http://www.sporerevolution.com/spore_expansion_packs/
A future expansion pack will probably contain underwater creatures. How should these be done?
My suggestions (partially covered in the Spore 2 thread):
* Make all new cells herbivore by default, to simplify the startup menu.
* Rename the "Cell phase" to "Tidepool phase". Half-way through the phase, the player becomes multi-cellular, as an animation shows several cells merge into one large organism with different texture. Multi-cellularity gives access to many new organs, such as
** Fins, increasing speed
** Suction cups, allowing to hold other creatures or objects
** Tentacles for weapons
** Shell, increasing health
** Claws, for holding and fighting
** Pleopods (crab legs), increasing maneuver
* Allow small creatures to hang on to large creatures for a free ride, and use a proboscis to parasite from them. This could hopefully be done both in Tidepool phase and Creature phase.
* The transition from Tidepool to Creature is represented by the evolution of a skeleton (inner or outer). Proper legs are not available at startup.
* The first creature nest is in shallow water. To crawl onto land, the player needs to spend DNA points to evolve breathing (which can be done immediately at Easy level). Legs come later.
* Each species has a domain - Aquatic, Amphibious and Land-living. Aquatic creatures cannot advance to Tribe phase. (No fire, no metalworking, no technology.)
* Greater size span between creatures in Creature phase.
* Difference between walking and swimming skill.
* More kinds of missions to gain DNA points. Collecting food, hitting targets with sticks or rocks, building a new nest, etc.
* Functional eyes, ears and smell organs.
* Aquatic and amphibious plants and creatures remain in the game during Tribe, Civilization and Space phase. The planet ecosystems might contain plants, herbivores and carnivores from all classes, increasing biodiversity.
A future expansion pack will probably contain underwater creatures. How should these be done?
My suggestions (partially covered in the Spore 2 thread):
* Make all new cells herbivore by default, to simplify the startup menu.
* Rename the "Cell phase" to "Tidepool phase". Half-way through the phase, the player becomes multi-cellular, as an animation shows several cells merge into one large organism with different texture. Multi-cellularity gives access to many new organs, such as
** Fins, increasing speed
** Suction cups, allowing to hold other creatures or objects
** Tentacles for weapons
** Shell, increasing health
** Claws, for holding and fighting
** Pleopods (crab legs), increasing maneuver
* Allow small creatures to hang on to large creatures for a free ride, and use a proboscis to parasite from them. This could hopefully be done both in Tidepool phase and Creature phase.
* The transition from Tidepool to Creature is represented by the evolution of a skeleton (inner or outer). Proper legs are not available at startup.
* The first creature nest is in shallow water. To crawl onto land, the player needs to spend DNA points to evolve breathing (which can be done immediately at Easy level). Legs come later.
* Each species has a domain - Aquatic, Amphibious and Land-living. Aquatic creatures cannot advance to Tribe phase. (No fire, no metalworking, no technology.)
* Greater size span between creatures in Creature phase.
* Difference between walking and swimming skill.
* More kinds of missions to gain DNA points. Collecting food, hitting targets with sticks or rocks, building a new nest, etc.
* Functional eyes, ears and smell organs.
* Aquatic and amphibious plants and creatures remain in the game during Tribe, Civilization and Space phase. The planet ecosystems might contain plants, herbivores and carnivores from all classes, increasing biodiversity.