Spore Captain Titles For Essays

Slaughter666 wrote:Here's my level ten captain:



Me and Nethellus had a debate of which was the better to have; sprint burst or missile launcher. I was on the side of missile launcher and so i mostly won due to the fact the creature sprint doesn't use energy and missile launcher can do double damage for a maximum of 180 damage i total excluding AOE. But realy it depends on your play style.


...Nethellus was advocating sprint burst for level 10...

...what. No. The only reason to get Sprint Burst pretty much is to either get a sprint if you don't have one (which you do), or to get the Glide Pack for flight. You chose well, sir.

As for your part choices, you did fine for effectiveness overall; maximum offense and endurance means this guy is going to be able to fight large crowds of enemies nonstop. He's a bit low on the defense side, but if he kills quick enough, I can easily see him doing fine. And I see the base creature is quite stat-oriented as well... I mean, it's ugly as heck, I'm not going to lie, but it certainly has optimal stats.

My newest captain, Grinder, is following the guidelines I laid down here, pretty much. His final equipment layout will be 4 warrior parts, 4 ecologist parts, and 2 scientist parts. Base creature has 4 speed, 5 jump, 5 sprint, and 4 sneak.

This message was edited 1 time. Last update was at 08/30/2009 09:35:10

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Spore: Galactic Adventures, How to Make Your Own Adventure
Want to make your adventures to look awesome, have amazing gameplay, puzzles, boss battles, terrain, and depth?! Well, you came to the right place, my advanced adventure making guide! I've got a plethora of tips and tricks that will level you up in your adventure making skills, and make people actually take interest into your adventures that YOU put effort into! Follow me into the depth of this guide, and learn secrets about the adventure creator that you never knew!
Chapter Two, Genres and How to Make Them
I see you've headed to the next part, genres! There are a total of nine Genres! They go as listed: Template, Attack, Defend, Socialize, Explore, Quest, Story, Collect, and Puzzle. To you reading this guide, you're most likey ignorant about the subject. Fear not, Eeveecraft is here to assist you!

Let's start with the first genre, attack. So, you want to make an adventure about killing things, huh? How considerate to the poor saps who get murdered by the players! You should start off by naming the adventure after the theme, or what it's about. Try to make it original; not like, "KILL EVERYTHING!" Don't forget to add a description of your adventure! Now, obviously, you need stuff to destroy or kill, right? If you want to be creative, you can make the creatures, buildings, ect. OR, use other people's creations; don't forget to give them credit!

Time to start! Add the creatures you want the player to kill, pick the creature from your Sporepedia, and double-click it. Then drag it onto the ground, and it will spawn. There's even a menu to set it's stance, dialogue, health, even name, and more. Example:
Example of the menu:


You can see which icon does what! On the bottom right, you can see a blue, upside-down droplet that lets you give a role to that cast member; a goal in which the player has to accomplish. Example of the goals you can select:


NOTE: Not all goals can be done for all types of creations; you can't befriend a building!
Next up, I'll merrily chat about Gameplay Objects and how to use them!

Hey, it's present me again, and past me for SOME reason only talked about the attack genre, my apologies! Now, let me continue from where past me left off:

Second in the line of adventure genres in the defend genre. Simply stated, the main focus is defending something OR someone! A good example is defending a city, or a group of entities. Of course, the main goal of the acts will be to defend something/someone, and maybe kill a thing or two. (Combinations of defending and something else are plentiful, so I will only be doing one example. Go experiment yourself!)

For this section, I will be using a map that's work-in-progress (you get a sneak-peak!), and the acts will be: Defend the palace, and kill 10 enemy Penguinslikepies (A buddy of mine, hehe).

Before I dive in head-first, a defend act is where you must ensure the safety of a entity. If said entity dies, then the player loses. After I explain defend acts, I will also explain block acts... For now, onto the examples!

My setup for this little example will be three spawning spots for enemies to spawn, setting them to attack the ally team, and maxing out their awareness. (A little tip: make sure the building/whatever you're defending is on the ally team, so the player doesn't accidentally destroy it.) The enemies will respawn every forty seconds or so, and the goal is to kill ten of them while also defending the palace. Another tip: if enemies respawn, and it's required to kill a certain number of them, you need to have that number of enemies somewhere on the planet. Such as needing to kill ten enemies, I need to have ten of them on the planet somewhere. A good tactic is placing a load of them in an isolated space (if they can respawn), and then putting the amount you want to spawn at once near the player or where the defending area is. Example of isolated space:


And where the enemies will actually spawn and attack the palace/player:



As you can see, the goal is to kill ten, but only three spawn at a time. Next up, I have set up the palace to have 10,000 health (A tad overkill, but this is an example), and the enemies goal is to either kill the player, or destroy the palace. Keep in mind to place power-ups if it's either open-captain, or fairly difficult. Now if you want an infinite amount of enemies to spawn, and have it not required to kill them, then either place another goal other than defend/block, or place a timer for that act; it's as simple as that!

Block acts are very similar: make sure some entity does not come into contact with a certain entity; defend acts allow contact, just not the entity dying. Such as : Don't let this Dragon touch this palace! If said entities come into contact, it's an instant game-over. You can also make block acts involve the player, an example is that the player can't get caught by some sort of monster!
Same as defend acts, there either needs to be another act that's not another block/defend act, or a timer!

The next genre is the socialize genre, and not many people choose this genre because the main focus is either befriending/allying creatures. This genre should be generally avoided (along with required allying/befriending) in an open-captain adventure because you have NO idea the social skills of the player unless it's closed-captain, or if you put a disclaimer in the title saying the social requirements to beat said adventure. For all you know, the player may just have sing one, and that's not really fair. There's not much to say, really. Instead of killing, you're making friends.

One of the more popular genres is the explore genre that of course involves exploring an area as its main focus! This is great for people to show off maps that they've made that has no purpose other than to show off his or her creating skills. A good example is a template city, or a museum. The main focus, explore, that's all there is to it!

The next genre is the one I use most for my series is the quest genre. Questing around doesn't really focus on one thing such as attacking or exploring, more like a made-up goal, if you will. Other than a made-up goal, there is really no main focus. An example of this is to explore an area, find the means to unlocking the boss, and killing said boss. That alone consists of the attack, explore, and puzzle genre! Why not just group it into the quest genre? See what I mean? Again, a fairly simple genre.

Stories are often done in the adventure editor, as a few friends of mine make story-based adventures. This genre does not involve much gameplay, but more or so more story and dialogue. In the story adventures I've played, most acts consist of dialogue, and/or a few cutscenes, and these types of adventures are fairly short and closed-captain. Not much else to say about the story genre.

Collect adventures, well, involve mainly collecting a load of things. An example is collect all the food to feed your hungry, pet Dragon, or something of that sort. The most popular collect adventures I usually see are egg hunts, or holiday-related adventures. This genre is perhaps the simplest of them all.

Quite opposite in terms of complexity, the last genre is the puzzle genre, which I explain in a different chapter of this guide. But in short, there is a conumdrum YOU need to solve in order to either win or advance. Again, this exaplained in MUCH greater detail in another chapter, but this the puzzle genre in a nutshell.

Other than the template or no genre... genre, that is every single genre in Spore: Galactic Adventures. WHEW, past me left a lot out, huh? Well, past me will see to you in the next chapter, thanks for reading, and this has been chapter two on my guide to advanced adventure making!
Chapter Three, Gameplay Objects
So, want to make a puzzle, teleporters, slides? You've come to the right place! In the creator, there's a tab called "Gameplay Objects." It'll let you select a BUNCH of items from the Sporepedia, I'll show an example here:

There's a few more a little down! As you can see, there are all sorts of objects to use! Even better, you can disguise the gameplay object as a building or vehicle! Example, go to the behavior of the object:
You have three options: Normal, Invisible, or my favorite, disguised. Most people go with invisible or disguised. A good way to hide the teleporter is to disguise it as a door, vehicle, or portal! Obviously, the keys open the gates; only will the gate respond to the key of the same color. Try picking up the key by clicking on it, then walk over to the gate. Example:

You can also reset it to where it will close after a set amount of time. In addition, there are grenades, land mines, crates and barrels. Oh, explosive barrels! I highly recommend you to test them out to learn about them!
Continuing on, we'll be conversing about creating dialogue and bosses, see ya there!

I've decided to touch up a little more on gameplay objects since past me over there didn't explain everything; oh well, that was me over a year ago... ANYWAY, past me only talked about gates, and unlocking them; which isn't really much. So, let's talk a little more about each object and their purposes:

I've already talked about the gate, so let's start with the three types of bomb. First, we have the bomb long, bomb medium, and bomb short; each of course having various timers. The timers for each bomb is as follows:
Long Bomb: 15.5 seconds (Rounded)
Medium Bomb: 7 seconds (Rounded)
Short Bomb: 4.4 seconds (Rounded)

The difference seems to be quite different, about halved each level down. You can alter the amount of damage and the radius of each bomb, the maximum damage is about 2,000 damage (Armor affects amount of damage taken), and the maximum range is 50. Grenades can be altered the same way, but they don't have a time limit to them. The beauty about bombs and grenades is that you damage your allies with them. I've used this in my own adventure, Dragolandic Valley Two, Part 26 (Part one out of two) where the player must kill Confu'Ral (The Boss) with a 'spell' (Grenade) that the player must get from Carie the Scary. Yet, don't shoot her with a missile attack or pulse blast, or else the spell will explode, and you would screw yourself. Confu'Ral is the player's ally in that act so that the player can't kill him normally, thus the player must kill Carie the Scary to get the spell and use it against Confu'Ral. This method is used to prevent the player from cheating, as they can't hit the boss normally; it also makes for a good puzzle.

Next up, we have the classic crate, also known as the Crate Classic. It's simply an object that has one health that the player can destroy, but gameplay objects can have no other goals set to them other than "Move To" so-and-so object. Crates can be disguised as any object, vehicle, and building alike. When destroying a crate, they don't have the laggy explosion animation; that have a more simple one that's a little more realistic and less laggy when destroying a building or an objects such as a rock formation. To disguise a crate as an object, building, or vehicle, go to the crates menu, open the little bar that says "Normal" and select "Disguised." Like so:

A way the crate can be used is to make a cave with a blocked off entrance, but the blocked off entrance is a crate disguised as a rock formation; the player would have to break their way into the cave. Example:

Yes, I know that cave sucks, it was just for example. Next up, we have the Explosive Barrel; it has basically the same uses as a grenade; same alternate stats, it just can't be picked up by the player. That is the only difference between the explosive barrel and the grenade. Moving on, the next object that isn't a gate is the jumpad! Jumpads have an array of uses, such as literally sending the player into orbit if used at the right angle, or moving an NPC who doesn't feel like moving. In addition, they can be used to help players who may not have jump, or even to be used in a little cutscene sort of act; such as going through a portal. Another use of the jumpad that most players don't know is that if you turn them upside down, and turn them invisible; they make invisible platforms! This is perfect for making clouds, or making it seem like the player is flying. Example:

These invisible platforms can also keep gate keys in place, as they usually fall off or through the building they're sitting on. Placing an upside-down, invisible jump pad can either halt it or at least help it a bit.

Further down the list, the mine is another clone of the grenade and explosive barrel, except it activates when stepped upon, and can't be picked up. Being on of the most used gameplay objects, the power-ups consist of various properties, and can be disguised or turned invisible. I also forgot to mention, power-ups, grendes, bombs, keys, explosive barrels, mines, crates, and gates can respawn when used; a timer can be set to tell the object when to spawn. The problem is, that is an entity is too close to the object; it will not respawn, so be careful! As I was saying, power-ups consist of health and energy refills, damage-doublers, speed-boosters, and powered-up armor. If your adventure is the attack genre and is difficult, make sure to include power-ups-- ESPECIALLY if the adventure is an open-captain adventure since the player could be brand new with a really weak captain, so keep that in mind. Items such as grenades and explosive barrels could be also used to help the player, but I personally don't use them.

Finally, there is lastly the teleporter. The teleporter of course can transport the player instantly wherever the other teleporter is set to. It can also be disguised or turned invisible, so that doors can actually act like doors and be used to leave an area. Simply, place the teleporter where you want it, and a orange one should appear; the blue one is the entry way, and the orange one is where it leads to. To put it simple: Blue = Input, Orange = Output. If you want to make a door or some sort of gateway go two ways, you must place a blue teleporter on both sides of the gateway, and an output around in the same area. Just make sure the output doesn't land the player in another teleporter. That's about it for each gameplay object, each described in detail. Use these objects however you like to make your adventure more immersive and fun, see you in about chapter ten in this point in time for me!
Chapter Five: Advanced Options
While messing around, I discovered that if you hold CONTROL and click a creature's behavior.... This pops up:
Now, I haven't had much experience with this, so comment if you know anything I left out. There are more advanced ways to make a creature act, such as attacking another creature, but nobody else. So, I've set this Tiny Wyrm and Wood Wyvern to attack each other, results:

They ignored my captain.... Well, until the Wood Wyvern died. I do believe that you can make creatures display certain moods, you click a tab in the advanced menu, example as shown:
You can see all of the available options, like fleeing when an enemy is seem, attacking their own teammate, dancing, dropping an object in certain places.... You get the point.
Moving on, creatures can interact with certain things in certain ways, but in a more advanced and complicated manner.

Ooh! I just found out if you hold CONTROL, you can select multiple things for your adventure. Check it here:

As you can see, I have multiple cretaures selected, and I can have them in my creature tab much quicker than selecting one at a time. Neat!

Imagine that I would want a Epic Stone Dragon to shoot a Rainbow Dragon, but it's not hostile, and I first had the Stone Dragon set to mindless, and it started to shoot the Rainbow Dragon when I set it in advanced options to attack it anyway.
Results:

That's what happened when it was originally mindless, but with advanced settings. I hope you can use this knowledge to make more detailed adventures; next time, I'll explain more about setting the mood with ambience and sounds. See you there!

Okay, past me made this long before I knew this much about advanced options. There's a lot more than just getting creatures to do specific things. First of all, Advanced options work kind of like a to-do list for the creation to do in order (Top to Bottom). Let's set a creature to move to one location, and then start dancing.
Setup of commands:

NOTE: You see how I set it to move if it's aware of anything? If you set something to move/patrol/follow when it's aware of anything, it for some reason improves the AI a little than just setting to do that action always.

Now we just place my creature, set its path, and see if the actions carry out...
Results: (It's moving over to where I set it to go)
(And then it starts dancing once it gets to the end point)
As shown, it did the commands in order from top to bottom. Say like you want a creature to attack enemies its aware of, but keep following you, or whatever its following? Don't max out the creations awareness, but to where they'll detect enemies when they get close enough, kill them, and resume following if they can't detect any more enemies. If you want to do that, try a setup like this:

As you can see, killing the enemy team is the creatures top-priority, then following the player when its aware of anything after that. Not only that, but the creatures awareness isn't maxed out, either. You can do this with other commands, such as only following something when it's 'safe,' or dancing at first sight. It doesn't have to be exactly like the image shown, just the layout and how it was done.

To the right of the commands is when the command is done, such as doing said command when the creation is aware of something, or when the creations health or energy is at a certain point. Here's the prompts when said command is done:
Always
First Sight
I'm Carrying (Whatever Object)
Attacked By (Anything, a team, or a certain creation)
Timer
Health
Energy

First sight is self explanatory: If said creation 'sees' a certain creation once, it'll do its command constantly. Say like the creation will only move if its given a certain object like a key. It will only do its comand when its holding the desired object. For energy and health, said creation will do said command when its energy and/or health is at a certain percentage. Attacked by is self explanatory as well, so I'm not going to even bother (Unless you ask me to).

Not only does this gives advanced commands and slightly improve AI, this also helps in making in-depth boss-fights, as you can set for how often the boss attacks, or its attacking style. I've done that for a lot of the boss-fights I've made.

Anyway, I just wanted to spruce up this chapter since past me didn't know very much back then. See you in the next chapter of this guide!
Chapter Six: Music and Setting the Mood
It's been a bit, huh? Apologies, computer issues had crippled my guide-creating. Anyway, time to learn about how to properly use music in your adventures; it can be quite diverse! First things first, choose what type and what sound you wish to use; there is a BIG list right here:


As you can see, there's plenty more down below, but you can see that for yourselves! There's plenty of ways you can even edit the speed of them by turning them in a certain direction; example here:

Another tip is, if you turn it right, it'll speed up; and if you turn it left, of course; it'll slow down. An example of edited music with these tips is my adventure: Dragolandic Valley Two, Part Four; where only slowed down or sped up music plays. Having different music than the default in your adventure adds even more spice to your adventures; oh, and music can't be edited if you select it as the main music; you must place the music. An example of how NOT to do it here:


Even ambience, oneshot sounds, crowd noises, and mechanical audio can be changed; adding more and more detail to your adventures! Say if you wanted seriously intense battle music, a good but music is usually Metal Madness, but speeding it up is SO much more intense (Example of said music is in my most recent adventure.). I forgot to mention, if you use the arrow pointing up, it increases the volume of said sound/music; neat, huh?

In conclusion, I hope you all use these tips to augment the quality of your adventures to make them more enjoyable. Delving further into this guide of mine, I will explain how to make flashy effects such as flying or for nice cutscenes. See you there!



Chapter Seven: Flashy Effects and Cutscenes
Ever wanted to make it seem like your captain is realistically flying somewhere, or make a cutscene with certain characters? Of course you do! Luckily, I have my sandbox testing map to show how to do these flashy effects!

So, if you want to make it seem like your character is flying somewhere after a certain goal; as example (and only because it's the Fourth of July when I'm typing this) let's finish a goal where we have to talk to this Independence Dragon; which is in an area where the 'Flying effect' is going to take place. See here:

As you can see, I have a LOAD of teleporters ready to teleport the two characters into the sky in the next act; but first, let's set where the 'flying' is going to take place. Let's use some invisible barriers from the gameplay objects tab to form an invisible box around the two characters are going to be 'flying.' Like so:


Next, we shall add some wind effects such as the waterfall effect, and surround the box with it; don't forget to keep the flow in the same direction, and like I said in the last chapter; you can turn the volume up and down of said object up using the arrow that's pointing up when you click it. Don't forget: You can rotate the waterfall sideways by holding theTAB key when selected to show advanced turning options!
Example of box:

And with the waterfall effects in third and first person:

A good way of using this is either setting a time limit to make it seem it took that long to the player to get to his or her destination, or put a teleporter at the end; the player can still move when 'flying.' This is also a good cutsecene or fast travel in an adventure where the player is a certain character that has wings, which does add realism and just looks good.

After the player's flight, simply place a teleport that will take the player to where the need to go; and example is making an invisible one activate after the time limit is up, or place a teleporter at the end of the box. Like so:


By the way, don't forget to hide the teleporters and waterfall effect when not in use, just a reminder! That is how you make the 'flying effect.'

Time to experiment with some other types of cutcenes, a good one as an example is a character casting a spell to... I don't know, to purify a character of evil! To do this, have clones of two said characters, the ones performing the spell; make sure they're idle or performing a certain action of your choice! The reason why we want clones of the characters performing the cutscene is that they can't teleport to a certain location. Making the first ones invisible for that ONE act and placing the secondary ones into the cutscene make it so the characters are in the right place. Said characters used in the cutscene COULD stay to do other things due to objects or creatures can do a certain thing for a certain act. Moving on, if it's a spell, some magic colunms would make logical sense (Depending on what spell it is.), place the secondary characters in the position they need to be in; such as across for each other. One crucial bit of info, make sure the act is on a time limit that has no goals that the player has to complete (Block and defend is fine.)! Place the particle effects to your liking, and add some music; I advise making the cutscene as long as the sound; Oneshot sound effects are perfect for this. Now, make it only so as the sound and particle effects are only active for the cutscene. Example of how I did mine:


I just need to choose a sound effect, and I could test it out, but I'll leave the whole cutscene time limit that corrosponds with the sound effect gig.

After the cutscene it's wise to make an after-effect, where something happens after said cutscene (Like this Lich Dragon getting freed of its curse by making it invisible the next and, and replacing it with a different Dragon.) again, the after-effect is dictated by you; and you determine what effects would suit your cutscene best. What I wil do for my after-effect is use the white poof effect, and like I said earlier, replace the Lich Dragon with a different one. With the knowledge of how to make these cutscenes (You can do more, even cutscenes I haven't show with the skills I have taught.), you can again add detail and life to your advetures. I do hope that my guide helps, I will teach how to add detail by altering time of day, and how characters interact with the time of day if your adventures takes place in a city or village like mine does. See you there!







Chapter Eight: Day and Night Cycle Setting with Daily Activities
For anyone who has a series of Adventures in a village, or an on-going story on the same planet, wouldn't it make sense to see the sun rise and set? In each part of your series, why not try to set the time to morning and change around what the characters are doing? Here, you can learn how! In this chapter, you will learn how to make your town/village/city/world more realistic by changing the time and what the characters are doing!

First, time to set up the time! So, say like the first part of your series starts at the default time, noon. Try changing the time to... morning on the next part, or night? Unless your planet doesn't revolve in your series, it would just make sense to alter the time for each part! As example, the first part of my series: Dragolandic Valley Two, Part Five starts around 6:00AM in the morning; while the first part is of course in the afternoon. For the part in the morning, I changed the atmostsphere color to orange to mimic sunrise.

Example of Morning:
As you can see, it appears it's early in the morning! It simply makes sense, and makes the village seem more realistic than it perpetually being noon all the time!

Another way to make it more realistic with altering time is to alter what the characters are doing to make them seem more life-like than just repeating what they are doing. What I do in my series is make certain characters go inside their houses doing different things, making characters who were previously inside go outside and do something else!

Example:
From that screenshot, you can clearly see (Unless you're blind, then how are you even on this?!) that one of the character is doing something, and isn't outside like he was last time.

In conclusion, this is great advice to any who have a series of Adventures that take place in the same location to make things more lively by changing the time, and altering what the characters in said location are doing. Next time, I will discuss how to make intense boss battles with special affects, and how to really challenge the player. See you there!
Chapter Nine: Thrilling Boss Battles
Want to make boss fights that just don't include murdering an epic? Well, you've come to he right place to learn! Default boss fights where you only slay an epic-- creature especially can get boring; creature epics only stomp and bite enemies, nothing special. If you know how manipulate the acts to make several stages in a boss fight, it would bring the battle to life. As an example, say like the boss you have in mind has a sort of building or vehicle that creates a shield; the player would have to destroy the shield first, right? Then the play could fight the actual boss, or even the player has to kill the bosses' minions as well. Here's an example of a boss fight that requires the player to destroy some sort of barrier before dealing with the big baddie themself:

The idiot explains that he has a shield protecting him from harm, so the player searches for that shield to destroy it. Example:


The player must destroy the shield-generator first, making the boss fight have more purpose; that's not all. As a backup plan, the boss decides to summon some minions; the player must deal with them as well. Oh, and make sure to make the minions invisible in the first act, and make them visible when their role comes into play. Example of Minions:

Lastly, the boss has no other choice than to fight the player himself! Also, I STRONGLY recommend power-ups depending on how tough the boss is; his minions were obliterating my MODDED captain who has maxed out Warrior Weapons, max health upgrades, AND the two pieces of armor that does not consume energy. You didn't see, but my captain was pretty weak after the onslaught of minions since I raised their damage multiplier. (Note: If the minions are creatures, I recommend raising their health and damage multiplier by quite a bit. If a creature uses strike five (10 damage normally) and with the maximum damage multiplier; it only does 90 damage per hit. (Bite does 50). The average health of the captain in my adventure averages to about 500-1,590 health depending on the player's health upgrades.) As I was saying, the boss has no other option, and is at his last stage. As you can see, I used a captain as a boss, as I gave it specific 'moves" that it would use against the player. The boss doesn't have to be stylized like my Tech Dragon. You can hide the weapons and armor in the creature using parts like the bolt (found in the details section of the Captain Outfitter), the Missile Finger (Captain Parts), or captain parts that can be pushed inside the body with a cubic slider to move the part up and down; as you can stack other parts that don't have said slider on the one that does, and twist the inward part to hide the weapons and armor.

Before I set up the fight against this Tech Dragon, I shall show it's stats here:

The Tech Dragon has Missile Attack 1, Energy Slash 3, no armor, 2,000 total energy, and 20 Energy per second regeneration. Oh, and also Health Boost 2. (If you have the multiplier up by just 200%, Energy Slash would do 180 damage; quite a ton for a captain with 500 health or lower!) I shall set up some power-ups before I initiate the battle, make sure to place the orbs a decent distance away from any creature IF they respawn. If they're too close to a creature, they won't respawn. Power-Up Placement:

In additon, make sure that the boss fight is possible for low-level captains who may only have one weapons if you choose to make the adventure playable by any captain. To make sure that a low-level captain can beat the boss, make a captain that is low-tier, and try the boss fight yourself. If you can complete it with a low-tier captain, then other players can as well. If you want the fight to be challenging, such as making the player pretty weak to where they must be resourceful; use gameplay objects such as power-ups, explosive barrels, mines, and grenades to add some spice to the fight. Furthermore, if you wish to extend the battle, make the player defeat the boss more than once; add different tasks the player must complete to defeat the next boss stage. A perfect example of a boss fight as mention is part 17 of my series; Dragolandic Valley Two; take that as an example. But to be concise, I shall only make this boss have one stage, then be truly defeated. As you can see, the boss did not take too long for my captain to kill, but may take longer for others:

In conclusion, learning how to manipulate the acts to make a boss fight more thrilling and not end instantly will add excitement to your adventures, and increase your abiltiy to make adventures. Diving deeper into adventure, I will explain how to create complex puzzles and really use the gameplay objects to make games and conundrums for the player to solve; I shall see you in the next chapter!
Chapter Ten: Perplexing Puzzles
Ever wanted to make puzzles that are actually good in Spore? Well, with the knowledge you've gained about gameplay objects, you can! Today we will be learning how to use gameplay objects in combination with goals to make fun puzzles that will make the player actually THINK about how to complete their goal! There are many different types of puzzles such as: finding a way to progress, quizzes, memory games, finding and destroying or interacting with the correct object, and many, many more.

Since I've already made an adventure that has a few puzzles, I'll just use one of them for our 'sandbox map.' Anyway, the first one we'll be doing is: finding the correct object, and interacting with it in SOME way. (Get your minds out of the gutter!) I forgot to mention that this particular adventure loves to crash people's computers for some reason, so I need to be extra careful when making this guide with the Steam overlay up. Moving on, take a look at this room:

Quick Note: I'm going to make a tally of how many times my game has crashed since I started making this chapter:
CRASH COUNTER: 2

As you can see, one of the Dragon heads are purple! Needing to search, the player needs to destroy that head, and jump into the portal to advance (If their game doesn't crash). Basically, they need to actually take a look around to see what to do. To put it simply: they destroy the purple Dragon head to solve the puzzle. That's only one example. The way I made this puzzle is by putting an act that requires the player to destroy that object, hide a portal in the object (To the point where the player can't see it), and a goal to jump through that portal (A.K.A, the teleporter) to complete that act.

The next example is about finding a way to remove something that's blocking you from advancing; a good example is this guy:
Confu'Ral over here is keeping the player in his toybox, and is not letting them escape! In addition, the player can't kill him since I set him to be an ally (Although he really isn't at the time). As I mentioned before: you can use grenades or any explosives to kill someone on the ally team. Get it? To move on, the player must find a way to defeat Confu'Ral to escape, but not by stabbing him! Essentially, the player must find a 'spell' that force Confu'Ral to release you from his toybox. Luckily, this spell is a grenade that'll do enough damage to complete the act, but where is the spell? The player must find the spell first, THEN use it against Confu'Ral! In short, the puzzle is like finding a key to unlock a door; just imagine that the spell is the key, and Confu'Ral is the door.

New example! Let's see... Quizzes! See if the player is REALLY paying attention to the dialogue (Dear Arceus, I know most people don't read the dialogue or play the past parts, especially new players....). Most people (Especially noobs who don't know the Spore website exists) usually just see an adventure in their downloads, and gasp, "Wow, this is a nice adventure, I'm going to play it even though it says part 50 out of Arceus knows how many previous parts!" Or, even most people in general just spam the enter key whenever there's a goal that involves dialogue.

Sadly, most people don't read the click-captions and dialogue, fail at an adventure that requires them to know that extra knowledge, rage quit, and rate down. It's sad, I know. My adventures require the player to click objects and talk to characters, especially in part thirty of my series since that knowledge comes into play in part 32.

I'm rambling, I know, but the only reason part thirty-two of my series is rated down is because EVERYONE failed at this quiz I put that requires the player to know stuff that's only shown in part thirty (Or the discription of the quiz items). This just proves how many people don't notice that it's part thirty-two out of who knows how many parts. Just proves who's loyal and who's just a noob that has a short attention-span.

Anyway, quizzes again show if the player is paying attention or not. How to make a quiz is simple: place how many objects you want that can be possible answers, set all but the CORRECT one to 'Defend,' and the correct one to 'Destroy/Kill/Move To.' This makes it so if the player gets the question wrong, they lose! If they get the question correct, they get to advance! It's basically a quiz, nothing else.

Next up, we have memory games! They're very similar to quizzes except you have to REMEMBER something or someone, and get it correct! A prompt to this puzzle could be, "What is the name of this charatcer?" or like, "What is this guy's plan?" there's many more, but it requires the player to have pretty good memory.

I just remembered another one! Who doesn't love mazes?! Essentially, the player must traverse a maze, find the exit, or some object that unlocks the exit! Just as a warning: some players use the 'freecam' cheat to beat mazes; a good way to defend against that cheat is to place ceilings just above the walls, so the player's camera can't oversee the top of the maze. An example of an anti-freecam maze:

Before Anti-Freecam:


After Anti-Freecam: (Note: take MUCH more time being neat with the ceilings and the maze itself; I just made this one just as an example with little effort)


As far as I can remember, there's no other type of puzzle I can think of as of right now. I hope you guys find this chapter useful in your puzzle-making quests, and make sure to use gameplay objects and goals depending on what type of puzzle you want. In the next chapter, I will discuss the many issues concerning the infamous 'ban' glitch with adventures, and ways to prevent them. See you there!
Chapter Eleven: The Infamous Ban Glitch
Have you always wondered, "Hey, what's that no entry sign on my or my friend's adventures?" Well, my humble reader: that shows that the adventure is banned, and cannot be played in quick-play or in-game, but can be played in the editor. There are a multitude of ways to get your advenuture banned such as:
Using modded content
Sharing all the props/creations at once if you didn't before, and is trying to share the adventure
A really bad glitch
Or sharing creations that are in the adventure creator (Even just in the cast) and sharing them while they're in the adventure creator

Okay, first part! To start creating your adventure, you need to locate the Adventure Creator; to find, go to the main screen and click "Create" Wha-BAM! You're in! You'll have to choose a starting planet to serve as the base of your adventure, you can still terraform it though! You should see a screen with a bunch of starting planets; like this: After you're done choosing your starting planet, you'll be presented with your planet. Up close, you can see grass or rocks, depending your starting planet. I'll quickly show off the controls:
Middle Mouse Button (For people who have a mouse) and move in the direction you want rotates the camera.
WASD: Moves the camera around your planet.
Left Mouse Button: Selects an object; when a creature, vehicle, or building is selected, hold SHIFT and move the middle mouse button up or down to increase or decrease the size of said object. Example:



> Or < can also rotate the camera.
Scrolling the middle mouse button without anything selected zooms in the camera.
Holding the ALT key while clicking and dragging objects duplicates them, their settings, and even size.
Hold CONTROL and click on an object (Building, fixed object, or gameplay object) drag the cursor up or down to manipulate the object on the Y axis. To put it simply, it raises or lowers the object without moving it side to side. Holding SHIFT instead moves it on the X and Z axis, or horizonatlly without raising or lowering said object. In addition, this combination of keys can also be used in the building creator as well.
You can press s+CTRL to quickly save instead of pressing the save button.
(Thanks to the Spore user Mati500000 for the knowledge!)
I suggest you mess around with these controls to get used to them.
This has been the Spore: Galactic Adventures Creator Basics; moving on!
So, want to make a creature speak properly? You've come to the right guide! Dialogue can be quite simple.... depending on what type you're doing. How to add "Goal" dialogue to a character, drag the goal icon to a creature, building, or vehicle, then select at the top, "Speech/Captions."
Example:

Now, there are multiple dialogue options. Including: Speaking, Thoughts, Caption, and Radio Bubble. Each making the goal character do somthing different. If you choose speaking for the first section, the goal character will start speaking what you typed in that section. If you choose thoughts, the goal character speaks in a echoing voice; also done without any mouth movement. Caption basically makes the goal character just sit there, as if YOU were talking to it! Radio bubble makes it sound like a machine, such as a robot talking to you. These make the dialogue much more different than just a speech bubble, it adds some spice!

A way to make it more clear if YOU are speaking, try making a caption bubble, then put, "You:" right before you put your text.

Example:Such as shown, it makes the dialogue more interesting. By the way, don't forget proper grammar and punctuation! This had been a tutorial on Spore: Galactic Adventures Dialogue!
Hope this helps Adventure Creators, such as myself, and thanks for looking at this guide!

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