Collecting Memoirs in Memory of RedSavage- Please contribute
Posted 10 years agoI'm organizing a book of sorts full of many of
RedSavage's quotes, literary works, and memoirs from people like you that have been touched by Red's kindness. I have a friend that can get it professionally bound... Not sure what we're gonna do with it then, because her family seems adamant about insisting she is male.
If you have any stories or just want to talk about Red's kindness to you in general, please, by all means. I want as many heartwarming stories as we can gather. Every soul changed for the better by her influence is a little less reason to be sad for her passing.
Red wanted to "put back in what [she] took out"-- let's show everybody that she accomplished that and then some.

If you have any stories or just want to talk about Red's kindness to you in general, please, by all means. I want as many heartwarming stories as we can gather. Every soul changed for the better by her influence is a little less reason to be sad for her passing.
Red wanted to "put back in what [she] took out"-- let's show everybody that she accomplished that and then some.
Moonlight Tales Update
Posted 10 years agoSooo, turns out we opted for Patreon instead, because it keeps us more accountable than Kickstarter would, and we want a dynamic of trust between us and the fanbase or whatever.
https://www.patreon.com/moonlighttales
Support is super duper appreciated! I keep forgetting to post the track I was allowed to release here, but I'm gonna do that right now while I'm thinking of it.
Oh, and here's the game I'm helping with, in case you're out of the loop: http://moonlighttales.tumblr.com/
https://www.patreon.com/moonlighttales
Support is super duper appreciated! I keep forgetting to post the track I was allowed to release here, but I'm gonna do that right now while I'm thinking of it.
Oh, and here's the game I'm helping with, in case you're out of the loop: http://moonlighttales.tumblr.com/
Someone noticed me
Posted 10 years agoOkay, so my friend of 9 years mentioned she was currently writing for an indie game. We got to talking, and a simple link to my SoundCloud account warranted my immediate employment into their ragtag team of indie developers. Yeah, that means I'm known as "the music guy."
The gameplay is meant to be a blend of Harvest Moon and Animal Crossing, and if the Kickstarter they will have at some point is successful, I will receive appropriate compensation for my work. Honestly, I just wanted to contribute to something I thought was cool. They're meant to have a demo out and released to the public in the coming days.
You can check it out here, here and here (probably the most informative). Also here.
The gameplay is meant to be a blend of Harvest Moon and Animal Crossing, and if the Kickstarter they will have at some point is successful, I will receive appropriate compensation for my work. Honestly, I just wanted to contribute to something I thought was cool. They're meant to have a demo out and released to the public in the coming days.
You can check it out here, here and here (probably the most informative). Also here.
A Shift in Priorities
Posted 10 years agoYeah, I know you guys missed me. I've been really, really trying to prioritize school over my passions to improve my academic performance. It hasn't been working, but I've also come to a realization many of you likely already had: Creature Corps is simply too large of a project for one individual. I'm going to need help, and resources, and time. I have zero of the three, so I've opted to work on a smaller project instead to gain skills and perhaps even experienced people to assist me. That project is Eggbird Crusade, and is currently in the mid-conceptualization phase. I'm getting the basic mechanics, classes, storyline, and features of the game on paper before I put any of it to a computer screen. I'll post periodic updates with concepts for Eggbird Crusade, just as I have Creature Corps in the past. I definitely, most certainly haven't abandoned Creature Corps; I love it and the characters and the concepts and the mere idea of it becoming a digital reality too much to let it go. I will make it someday, but not now.
Thank you everyone who talks to me, plays with me, conspires with me, supports me... It means a lot, guys. Really.
Thank you everyone who talks to me, plays with me, conspires with me, supports me... It means a lot, guys. Really.
I must honor this obligation to preserve a friendship
Posted 11 years agoRULES :
1. Pick one of your OCs.
2. Fill in the questions/statements as if you were your OC.
3. Tag at least four people to do this meme!
4. Tell people that they been tagged with a link from your journal
Dolphus, representing!
1. What is your name?
Dolphus Aurelius Monod.
2. Do you know why you were named that?
Names don't say so much about people as they do about their parent's expectations of them. My name says that my father projected me to be a thinker-- not his thinker, like some fathers may have their son go into a family business-- a true thinker. Someone who will create his own philosophy and live by his own mantra.
3. Single or taken?
I am solitary. I get by with romantic novels.
4. Have any abilities or powers?
Would you count double majoring in mechanical and bioengineering?
5. Stop being a Mary Sue!
I doubt anyone considers my life their power fantasy.
6. What's your eye color?
I'm heterochromatic. One is blue, the other golden.
7. How about hair color?
I don't keep hair in the human sense on my head, but my fur is orange.
8. Have you any family members?
Big sister Catherine, little brothers Raymond and Leopold. Then there's Father. And then, there's Mother.... technically.
9. Oh? How about pets?
If you count a little AI that Raymond programmed for my 12th birthday.
10. That's cool, I guess. Now tell me something you don't like.
I don't like casual dismissals of my statements.
11. Do you have any activities/hobbies that you like to do?
I've always had a fascination with trains, but I've always wanted to figure out a way to let them... make their own tracks, so to speak.
12. Have you ever hurt anyone in any way before?
In war, it's inevitable.
13. Ever… killed anyone before?
Indirectly, more than likely. I imagine that my turrets do as they're designed to behave.
14. What kind of animal are you?
I am based upon the Ethiopian wolf, Canis simensis.
15. Name your worst habits.
I scratch on desks or nearby objects when I'm nervous.
16. Do you look up to anyone at all?
My father's tried the best he could to raise all of us to be just and righteous.
17. Are you gay, straight, or bisexual?
Well, uh. Um. Skip?
18. Do you go to school?
Every day is a chance to learn something new.
19. Ever want to marry and have kids one day?
That's not my priority right now.
20. Do you have fangirls/fanboys?
Oh, but of course. No doubt. They're all lining up just to take a deep breath of my scent.
21. What are you most afraid of?
That what I'm doing ends up counterproductive to my goals.
22. What do you usually wear?
UNA service dress attire. I don't see much action except when we go on courier runs.
23. What's one food that tempts you?
I have a soft spot for snack cakes.
24. Am I annoying you?
This breaks the monotony of my day-to-day life. I'd say your unprofessional demeanor is more entertaining than anything.
25. Well, it's still not over!
Enchanting.
26. What class are you (low class, middle class, high class)?
Level 30 Gadget Wizard.
27. How many friends do you have?
It probably fits on one hand, counting family.
28. What are your thoughts on pie?
I wish there were such a thing as a snack-sized pie.
30. Favorite drink?
Orange juice is good any time of the day.
31. What's your favorite place?
There was a bamboo forest my family and I would go to occasionally to play. It was one of the only times we were allowed to go outside.
32. Are you interested in anyone~?
I. Uh. It's a secret?
33. That was a stupid question.
I decline to comment.
34. Would you rather swim in a lake or the ocean?
I've always been fascinated with pirates. I would say the ocean.
35. What's your type?
I love the scholarly types, but then there's a simple charm about the gung-ho go-getters I can't help but be infatuated with.
36. Any fetishes?
People who respect my boundaries. Really gets me going, you know?
37. Seme or uke?
I wasn't aware you spoke a derivative of Zhulian. I would rather be in charge, but I honestly don't know how to go about these things, so I will be forever delegated to be the uke.
38. Camping or indoors?
I spent many a night outside before joining the UNA military, but conversely I spent most of my adolescence inside a scientific facility. I'll do what I have to.
39. Tag People!
Local love guru Butterfly Goddess, my scientific colleague Dr. Dingo, the astute and illustrious Red Savage, and my favorite snocelot AI program Umbra.exe
1. Pick one of your OCs.
2. Fill in the questions/statements as if you were your OC.
3. Tag at least four people to do this meme!
4. Tell people that they been tagged with a link from your journal
Dolphus, representing!
1. What is your name?
Dolphus Aurelius Monod.
2. Do you know why you were named that?
Names don't say so much about people as they do about their parent's expectations of them. My name says that my father projected me to be a thinker-- not his thinker, like some fathers may have their son go into a family business-- a true thinker. Someone who will create his own philosophy and live by his own mantra.
3. Single or taken?
I am solitary. I get by with romantic novels.
4. Have any abilities or powers?
Would you count double majoring in mechanical and bioengineering?
5. Stop being a Mary Sue!
I doubt anyone considers my life their power fantasy.
6. What's your eye color?
I'm heterochromatic. One is blue, the other golden.
7. How about hair color?
I don't keep hair in the human sense on my head, but my fur is orange.
8. Have you any family members?
Big sister Catherine, little brothers Raymond and Leopold. Then there's Father. And then, there's Mother.... technically.
9. Oh? How about pets?
If you count a little AI that Raymond programmed for my 12th birthday.
10. That's cool, I guess. Now tell me something you don't like.
I don't like casual dismissals of my statements.
11. Do you have any activities/hobbies that you like to do?
I've always had a fascination with trains, but I've always wanted to figure out a way to let them... make their own tracks, so to speak.
12. Have you ever hurt anyone in any way before?
In war, it's inevitable.
13. Ever… killed anyone before?
Indirectly, more than likely. I imagine that my turrets do as they're designed to behave.
14. What kind of animal are you?
I am based upon the Ethiopian wolf, Canis simensis.
15. Name your worst habits.
I scratch on desks or nearby objects when I'm nervous.
16. Do you look up to anyone at all?
My father's tried the best he could to raise all of us to be just and righteous.
17. Are you gay, straight, or bisexual?
Well, uh. Um. Skip?
18. Do you go to school?
Every day is a chance to learn something new.
19. Ever want to marry and have kids one day?
That's not my priority right now.
20. Do you have fangirls/fanboys?
Oh, but of course. No doubt. They're all lining up just to take a deep breath of my scent.
21. What are you most afraid of?
That what I'm doing ends up counterproductive to my goals.
22. What do you usually wear?
UNA service dress attire. I don't see much action except when we go on courier runs.
23. What's one food that tempts you?
I have a soft spot for snack cakes.
24. Am I annoying you?
This breaks the monotony of my day-to-day life. I'd say your unprofessional demeanor is more entertaining than anything.
25. Well, it's still not over!
Enchanting.
26. What class are you (low class, middle class, high class)?
Level 30 Gadget Wizard.
27. How many friends do you have?
It probably fits on one hand, counting family.
28. What are your thoughts on pie?
I wish there were such a thing as a snack-sized pie.
30. Favorite drink?
Orange juice is good any time of the day.
31. What's your favorite place?
There was a bamboo forest my family and I would go to occasionally to play. It was one of the only times we were allowed to go outside.
32. Are you interested in anyone~?
I. Uh. It's a secret?
33. That was a stupid question.
I decline to comment.
34. Would you rather swim in a lake or the ocean?
I've always been fascinated with pirates. I would say the ocean.
35. What's your type?
I love the scholarly types, but then there's a simple charm about the gung-ho go-getters I can't help but be infatuated with.
36. Any fetishes?
People who respect my boundaries. Really gets me going, you know?
37. Seme or uke?
I wasn't aware you spoke a derivative of Zhulian. I would rather be in charge, but I honestly don't know how to go about these things, so I will be forever delegated to be the uke.
38. Camping or indoors?
I spent many a night outside before joining the UNA military, but conversely I spent most of my adolescence inside a scientific facility. I'll do what I have to.
39. Tag People!
Local love guru Butterfly Goddess, my scientific colleague Dr. Dingo, the astute and illustrious Red Savage, and my favorite snocelot AI program Umbra.exe
Theory of Temporal Consistency and the Inevidor
Posted 11 years agoPRECURSOR: Theory of Temporal Consistency
-The base layer is the layer upon which all time travel is based, and has zero instances of time travel to the past that have occurred-- the next one, two, three, etc.
-Past events cannot be changed in your timestream. You can still affect the future without elevating to a higher level.
-Everything in a new layer is completely unedited from the previous until new actions have taken place.
-The amount of "chaos variable" in the world is increased exponentially as you elevate along the time stream.
-If two people were to time travel from the base layer, the first from ten years and the second from twenty, they would create different "directions" of temporal consistency.
-If the one going twenty years went first, it is possible the ten year traveler would be "gravitated" into the same iteration, but that is dependent on whether or not his time vessel has time signature inhibitors.
-The "time signature" is a combination of the particular frequency & rotation of the universe as a single "metamolecule", as well as the amount of "chaos variable" left within the world.
~~~~-In the beginning, chaos was rampant. Towards the end of the world there will be next to none.
~~~~-Each iteration will have a slightly longer lifespan due to the extra chaos variable the travelers and their vessel bring.
~~~~-Stagnation of all progress ends the world. It's not so much an end as an eternal damnation to monotony, inescapable by means of death.
~~~~~~~~~~-This is close to the time that Siriar lives in, but he'll be covered in a future journal.
The Inevidor
The Inevidor is a time travel vessel that, rather than elevate to a higher level of the time stream like traditionally done, can maintain or even lower its elevation in the time stream.
-The Inevidor has tapped into the infinite power of the time stream and directly harnesses it. To do this, however, the people within completely sacrificed their physical presence in the universe. They still exist within the Inevidor, but they cannot exit.
-It can only access moments in time if it knows the correct "time signature".
-The crew of the Inevidor talk directly with important figures, messing with their minds and gradually driving them insane or subservient to their demands-- both beneficial to the cause.
-All lore within media (video games, television shows, books) is real-- even ideas not conceived yet--and tangible on some other universe, and the Inevidor has likely already visited that universe.
-The Inevidor does not have a physical presence within the areas that it visits; however, the members can "talk" their way into a more chaotic world-- expanding the life of the timeline until its stagnation.
~~~~ -They "talk" by directly communicating with the synapses within their target's brain, giving them the impression of being something akin to a conscience.
~~~~ -The crew only targets individuals with a natural inclination to do as they ask, but is for whatever reason suppressing it.
~~~~ -The Inevidorians, in all their experience creating chaotic variables, have shed any sense of morality prevalent in the outside world. Inside their box, they are content to destroy what's outside without repercussions.
-The base layer is the layer upon which all time travel is based, and has zero instances of time travel to the past that have occurred-- the next one, two, three, etc.
-Past events cannot be changed in your timestream. You can still affect the future without elevating to a higher level.
-Everything in a new layer is completely unedited from the previous until new actions have taken place.
-The amount of "chaos variable" in the world is increased exponentially as you elevate along the time stream.
-If two people were to time travel from the base layer, the first from ten years and the second from twenty, they would create different "directions" of temporal consistency.
-If the one going twenty years went first, it is possible the ten year traveler would be "gravitated" into the same iteration, but that is dependent on whether or not his time vessel has time signature inhibitors.
-The "time signature" is a combination of the particular frequency & rotation of the universe as a single "metamolecule", as well as the amount of "chaos variable" left within the world.
~~~~-In the beginning, chaos was rampant. Towards the end of the world there will be next to none.
~~~~-Each iteration will have a slightly longer lifespan due to the extra chaos variable the travelers and their vessel bring.
~~~~-Stagnation of all progress ends the world. It's not so much an end as an eternal damnation to monotony, inescapable by means of death.
~~~~~~~~~~-This is close to the time that Siriar lives in, but he'll be covered in a future journal.
The Inevidor
The Inevidor is a time travel vessel that, rather than elevate to a higher level of the time stream like traditionally done, can maintain or even lower its elevation in the time stream.
-The Inevidor has tapped into the infinite power of the time stream and directly harnesses it. To do this, however, the people within completely sacrificed their physical presence in the universe. They still exist within the Inevidor, but they cannot exit.
-It can only access moments in time if it knows the correct "time signature".
-The crew of the Inevidor talk directly with important figures, messing with their minds and gradually driving them insane or subservient to their demands-- both beneficial to the cause.
-All lore within media (video games, television shows, books) is real-- even ideas not conceived yet--and tangible on some other universe, and the Inevidor has likely already visited that universe.
-The Inevidor does not have a physical presence within the areas that it visits; however, the members can "talk" their way into a more chaotic world-- expanding the life of the timeline until its stagnation.
~~~~ -They "talk" by directly communicating with the synapses within their target's brain, giving them the impression of being something akin to a conscience.
~~~~ -The crew only targets individuals with a natural inclination to do as they ask, but is for whatever reason suppressing it.
~~~~ -The Inevidorians, in all their experience creating chaotic variables, have shed any sense of morality prevalent in the outside world. Inside their box, they are content to destroy what's outside without repercussions.
Creature Corps Community-- Species Roster Reminder
Posted 11 years agoThe time is coming closer than ever to when I will be attempting to create 3D models suitable for use in a game of this caliber. I need to know what animal templates are priorities to work on, and that requires input from everyone who has supported this project thus far. If you want a species in the game, comment here!
Note that copyrighted species or species that are the intellectual property of someone else are probably not possible to integrate into Creature Corps at this point in time. That would require a lot of work securing the rights and ironing out exact royalty fees or some alternative arrangement. (You guys can totally vote for Eggbirds to be on the list though ;3)
Note that copyrighted species or species that are the intellectual property of someone else are probably not possible to integrate into Creature Corps at this point in time. That would require a lot of work securing the rights and ironing out exact royalty fees or some alternative arrangement. (You guys can totally vote for Eggbirds to be on the list though ;3)
~Furry anniversary!!!~
Posted 11 years agoGuys, it's been, a whole year now since I dived into the fandom, and I haven't escaped yet! Not that I'm looking for a way out... heh, heh. Thanks for supporting me all throughout my conceptualization process of Creature Corps. I can affirm now that I'm closer than ever to finally beginning development. It's tough working alone, but with all of you backing me I can't say I'm ever truly alone! Expect some updates in the coming days!
Serpent Siege Journal II-- Synopsis (Eusociality)
Posted 11 years agoIf you did not read the first journal on the cooperative multiplayer game mode of Creature Corps, Serpent Siege, you may catch up here.
In the fall of society in the United Kingdom, a group of individuals who have never met are brought together by their efforts to evade the vicious ranks of the Natural Killer Serpents. They rush from a gated community in Manchester to the west coast, where they hope to secure a boat and supplies to perhaps escape the constant threat of Manslayer pursuit. However, to accomplish this goal, the survivors must learn to cooperate with one another, setting aside their own interests for the benefit of the group. Each must also learn from one another and make up for one another's shortcomings. This concept of "efficiency in teamwork" will drive the story forward as both the characters and you, as a player, learn effective strategies to survive and escape.
In the years preceding Serpent Siege, the central England area had become a hotbed for mild genetic research, especially in the field of human somatic cell augmentation. A secondary goal as you travel is to search the genetic research institutions riddled among the remnants of civilization for important documents, supplements, samples and genetic augments that otherwise would be lost to history and set scientific progress back decades. These may also aid in your journey, giving your group much-needed enhancements in their individual capabilities, so long as you can find surviving geneticists to properly administer it.
In the fall of society in the United Kingdom, a group of individuals who have never met are brought together by their efforts to evade the vicious ranks of the Natural Killer Serpents. They rush from a gated community in Manchester to the west coast, where they hope to secure a boat and supplies to perhaps escape the constant threat of Manslayer pursuit. However, to accomplish this goal, the survivors must learn to cooperate with one another, setting aside their own interests for the benefit of the group. Each must also learn from one another and make up for one another's shortcomings. This concept of "efficiency in teamwork" will drive the story forward as both the characters and you, as a player, learn effective strategies to survive and escape.
In the years preceding Serpent Siege, the central England area had become a hotbed for mild genetic research, especially in the field of human somatic cell augmentation. A secondary goal as you travel is to search the genetic research institutions riddled among the remnants of civilization for important documents, supplements, samples and genetic augments that otherwise would be lost to history and set scientific progress back decades. These may also aid in your journey, giving your group much-needed enhancements in their individual capabilities, so long as you can find surviving geneticists to properly administer it.
So uh, video game research help?
Posted 11 years agoAlright, it's no question that to make games, you have to know what's out there. I've been trying to expand my horizons and playing games in my spare time that have similar mechanics to what I've laid out, yet enough variety to get me thinking. I don't play many first-person shooters (especially the games with little strategy. Eurgh.).
In acknowledgement of the ongoing Steam Summer Sales, I'd like to know what some excellent games are out there that I might be missing. I can tell you one thing-- the biweekly game hour count on my Steam profile has really been escalating. Not sure if that's good or bad.
In acknowledgement of the ongoing Steam Summer Sales, I'd like to know what some excellent games are out there that I might be missing. I can tell you one thing-- the biweekly game hour count on my Steam profile has really been escalating. Not sure if that's good or bad.
Creature Corps Obligatory Update-- June 12, 2014
Posted 11 years agoI had an odd dream-- even a nightmare, you could say-- about Creature Corps last night, in which I was a chimaera in a helpless situation... I saw a character I hadn't even thought of yet, and I'm in a hurry to sketch him before he slips out of my mind. Somehow, this dream caused me to stay asleep until about 2 o'clock this afternoon. I was shocked at the time when I woke up. I really should take better care of myself, but I want this game to be the best it can be!
Just so you know, I've updated all of the Concepts journals--all of them, even slightly-- with more information relevant to each segment. Here's my current approach to the game, see: rather than spoon-feed you little bits of the game at a time, I've decided to wait until I've made considerable progress to update. While at first I was rushing to get all these things out there to show how hard I was working, I've moved past that vanity phase of mine. At this point, it feels rather elitist to feel like you want to see the game that much. I respect your time, and a game you can't see or play yet (yet-- I am hot on the heels of making this a reality, with all of the asset-making tools at my disposal!) probably isn't high on your priority list. I have been doing other things besides that I don't feel are quite presentable-- working on marketing, rude sketches of the characters, weapons, environments.
If anyone has any suggestions on what they want to see... I'm all ears, guys. You're in a unique position right now, in which you've been encouraging an aspiring game dev from the start, and I feel I owe it to you guys to show you something special. So, what do you want to see next? Even though I feel a lot of what I've worked on isn't contributory art-wise, you all may have a second opinion, and that's what matters.
Just so you know, I've updated all of the Concepts journals--all of them, even slightly-- with more information relevant to each segment. Here's my current approach to the game, see: rather than spoon-feed you little bits of the game at a time, I've decided to wait until I've made considerable progress to update. While at first I was rushing to get all these things out there to show how hard I was working, I've moved past that vanity phase of mine. At this point, it feels rather elitist to feel like you want to see the game that much. I respect your time, and a game you can't see or play yet (yet-- I am hot on the heels of making this a reality, with all of the asset-making tools at my disposal!) probably isn't high on your priority list. I have been doing other things besides that I don't feel are quite presentable-- working on marketing, rude sketches of the characters, weapons, environments.
If anyone has any suggestions on what they want to see... I'm all ears, guys. You're in a unique position right now, in which you've been encouraging an aspiring game dev from the start, and I feel I owe it to you guys to show you something special. So, what do you want to see next? Even though I feel a lot of what I've worked on isn't contributory art-wise, you all may have a second opinion, and that's what matters.
Creature Corps Collective I --Serpent Siege (Mobbing)
Posted 11 years agoThe "Collective" as I call it will be the term used to describe multiplayer features of the game to distinguish them from the "Concepts" journals.
Serpent Siege is an entirely different, but tangentially linked and equally significant storyline that takes place in various locations along central, northwestern and southern Europe. It shows the aftermath of the failed Natural Killer Serpent (informally known as "Manslayers") experiments-- cities laid to waste, militaries unable to combat the threat, and governments falling out of power.
Other areas of the world were able to purge them when these reptilian-like (albeit warm-blooded) hunters were stationed in various military bases around the globe. The Natural Killer Serpents were driven back into the nuclear wastelands in the Southwestern Deserts of the UNA. Australia, getting the semi-aquatic, but equally sentient and dangerous variants, was able to taint the fish in the surrounding seawater with traces of sucralose-- mostly harmless to the sealife, but the serpents were engineered to be deathly allergic to this artificial sweetener. When over half of the original Sea Serpent population was eradicated, mines were placed as a deterrent to coastal attacks, and the Sailorslayers departed into deeper waters. Russia was simply too cold come winter to sustain a species that could not hibernate and did not (as of yet) wear clothes, and Zhulia, with odd clairvoyance, never adopted them into their ranks.
However, while some regional success was found on small scales to drive out the Natural Killer Serpents in various parts of Europe, when the more peaceful nations, without sufficient defenses, fell to the onslaught, they essentially became breeding grounds for the threat, and soon continental Europe was in complete distress. The Serpents started scavenging materials that they could find, increasing their threat level as they wielded makeshift shields, small projectiles and equipped rags of clothes to better warm themselves. The United Kingdom was not spared, either. In fact, their geographical position gave them the worst of things, as they were attacked by land, sea, and even dive-bombed by gliding varieties.
The storyline will cover a small number of teams of human survivors trying to escape alive. To appeal to those who don't play games for their story (or people who like having fun in general), there will also be non-canon missions where you can attempt to survive as a custom character. I will elaborate more on the main group at a later date. Each character will have a slightly different playstyle, but not be fundamentally weaker. I believe that in a game, stats should be different, not better or worse than one another.
Serpent Siege is an entirely different, but tangentially linked and equally significant storyline that takes place in various locations along central, northwestern and southern Europe. It shows the aftermath of the failed Natural Killer Serpent (informally known as "Manslayers") experiments-- cities laid to waste, militaries unable to combat the threat, and governments falling out of power.
Other areas of the world were able to purge them when these reptilian-like (albeit warm-blooded) hunters were stationed in various military bases around the globe. The Natural Killer Serpents were driven back into the nuclear wastelands in the Southwestern Deserts of the UNA. Australia, getting the semi-aquatic, but equally sentient and dangerous variants, was able to taint the fish in the surrounding seawater with traces of sucralose-- mostly harmless to the sealife, but the serpents were engineered to be deathly allergic to this artificial sweetener. When over half of the original Sea Serpent population was eradicated, mines were placed as a deterrent to coastal attacks, and the Sailorslayers departed into deeper waters. Russia was simply too cold come winter to sustain a species that could not hibernate and did not (as of yet) wear clothes, and Zhulia, with odd clairvoyance, never adopted them into their ranks.
However, while some regional success was found on small scales to drive out the Natural Killer Serpents in various parts of Europe, when the more peaceful nations, without sufficient defenses, fell to the onslaught, they essentially became breeding grounds for the threat, and soon continental Europe was in complete distress. The Serpents started scavenging materials that they could find, increasing their threat level as they wielded makeshift shields, small projectiles and equipped rags of clothes to better warm themselves. The United Kingdom was not spared, either. In fact, their geographical position gave them the worst of things, as they were attacked by land, sea, and even dive-bombed by gliding varieties.
The storyline will cover a small number of teams of human survivors trying to escape alive. To appeal to those who don't play games for their story (or people who like having fun in general), there will also be non-canon missions where you can attempt to survive as a custom character. I will elaborate more on the main group at a later date. Each character will have a slightly different playstyle, but not be fundamentally weaker. I believe that in a game, stats should be different, not better or worse than one another.
--(OPINIONS WANTED)-- Independent Assortment of Game Modes?
Posted 11 years ago First off, I want to say that I have been putting a lot of work into this game lately that isn't exactly "presentable" in a sense or something you'd want to look at unless you were also working on it. As far as development, though, I've hit a bit of a conundrum. I want Creature Corps to be one of the best games you've ever played. I want it to change your life for the better. However, I'm not sure if I should keep single player and multiplayer in the same package. I'm afraid that people may not treat the story mode as a "true" experience if multiplayer is involved. It will encourage them to treat the game primarily as a shooter, and that is not my intention in the least. There are guns in the game, yes, and you can shoot them, but that isn't the focus. Primarily, you're meant to strategize, plan ahead, take action to survive. You aren't invincible, and "instant health pick-ups" are out of the question as far as I'm concerned. If anything, items would speed up an otherwise gradual recovery, which is why you need to be smart in your attacks.
However, the most popular games in the West seem to be string after string of first-person shooters. The multiplayer would accommodate this sort of player, sure, and offer a variety of other genres-- I remember mentioning racing in the Menu Layout journal.
I just want to know what you all, personally, feel should happen. Should multiplayer be a separate entity entirely? Should Creature Corps remain solely a single-player venture? Keep in mind that I have a lot of fun and unique mechanics planned for the multiplayer that would keep it a fresh experience that I was going to put in a journal, but I understand if you feel that it would take away from what makes the story special.
However, the most popular games in the West seem to be string after string of first-person shooters. The multiplayer would accommodate this sort of player, sure, and offer a variety of other genres-- I remember mentioning racing in the Menu Layout journal.
I just want to know what you all, personally, feel should happen. Should multiplayer be a separate entity entirely? Should Creature Corps remain solely a single-player venture? Keep in mind that I have a lot of fun and unique mechanics planned for the multiplayer that would keep it a fresh experience that I was going to put in a journal, but I understand if you feel that it would take away from what makes the story special.
Creature Corps Obligatory Weekly Update-- April 9, 2014
Posted 11 years agoI have been trying to give frequent updates on Creature Corps, and that, in turn, has inspired me to work even harder on various aspects of the game. It's really strenuous on me, considering recent events in my life, but I've still been attempting to release new content for your enjoyment. Since it's been a while since a journal update, I decided to recap all that I've done the past two weeks.
First off, I designed a makeshift start menu for the game to direct you to whatever you want to do.
I created a Facebook page that I seem to be updating even more frequently than anything I'm doing on Furaffinity. I also made an accompanying logo that I liked enough that I decided to keep it.
I typed up monologues for various characters should I host voice auditions in the future, one of which you can see here.
What you can expect to see in the future:
-A cover photo for said Facebook page, containing most unveiled characters to date. It will be submitted to my FA gallery upon completion.
-More finalized versions of Catherine and Leopold, closer to my vision of them as my art skills improve.
-Weapon and vehicle specs. I have them designed, but they're boring to draw. I'll have to at some point, so may as well be now.
-Perhaps a comic series? I've run this idea through my head. It would give you all a broader idea of the scope of this game and a great way to unveil concepts. Just one thing... Since it's essentially a pilot, it'd be safe not to consider it canon to the video game, but perhaps things in the comic could happen within the game? Lots of possibilities here.
First off, I designed a makeshift start menu for the game to direct you to whatever you want to do.
I created a Facebook page that I seem to be updating even more frequently than anything I'm doing on Furaffinity. I also made an accompanying logo that I liked enough that I decided to keep it.
I typed up monologues for various characters should I host voice auditions in the future, one of which you can see here.
What you can expect to see in the future:
-A cover photo for said Facebook page, containing most unveiled characters to date. It will be submitted to my FA gallery upon completion.
-More finalized versions of Catherine and Leopold, closer to my vision of them as my art skills improve.
-Weapon and vehicle specs. I have them designed, but they're boring to draw. I'll have to at some point, so may as well be now.
-Perhaps a comic series? I've run this idea through my head. It would give you all a broader idea of the scope of this game and a great way to unveil concepts. Just one thing... Since it's essentially a pilot, it'd be safe not to consider it canon to the video game, but perhaps things in the comic could happen within the game? Lots of possibilities here.
Creature Corps Facebook Page
Posted 11 years agoSome people I know rather personally in real life suggested I create a page for Creature Corps in order to accrue more interest in the project. If you would, please give it a like here! I will post journal updates there, as well as give a heads-up on any progress in development. If you remember the last development announcement, there was the stipulation that I collaborate with my colleagues on an unrelated game first. Well, I've been putting in my own time on Creature Corps as of late as well, experimenting with different tools and what-not. Once I make significant, presentable progress, there will be an appropriate update. Speaking of, I have several sketches I have yet to scan... Expect those!
If you haven't already, please give your input on this poll on which species you'd like to see as Chimaeras in the game! As always, thank you for reading! I appreciate all the support I've gotten thus far.
If you haven't already, please give your input on this poll on which species you'd like to see as Chimaeras in the game! As always, thank you for reading! I appreciate all the support I've gotten thus far.
Creature Corps Menu Layout (Scope of the Project)
Posted 11 years agoThis is a tentative layout for the main menu of Creature Corps. I'm sharing this because my last update (that I've publicized) was a long time ago, and I need to get into the habit of posting these again. Plus, it's a great way for me to share features to come! This is a work in progress, so new features will be added as I reveal them. Don't want to spoil too much, here!
Anyways!
Upon pressing any key, here's your choices to navigate, perhaps turning on an axle:
(The texts below the options, barring the texts parenthesized, are the texts that are displayed as you highlight an option.)
A. Solitary Animal
...Begin your story, or continue the journey.
......a1. The New Origin of Species
.........Begin a new life.
......a2. Recovery Position
.........Continue your fight for survival.
......a3. In Deformationibus Chimaeram
.........(A secret mode upon game completion which starts in another area, at the same time the events of your game took place. Your actions, both in your first playthrough and in this one, still have the same amount of influence and impact on your world.)
......a4. Survival Analysis
.........Various statistics are recorded here for review. Patterns in gameplay are observed and advice to improve your chances of survival are administered accordingly.
B. Create-Your Corps
...Make Chimaeras fit for a world you envision.
......b1. The Chimaeran Genome
.........Search the internet for other's creations to further your own research.
......b2. Translational Control
.........Synthesize your own Chimaeras and publish their genetic code for mass production.
......b3. Transhumanism
.........Genetically augment yourself to adapt to your ever-changing world. (I will cover your scientist and his/her role in the multiplayer portion of Creature Corps at a later date.)
......b4. Territoriality Mode
.........Manage your custom worlds for use in various modes.
C. Competition
...Experience your limits as a specimen in various scenarios.
......c1. Opportunism
.........Quickly jump into a match and compete for dominance.
......c2. Fight
.........Test your abilities in war in these VR simulations used to train both human and Chimaeran soldiers alike.
......c3. Flight
.........Engage others in races.
............c3-1. Resource Race
...............Collect care packages and return them to your encampment while defending the ones you already have.
......c4. Freeze
.........Create a private lobby to gather your friends in local or online scenarios.
D. Symbiosis
...Work with your corps to achieve evolutionary success.
......d1. Sociobiology
.........Organize and manage your corps here.
............d1-1. Biomarkers
...............Create an emblem for your corps.
......d2. Self-Organization
.........Find prospective corps looking for new members.
Anyways!
Upon pressing any key, here's your choices to navigate, perhaps turning on an axle:
(The texts below the options, barring the texts parenthesized, are the texts that are displayed as you highlight an option.)
A. Solitary Animal
...Begin your story, or continue the journey.
......a1. The New Origin of Species
.........Begin a new life.
......a2. Recovery Position
.........Continue your fight for survival.
......a3. In Deformationibus Chimaeram
.........(A secret mode upon game completion which starts in another area, at the same time the events of your game took place. Your actions, both in your first playthrough and in this one, still have the same amount of influence and impact on your world.)
......a4. Survival Analysis
.........Various statistics are recorded here for review. Patterns in gameplay are observed and advice to improve your chances of survival are administered accordingly.
B. Create-Your Corps
...Make Chimaeras fit for a world you envision.
......b1. The Chimaeran Genome
.........Search the internet for other's creations to further your own research.
......b2. Translational Control
.........Synthesize your own Chimaeras and publish their genetic code for mass production.
......b3. Transhumanism
.........Genetically augment yourself to adapt to your ever-changing world. (I will cover your scientist and his/her role in the multiplayer portion of Creature Corps at a later date.)
......b4. Territoriality Mode
.........Manage your custom worlds for use in various modes.
C. Competition
...Experience your limits as a specimen in various scenarios.
......c1. Opportunism
.........Quickly jump into a match and compete for dominance.
......c2. Fight
.........Test your abilities in war in these VR simulations used to train both human and Chimaeran soldiers alike.
......c3. Flight
.........Engage others in races.
............c3-1. Resource Race
...............Collect care packages and return them to your encampment while defending the ones you already have.
......c4. Freeze
.........Create a private lobby to gather your friends in local or online scenarios.
D. Symbiosis
...Work with your corps to achieve evolutionary success.
......d1. Sociobiology
.........Organize and manage your corps here.
............d1-1. Biomarkers
...............Create an emblem for your corps.
......d2. Self-Organization
.........Find prospective corps looking for new members.
Creature Corps Development Announcement
Posted 11 years agoIt's been a long time that I have worked on this project, and now it seems my work will pay off. I have befriended some proficient coders and modelers who have offered to take me under their wing. We will begin production on Creature Corps after another, unrelated project. This will help us gain more experience and make Creature Corps as enjoyable as possible. Thank you to everyone who has stuck by me throughout the planning stages as you helped me to shape the world you will one day be able to see for yourselves. I will continue to ask for your help, discussion and support as we make this dream come true together.
Creature Corps Concepts IX --Renown (Dominance Hierarchy)
Posted 11 years agoNOTE: I'm sorry for the extremely long hiatus. It was unavoidable. I'll try to post updates regularly again on Creature Corps at least bi-weekly, be it journals, concept art, or snippets of the soundtrack.
This is the first time you've seen the wilderness aside from books and movies deemed "wholesome" to your development. You naturally will want to explore every corner; there are benefits to this, as every glen has yielded a battle or two in these war-torn times, and you'll find plenty to salvage. You will run across a camp that hasn't quite been abandoned sooner or later; it's inevitable, as the Zhulian forces are fierce with the courage of their dogma and their numbers, and the UNA must retaliate any way they can, even resorting to furnishing munitions to the common man. These militia don't know yet of Chimaeras as anything but the war-bred beasts they've seen in battle, so they will take a naturally defensive stance towards you... Until you speak to them. The other creatures can speak, but not as fluently or formally as you. Also, unbeknownst to you, every government flier, radio broadcast and television program regarding Chimaeras has headed you as their poster child: a walking symbol of the potential of The New Origin of Species.
These circumstances combined will lead the camp to believe you are important. They may also believe that you are dangerous; no surprise, considering you were synthesized on Zhulian soil, and you were inadvertently a part of nearly all the Zhulian pro-synthesis propaganda. Keep in mind- you have just escaped Zhu-Jho's reach, and they're still looking for you. You may want to prove your worth to these people, in this place, because the word will spread that there is a creature here, looking to recover what they have lost-- and take much more for their trouble. If that is what you choose, then it will send a strong message to both sides involved: a flare of hope for the UNA... and a warning to Zhulia.
This is the first time you've seen the wilderness aside from books and movies deemed "wholesome" to your development. You naturally will want to explore every corner; there are benefits to this, as every glen has yielded a battle or two in these war-torn times, and you'll find plenty to salvage. You will run across a camp that hasn't quite been abandoned sooner or later; it's inevitable, as the Zhulian forces are fierce with the courage of their dogma and their numbers, and the UNA must retaliate any way they can, even resorting to furnishing munitions to the common man. These militia don't know yet of Chimaeras as anything but the war-bred beasts they've seen in battle, so they will take a naturally defensive stance towards you... Until you speak to them. The other creatures can speak, but not as fluently or formally as you. Also, unbeknownst to you, every government flier, radio broadcast and television program regarding Chimaeras has headed you as their poster child: a walking symbol of the potential of The New Origin of Species.
These circumstances combined will lead the camp to believe you are important. They may also believe that you are dangerous; no surprise, considering you were synthesized on Zhulian soil, and you were inadvertently a part of nearly all the Zhulian pro-synthesis propaganda. Keep in mind- you have just escaped Zhu-Jho's reach, and they're still looking for you. You may want to prove your worth to these people, in this place, because the word will spread that there is a creature here, looking to recover what they have lost-- and take much more for their trouble. If that is what you choose, then it will send a strong message to both sides involved: a flare of hope for the UNA... and a warning to Zhulia.
Creature Corps Context-- The Zhu Dynasty
Posted 12 years agoSorry for the hiatus- domestic issues arose that took priority. I won't burden you with details unless you ask.
I feel that in order to continue laying out concepts, as you cannot be eased into the Creature Corps universe through the gameplay as of yet, I will periodically need to issue "history lessons" and explain the sci-fi mechanics that will debut in this game.
Several decades before the events of Creature Corps, a military coup overthrew China's Communist Party. The rebellion was led by the former Chinese President's right hand man, General Xi-Wang Zhu. Zhu formed a more liberal republic as promised for the United State's assistance and political protection. However, this hope only lasted as long as the US stayed stable.
Thirty years later, civil war between Eastern and Western United States broke out over the federal government's regulations on genetic engineering, a predominately private sector venture, but it didn't stop there. When this happened, Xi-Wang Zhu's successor, Cong Zhu, swore allegiance with West US, and attempted to court their President, Linda Joh, in this diplomacy. Their child, Jay, carried both their surnames and represented unity between the two countries, which during the course of the war merged into the Zhulian Empire.
When Cong was assassinated by a shady marksman only known as "apparition", Jay Zhu-Joh was left the sole heir to the Zhu Dynasty at 8 years old. With the help of his mother, Zhu-Joh had annexed much of Asia and Northern Africa into the Empire. The once civil war now turned into a struggle for survival for what remained of America. America sought help from its allies for protection, hoping to attack the former Western US (now known as the Zhulian State of Joh). With everyone taken a side, and weapons of mass destruction that left uninhabitable ruin all across the world, people were looking for a solution.
Then, Dr. Jacob Monod, under heavy pressure from the Zhulian Government when Western States merged to contribute to the war effort, started work with a native Zhulian scientist, Dr. Wakamoto- the Natural Killer Serpent, a weaponized, reptilian-like being of terror. While he never wanted to create such a bloodthirsty species, his wife, Rosalind, had been held captive by the US since the war started, and he was determined to do anything to get Jay Zhu-Joh to attempt negotiations for her release.
Natural Killer Serpents weren't made with the passion Monod was known for amongst his colleagues, as he never truly supported the cause. His passive approach to the project meant he only helped Wakamoto with the various procedures and shared the basic information he needed to formulate the Natural Killer Serpent. As such, it was no surprise when, upon their first deployment in battle, the creatures became a mutual enemy when they couldn't distinguish friend from foe. Placed in several other places worldwide, these menaces were quickly assigned their own biohazard classification for war-engineered creatures. Eventually, they were driven away to reside within the only areas nearby no human would dare enter- the nuclear wastelands in the former American Midwest and Northern Mexico. Feared by the common populace on a mythical scale, they came to be known as "Manslayers", and urban legend soon spread of their supernatural potential. With Europe under siege and contact scarce between what remained, they could no longer rely on the old United Nations for support. Too expended of troops and resources to aid their allies, North America formed the UNA- United Nations of America.
Despite this failure, Zhu-Joh was impressed by Monod's talent for gene splicing. Seeing this, Dr. Monod proposed the pursuit of a project in his own interest- Chimaeras made to improve on the already keen sense of human innovation with animal attributes and acumen. These Chimaeras wouldn't have the innately violent tendencies of the Natural Killer Serpents, and could have many more applications. He and Rosalind had both dreamt of having children of their own, but had little success. Years ago they attempted this project, but the US Government would not allow it. The very idea of integrating human genetics into anything else repulsed the conservative Eastern States, but Zhu-Joh, now 10 years old, was more than willing to see his favorite animals merged like so many broken toys. Of course, Jay had an agenda of his own; he wanted to replace the workforce with these Chimaeras so more people could train in the military. Dr. Monod begrudgingly agreed in order to keep the hope of reuniting with Rosalind alive. The project started three years after the Manslayers spread worldwide.
He kept four Chimaeras to demonstrate that in a family-like setting, these creatures could function on a cognitive level equivalent to the same human age. They played, studied and communicated not only with one another, but Dr. Monod as well in fluent English and Zhulian, the blended language of many conquered lands. Fellow scientists were amazed by the success, but Dr. Wakamoto grew resentful.
The four Chimaeras he originally designed each carried his and Rosalind's DNA, the latter's from a lock of hair given as a keepsake to Jacob in the event he outlived her, and acted as templates for future models. The Chimaera Chase stretched all across the vast expanses of the Zhulian Empire, and other countries struggled to replicate the technology. When Monod's children were taken from him, and Rosalind still not returned to him, he knew he had nothing left for himself in Zhulia.
He smuggled himself and Chimaeran technology to Russia, where it was able to spread worldwide. Now, The New Origin of Species was global; Chimaeras were being synthesized at an exponential rate. Zhu-Joh threatened war towards Russia for granting Monod asylum, but by that time Monod was already gone, his whereabouts completely unknown. His mission of spreading his creations complete, he set out to find his children, and perhaps even his wife.
I feel that in order to continue laying out concepts, as you cannot be eased into the Creature Corps universe through the gameplay as of yet, I will periodically need to issue "history lessons" and explain the sci-fi mechanics that will debut in this game.
Several decades before the events of Creature Corps, a military coup overthrew China's Communist Party. The rebellion was led by the former Chinese President's right hand man, General Xi-Wang Zhu. Zhu formed a more liberal republic as promised for the United State's assistance and political protection. However, this hope only lasted as long as the US stayed stable.
Thirty years later, civil war between Eastern and Western United States broke out over the federal government's regulations on genetic engineering, a predominately private sector venture, but it didn't stop there. When this happened, Xi-Wang Zhu's successor, Cong Zhu, swore allegiance with West US, and attempted to court their President, Linda Joh, in this diplomacy. Their child, Jay, carried both their surnames and represented unity between the two countries, which during the course of the war merged into the Zhulian Empire.
When Cong was assassinated by a shady marksman only known as "apparition", Jay Zhu-Joh was left the sole heir to the Zhu Dynasty at 8 years old. With the help of his mother, Zhu-Joh had annexed much of Asia and Northern Africa into the Empire. The once civil war now turned into a struggle for survival for what remained of America. America sought help from its allies for protection, hoping to attack the former Western US (now known as the Zhulian State of Joh). With everyone taken a side, and weapons of mass destruction that left uninhabitable ruin all across the world, people were looking for a solution.
Then, Dr. Jacob Monod, under heavy pressure from the Zhulian Government when Western States merged to contribute to the war effort, started work with a native Zhulian scientist, Dr. Wakamoto- the Natural Killer Serpent, a weaponized, reptilian-like being of terror. While he never wanted to create such a bloodthirsty species, his wife, Rosalind, had been held captive by the US since the war started, and he was determined to do anything to get Jay Zhu-Joh to attempt negotiations for her release.
Natural Killer Serpents weren't made with the passion Monod was known for amongst his colleagues, as he never truly supported the cause. His passive approach to the project meant he only helped Wakamoto with the various procedures and shared the basic information he needed to formulate the Natural Killer Serpent. As such, it was no surprise when, upon their first deployment in battle, the creatures became a mutual enemy when they couldn't distinguish friend from foe. Placed in several other places worldwide, these menaces were quickly assigned their own biohazard classification for war-engineered creatures. Eventually, they were driven away to reside within the only areas nearby no human would dare enter- the nuclear wastelands in the former American Midwest and Northern Mexico. Feared by the common populace on a mythical scale, they came to be known as "Manslayers", and urban legend soon spread of their supernatural potential. With Europe under siege and contact scarce between what remained, they could no longer rely on the old United Nations for support. Too expended of troops and resources to aid their allies, North America formed the UNA- United Nations of America.
Despite this failure, Zhu-Joh was impressed by Monod's talent for gene splicing. Seeing this, Dr. Monod proposed the pursuit of a project in his own interest- Chimaeras made to improve on the already keen sense of human innovation with animal attributes and acumen. These Chimaeras wouldn't have the innately violent tendencies of the Natural Killer Serpents, and could have many more applications. He and Rosalind had both dreamt of having children of their own, but had little success. Years ago they attempted this project, but the US Government would not allow it. The very idea of integrating human genetics into anything else repulsed the conservative Eastern States, but Zhu-Joh, now 10 years old, was more than willing to see his favorite animals merged like so many broken toys. Of course, Jay had an agenda of his own; he wanted to replace the workforce with these Chimaeras so more people could train in the military. Dr. Monod begrudgingly agreed in order to keep the hope of reuniting with Rosalind alive. The project started three years after the Manslayers spread worldwide.
He kept four Chimaeras to demonstrate that in a family-like setting, these creatures could function on a cognitive level equivalent to the same human age. They played, studied and communicated not only with one another, but Dr. Monod as well in fluent English and Zhulian, the blended language of many conquered lands. Fellow scientists were amazed by the success, but Dr. Wakamoto grew resentful.
The four Chimaeras he originally designed each carried his and Rosalind's DNA, the latter's from a lock of hair given as a keepsake to Jacob in the event he outlived her, and acted as templates for future models. The Chimaera Chase stretched all across the vast expanses of the Zhulian Empire, and other countries struggled to replicate the technology. When Monod's children were taken from him, and Rosalind still not returned to him, he knew he had nothing left for himself in Zhulia.
He smuggled himself and Chimaeran technology to Russia, where it was able to spread worldwide. Now, The New Origin of Species was global; Chimaeras were being synthesized at an exponential rate. Zhu-Joh threatened war towards Russia for granting Monod asylum, but by that time Monod was already gone, his whereabouts completely unknown. His mission of spreading his creations complete, he set out to find his children, and perhaps even his wife.
Eggbirds are Mine (But I Like to Share!)
Posted 12 years ago Someone told me it would be a good idea to secure the safety of my demented brainchild, so here it is. Eggbirds are the intellectual property and © Jacob Middleton AKA Eggdodger. However, you can still have a sexy Eggbird to call your very own! I don't care whether or not you credit me (although I would appreciate it if you gave me a shout-out!). What I do care about is whether or not you asked me. Ask isn't even the right word; you could say "S'up I made an Eggbird, check it out!" and if you haven't been a dick and you're not making "Hawt Eggburd Axxxion Cummishuns" I'll probably be cool with it.
Here's the specifics on what constitutes a bare-bones Eggbird:
a) Egg body (any color, feathers optional)
b) beak (although a generic smiley face is cool, too)
c) eyes of any color
d) talons for legs and arms (any color), -OR- talons for legs, wings for arms (any color)
Note that excluding or adding features will not constitute an "original" species. Jacob Middleton reserves the right to revoke an individual's or group's usage, display, sale and/or ownership of Eggbirds at any time. Authorization of one aforementioned permission does not grant the others. Changes in these terms and conditions will apply to all Eggbirds made before -or- after the changes were implemented.
By using Eggbirds, you agree to the terms and conditions stated above.
Here's the specifics on what constitutes a bare-bones Eggbird:
a) Egg body (any color, feathers optional)
b) beak (although a generic smiley face is cool, too)
c) eyes of any color
d) talons for legs and arms (any color), -OR- talons for legs, wings for arms (any color)
Note that excluding or adding features will not constitute an "original" species. Jacob Middleton reserves the right to revoke an individual's or group's usage, display, sale and/or ownership of Eggbirds at any time. Authorization of one aforementioned permission does not grant the others. Changes in these terms and conditions will apply to all Eggbirds made before -or- after the changes were implemented.
By using Eggbirds, you agree to the terms and conditions stated above.
Creature Corps Concepts VIII --Traveling (Migration)
Posted 12 years ago After your escape, you are no longer sheltered, you're no longer fed, and aside from any friends you may have brought along, you are alone. This loneliness penetrates deeply, and your chimaera's thoughts will reflect this. Yes, even if you have no physical traveling companions, you still carry a voice in your head that, while it will remind you of right and wrong, will also have a few jokes at your expense. This is the manifestation of whatever feelings you faced within your dreams, and how you reacted to those situations. These thoughts are a separate personality from you, but all the same they are a look into your chimaera's mind, how they feel, and important for coping with the shock and grief. The voice will also give direction based on your situation, your skillset, what your father has taught you, and survival instinct. As the voice is a substitute for companionship, it will mostly disappear once you find your siblings.
In the meantime, you must survive. How you find food depends on your skills, your knowledge and what animals you are made up of. For example, if you happened to read a book on mushrooms, your senses tell you which ones aren't poisonous, and your system can tolerate them, you will be able to gather mushrooms along the ground. While you can also hunt down animals, your chimaera may have trouble eating them at first, for physiological or psychological reasons. The most important part of survival at this point is experimentation and discovering how best to feed yourself.
Your senses make up the entirety of the HUD at this point. There are no permanent fixtures on the screen yet; what you see is based on what you are experiencing. The voice will alert you if your "instincts" kick in, or if you are in danger from hunger, temperature or damage. While your body regenerates, it is in a realistic fashion unless externally accelerated. How technology can affect the HUD will be covered in a later journal entry.
Exploring the surrounding wilderness, you will occasionally find ruins of a lost town, either evacuated in the presence of warfare or overrun by the Manslayers. For these reasons, while the remnants of civilization might provide you with vital supplies, it is also wrought with danger. As you wander, expect to find human refugees escaping from their own problems. In them, you might find potential allies, clues to your next objective, or hapless victims.
In the meantime, you must survive. How you find food depends on your skills, your knowledge and what animals you are made up of. For example, if you happened to read a book on mushrooms, your senses tell you which ones aren't poisonous, and your system can tolerate them, you will be able to gather mushrooms along the ground. While you can also hunt down animals, your chimaera may have trouble eating them at first, for physiological or psychological reasons. The most important part of survival at this point is experimentation and discovering how best to feed yourself.
Your senses make up the entirety of the HUD at this point. There are no permanent fixtures on the screen yet; what you see is based on what you are experiencing. The voice will alert you if your "instincts" kick in, or if you are in danger from hunger, temperature or damage. While your body regenerates, it is in a realistic fashion unless externally accelerated. How technology can affect the HUD will be covered in a later journal entry.
Exploring the surrounding wilderness, you will occasionally find ruins of a lost town, either evacuated in the presence of warfare or overrun by the Manslayers. For these reasons, while the remnants of civilization might provide you with vital supplies, it is also wrought with danger. As you wander, expect to find human refugees escaping from their own problems. In them, you might find potential allies, clues to your next objective, or hapless victims.
--(OPINIONS WANTED)-- Creature Corps Species Roster
Posted 12 years agoI would appreciate any feedback you all can give me. I thank all of you who have been keeping up with these journals, and here's where you have a say-
Lev1athan and I have decided that we need a species roster for this game. Basically, we need a list of every animal we want incorporated into Chimaeras and available for use in Character Creation. To help us fill this list, I would like to know- what animals do you want to see made into Chimaeras? What would you like to be able to play as? Note that I'm not going to attempt to integrate a species into the game if that species is someone else's intellectual property- say, Sergals or sea monkeys- unless demand is exceptionally high. I will accept suggestions for species up until I am actually able to begin development.
--Suggested Species/Genus--
Avian:1
Wolf/Dog (Canus):4
......Any variant:2
......Husky:2
Chameleon:1
Horse:1
Lion:1
Hyena:1
Pangolin:1
Otter:1
Vote for as many as you like!

--Suggested Species/Genus--
Avian:1
Wolf/Dog (Canus):4
......Any variant:2
......Husky:2
Chameleon:1
Horse:1
Lion:1
Hyena:1
Pangolin:1
Otter:1
Vote for as many as you like!
Creature Corps Concepts VII--Escape/Combat (Fight-or-Flight)
Posted 12 years ago In the last chapter, I covered mostly the premise of your time as a slave. Here, I will cover two ways you may break out of the labor camp- fighting tooth-and-nail through the compound's forces by rallying your fellow chimaeras, or quietly slipping out by your lonesome. You might also possibly coerce your way into power, although I am not focusing on covering the government story path just yet.
Which way you choose to escape will largely depend on your character's build. If you are nimble, sneaky, good with technology or simply uncharismatic, stealth will be your best option. If you are exceptionally strong, resilient, persuasive or simply too sluggish to go it alone, a riot will be your best option. Keep in mind, however, that many of the other chimaeras have little to no training besides the jobs they were engineered for. You must use their strengths wisely if you wish to be successful.
If you chose to start a breakout, this will be your first taste of the battlefield mechanics within Creature Corps. In tactical mode, you assign members to "teams", and then give each team a task, such as finding a way to block communications between the enemy or laying out suppressive fire. Once roles have been assigned, your view drops to the battlefield, where you can maneuver teams to certain waypoints or issue them new tasks. Since you currently have no methods of long-distance communication (unless you have the echolocation/sonar or telepathy attributes, although these are dependent on another member possessing these as well), you must get within range of earshot to reassign objectives. You can choose to control individual team leaders as they level up, but for now what drives them is survival instinct. Remember that your goal is to have the opposing forces surrender, not to kill them all, although you may choose to do so.
As an individual, however, you are not helpless. Melee combat is operated according to what I call the Action-Reaction System. There is a mechanic I call Focus, not exclusive to combat, but likely most prevalent here. What a key input does to attack, if used while "focused", offers a similar reaction with a defensive variant. If you have activated your Focus in combat and hit the sprint button, you will dodge. Ordering a punch will deflect an attack with your arm or attempt to disarm the enemy. Timing is vital here, as successful counters require hare-trigger reactions in order to not only work, but open up the assailant to counter-attack. Focus is not a buff; it is a different style of fighting, and requires combat ability to consciously activate (otherwise, it happens passively and randomly upon conflicts between attack priority).
After a successful breakout, any chimaeras that did not die may ask to join you, respecting your leadership skills. This is more likely to happen if they were especially chummy with you. A large team will likely starve itself out, so it would be best to manage only a few.
If you chose escaping on your own, things can be easier or harder depending on how you play it. While other slaves have helped you gather resources and conduct a plan, they expect you to return one day to free them when you are stronger. As a lone escapee, all of the aggro will be focused on you. This will introduce the "Fight-or-Flight Response", which is an element of both combat and stealth missions. Unlike Focus, which is not a buff nor limited, when your character detects danger, stats are buffed proportionately for the first moments of combat, allowing you a fair chance to survive as you position yourself. As the response is repeatedly triggered over time, it will take steadily larger levels of danger to achieve the adrenaline rush.
It will be a mad dash to avoid your captors, and then stealth once you have slipped away. The humans and military-issue chimaeras will implement security protocol, meaning the compound will be on lockdown and forces will be patrolling periodically throughout the entire camp. Your goal is to either disable the security, or find a way over, under or through the compound walls. Once you are out, your concerns are finding food and to avoid detection until you are beyond their search radius.
Which way you choose to escape will largely depend on your character's build. If you are nimble, sneaky, good with technology or simply uncharismatic, stealth will be your best option. If you are exceptionally strong, resilient, persuasive or simply too sluggish to go it alone, a riot will be your best option. Keep in mind, however, that many of the other chimaeras have little to no training besides the jobs they were engineered for. You must use their strengths wisely if you wish to be successful.
If you chose to start a breakout, this will be your first taste of the battlefield mechanics within Creature Corps. In tactical mode, you assign members to "teams", and then give each team a task, such as finding a way to block communications between the enemy or laying out suppressive fire. Once roles have been assigned, your view drops to the battlefield, where you can maneuver teams to certain waypoints or issue them new tasks. Since you currently have no methods of long-distance communication (unless you have the echolocation/sonar or telepathy attributes, although these are dependent on another member possessing these as well), you must get within range of earshot to reassign objectives. You can choose to control individual team leaders as they level up, but for now what drives them is survival instinct. Remember that your goal is to have the opposing forces surrender, not to kill them all, although you may choose to do so.
As an individual, however, you are not helpless. Melee combat is operated according to what I call the Action-Reaction System. There is a mechanic I call Focus, not exclusive to combat, but likely most prevalent here. What a key input does to attack, if used while "focused", offers a similar reaction with a defensive variant. If you have activated your Focus in combat and hit the sprint button, you will dodge. Ordering a punch will deflect an attack with your arm or attempt to disarm the enemy. Timing is vital here, as successful counters require hare-trigger reactions in order to not only work, but open up the assailant to counter-attack. Focus is not a buff; it is a different style of fighting, and requires combat ability to consciously activate (otherwise, it happens passively and randomly upon conflicts between attack priority).
After a successful breakout, any chimaeras that did not die may ask to join you, respecting your leadership skills. This is more likely to happen if they were especially chummy with you. A large team will likely starve itself out, so it would be best to manage only a few.
If you chose escaping on your own, things can be easier or harder depending on how you play it. While other slaves have helped you gather resources and conduct a plan, they expect you to return one day to free them when you are stronger. As a lone escapee, all of the aggro will be focused on you. This will introduce the "Fight-or-Flight Response", which is an element of both combat and stealth missions. Unlike Focus, which is not a buff nor limited, when your character detects danger, stats are buffed proportionately for the first moments of combat, allowing you a fair chance to survive as you position yourself. As the response is repeatedly triggered over time, it will take steadily larger levels of danger to achieve the adrenaline rush.
It will be a mad dash to avoid your captors, and then stealth once you have slipped away. The humans and military-issue chimaeras will implement security protocol, meaning the compound will be on lockdown and forces will be patrolling periodically throughout the entire camp. Your goal is to either disable the security, or find a way over, under or through the compound walls. Once you are out, your concerns are finding food and to avoid detection until you are beyond their search radius.
Creature Corps VI --Slave Life (Artificial Selection)
Posted 12 years ago Your time as a slave will differ drastically in gameplay, namely in that you can die if you aren't careful. While you are in captivity, your main objectives are to appease your owners, make allies with your fellow servants (as opposed to enemies), and gather necessary resources (physical ability as well as materials) to escape. Your base stats can determine what sort of job your species is given, although what Dr. Monod and the other scientists observed you doing in childhood has some pull, as well.
Your father trained you to be intelligent, but many jobs will involve hard physical labor. The trick is not to overexert yourself, but remain efficient enough not to be exterminated. While childhood focused mainly on stats involving the mind, slavery is primarily development of all of your physical attributes.
Making allies is key to survival and escape. Your chimaera brethren are all soundly impressed by your knowledge, but especially your abilities to read and write. Teaching them this is integral- it will eventually allow secret communication between labor camps when the uprising becomes a reality. In the meantime, making friends who work in different areas will allow you to gain the resources for escape. However, you are bound to make some enemies- expect the will to survive to motivate some chimaeras into blackmail, manipulation and outright assault. This is your first taste of combat, elaborated upon in the next journal.
Your father trained you to be intelligent, but many jobs will involve hard physical labor. The trick is not to overexert yourself, but remain efficient enough not to be exterminated. While childhood focused mainly on stats involving the mind, slavery is primarily development of all of your physical attributes.
Making allies is key to survival and escape. Your chimaera brethren are all soundly impressed by your knowledge, but especially your abilities to read and write. Teaching them this is integral- it will eventually allow secret communication between labor camps when the uprising becomes a reality. In the meantime, making friends who work in different areas will allow you to gain the resources for escape. However, you are bound to make some enemies- expect the will to survive to motivate some chimaeras into blackmail, manipulation and outright assault. This is your first taste of combat, elaborated upon in the next journal.
Creature Corps Concepts V --Childhood (Nature vs. Nurture)
Posted 12 years ago Childhood is perhaps the most carefree part of the game. Goals? To a child, that word does not have any meaning, and so your days are simply filled with various things to do any kid would, and any rooms found in a typical well-to-do home (although as you know, you aren't in a 'real" house- you are living inside the research facility, this section nicely furnished as a home.) You may fish in the atrium's pond with your father, quietly read books with Dolphus in the study, pick up an instrument with Raymond in the music hall, or playfully wrestle with Catherine in the gym. These choices of what to do and with whom you do them, while carefree on the surface, affect your initial skills, alter your stats and determine your relationship with each family member. The latter is especially true when the siblings engage in one of their many squabbles, and you have a choice to take a side or resolve it.
In the scope of a day in your childhood, a few things are certain to happen. When you wake up, you will be called to breakfast to join the family in a meal, in which Dr. Monod will present a topic for discussion, usually based on moral values or simple aspects of life. Afterward, you're free to explore as you please, up to the boundaries of the facility. If you're sneaky enough, you can find ways to follow your father around as he works, eavesdropping on his conversations with colleagues and even playing pranks on him. The other scientists will be reluctant to talk to you if you engage them directly, although a few may open up to you. If you run across one of your siblings, they may ask you to do something with them, or ask you for a favor. Completing the favor usually merits you some sort of reward, as well as extra friendship with the given sibling.
At dinnertime, your father asks what everyone has done that day, and what they learned. This generally gets a humorous response from Raymond, a serious response from Dolphus, and a simple response from Catherine. When it's time for bed, Dr. Monod will come into your room to tuck you in, and tell you some things about the real world, as he wants you to be that much more prepared to survive. Going to sleep, you may have dreams. Dreams have incredible power, and as such will get their own journal.
In the interest of your time, you may experience this phase of the game in a sequence of the days most memorable and important to your character. I would only recommend this for your second playthrough and up, because without this segment you are missing a lot of information and the narrative will suffer greatly as a result.
I would like to thank
Lev1athan for his constructive criticism and help in organizing my ideas into a presentable format. He has been great.
In the scope of a day in your childhood, a few things are certain to happen. When you wake up, you will be called to breakfast to join the family in a meal, in which Dr. Monod will present a topic for discussion, usually based on moral values or simple aspects of life. Afterward, you're free to explore as you please, up to the boundaries of the facility. If you're sneaky enough, you can find ways to follow your father around as he works, eavesdropping on his conversations with colleagues and even playing pranks on him. The other scientists will be reluctant to talk to you if you engage them directly, although a few may open up to you. If you run across one of your siblings, they may ask you to do something with them, or ask you for a favor. Completing the favor usually merits you some sort of reward, as well as extra friendship with the given sibling.
At dinnertime, your father asks what everyone has done that day, and what they learned. This generally gets a humorous response from Raymond, a serious response from Dolphus, and a simple response from Catherine. When it's time for bed, Dr. Monod will come into your room to tuck you in, and tell you some things about the real world, as he wants you to be that much more prepared to survive. Going to sleep, you may have dreams. Dreams have incredible power, and as such will get their own journal.
In the interest of your time, you may experience this phase of the game in a sequence of the days most memorable and important to your character. I would only recommend this for your second playthrough and up, because without this segment you are missing a lot of information and the narrative will suffer greatly as a result.
I would like to thank
