comment to our blog articles in the section below and found yourself stuck because of not having an account, please note that guest-commenting was disabled by mistake earlier (we omitted to toggle an option off during our Disqus plug-in implementation)… Guest posts are now enabled again! So if you don’t like sharing private information at the same as your opinions, you can take it easy and feel free to speak out anonymously again!

Algo-Bot – How does a robot think?

Monday, January 7th, 2013

So we’ve established that Algo-Bot is a game that will teach you the logic of programming. How are we going to do that without being dull and boring? That’s a very good question, and one that we actually asked ourselves when we took on the project. Luckily enough, we think we found the answer.

In Algo-Bot, you’re given control of a little robot dude. You don’t control him directly, you don’t make him jump on mushrooms by pressing a single button either. Instead, you set up a sequence of orders for him: go straight, turn left, go straight again, turn right, etc … . When you’re done creating your little sequence, you pass it onto the robot: it will go around the power plant, following your orders. In a nutshell, the player manipulates sequential commands to order Algo-Bot around in an attempt to reach the given goal of the level.

Of course, your little robot can’t just roam freely, it has a job to perform. It must carry around toxic containers, sort them out and re-arrange them, and call on smaller robots to help him when he has too much. And you have to provide him with orders for every step that he takes.

Imagine the following situation: you have to get your robot around a specific arranged path, and you can see that this path is repeated a few times along a mission. What you have to do thus is to create a separate sequence of orders that you call each time you want the robot to go through that path. Exactly like how functions work in real programming! By solving small problems in the game, you’re learning the logic behind it all. You’ll be able to play with programming concepts such as variables, functions, conditions and groups.

So that’s our Algo-Bot for you. We’re currently in finalization stage with this Serious Game and we hope to deliver it by the end of the month. Be sure to check it out when it comes out! We’ll of course keep you abreast when it does.