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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

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evolution wiki cell editor tree Thrive video game concept biomes space stage creature date underwater research tech planet prototype music Gameplay Devblog organism microbe progress auto
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Senses integration. 5 5 2
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 Senses integration.

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Milan0ka



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PostSubject: Re: Senses integration.   Sun Jul 10, 2011 4:42 am

Hi I'm new here but take a look at this:

Magnetic fields
The perception of magnetic fields by migratory birds has been suggested to be light dependent.[30] Birds move their head to detect the orientation of the magnetic field,[31] and studies on the neural pathways have suggested that birds may be able to "see" the magnetic fields.[32] The right eye of a migratory bird contains photoreceptive proteins called cryptochromes. Light excites these molecules to produce unpaired electrons that interact with the Earth's magnetic field, thus providing directional information.[33][34]
(http://en.wikipedia.org/wiki/Bird_vision)

So that means that magnetic fields maybe are a visible sense.
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~sciocont
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PostSubject: Re: Senses integration.   Sun Jul 10, 2011 10:30 am

Milan0ka wrote:
Hi I'm new here but take a look at this:

Magnetic fields
The perception of magnetic fields by migratory birds has been suggested to be light dependent.[30] Birds move their head to detect the orientation of the magnetic field,[31] and studies on the neural pathways have suggested that birds may be able to "see" the magnetic fields.[32] The right eye of a migratory bird contains photoreceptive proteins called cryptochromes. Light excites these molecules to produce unpaired electrons that interact with the Earth's magnetic field, thus providing directional information.[33][34]
(http://en.wikipedia.org/wiki/Bird_vision)

So that means that magnetic fields maybe are a visible sense.

Hey there, nice post. You should probably go introduce yourself in the welcome section.

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Mysterious_Calligrapher
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PostSubject: Re: Senses integration.   Sun Jul 10, 2011 10:49 am

Nice information dive.

Scio, I vote that "noisy" be reserved for equiptment. It just doesn't look right as something that an organic creature would see, but it's definitely a possible problem with digital.

And I thought that picture looked familiar...

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~sciocont
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PostSubject: Re: Senses integration.   Sun Jul 10, 2011 4:06 pm

Mysterious_Calligrapher wrote:
Nice information dive.

Scio, I vote that "noisy" be reserved for equiptment. It just doesn't look right as something that an organic creature would see, but it's definitely a possible problem with digital.

And I thought that picture looked familiar...

"Noisy" can be used in combination with night vision for a true night vision effect. When it's very dark, you see RGB noise, even though your eyes only see in black and white in the dark.

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Tenebrarum
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PostSubject: Re: Senses integration.   Mon Aug 01, 2011 2:35 pm

Question, will visual overlay be permanently present, togglable, or will it be a 1st Person/3rd Person distinction?

Touch overlay: Underground is simple enough. If your face is pressed against dirt, toggle limited echolocation.

Now, for regular touch, I vote we have a box or shard or whatever in some corner of the screen that opens up whenever you examine sommit. This will contain text as nessicary, as well as a few visual clues. This should help speed up the recognition procces on the players part. Show a little orb in the shard/box. If it's cold, it'll turn blue. If it's hot, it'll turn red. If it's smooth, it'll be a perfect circle. If it's rough, it'll be grainy and jagged. If it's sharp, it'll grow spikes.

Silly idea, I know, but it might cut off a few seconds of time and help alleviate the immersion fracture text tends to bring.
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~sciocont
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PostSubject: Re: Senses integration.   Mon Aug 01, 2011 9:10 pm

Tenebrarum wrote:
Question, will visual overlay be permanently present, togglable, or will it be a 1st Person/3rd Person distinction?

Touch overlay: Underground is simple enough. If your face is pressed against dirt, toggle limited echolocation.

Now, for regular touch, I vote we have a box or shard or whatever in some corner of the screen that opens up whenever you examine sommit. This will contain text as nessicary, as well as a few visual clues. This should help speed up the recognition procces on the players part. Show a little orb in the shard/box. If it's cold, it'll turn blue. If it's hot, it'll turn red. If it's smooth, it'll be a perfect circle. If it's rough, it'll be grainy and jagged. If it's sharp, it'll grow spikes.

Silly idea, I know, but it might cut off a few seconds of time and help alleviate the immersion fracture text tends to bring.

That's quite a good concept. Yes, of course, overlay is toggleable.

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Deathbite42
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PostSubject: Re: Senses integration.   Sat Jul 28, 2012 5:37 pm

Wait a second. I don't think excessive sensory overlay is a good idea. So smell should also be in text.
Also, if we have a deeply underground creature without echolocation, it might well be the earlier mentioned newspaper read, with your screen a page saying,
Smells food! It's a Pinercalosaurus!
Feels traction from racing across the cave floor
No, pain! Got stabbed by stalagmite!
Hears scream of Pinercalosaurus
Closing in
Crunches on tasty Pinercalosaurus
Sound: cave moving!
Pain while dying by falling rocks
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PostSubject: Re: Senses integration.   Mon Jul 30, 2012 10:18 am

Sense Smell
organ Nasal organ (may be something else, I hear cats can smell through the roof of their mouth)
render method text displaying smells (smells...) with low sensory, if the smell sense is stronger, they can click a "track" button under the text and a trail of light appears which they can follow
levels weak smell (only text) slightly stronger (text and very faint tracking trails) strong smell (text and bright tracking trails)
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Deathbite42
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PostSubject: Re: Senses integration.   Mon Jul 30, 2012 4:22 pm

Smell is not only used for tracking.
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PostSubject: Re: Senses integration.   Tue Jul 31, 2012 8:31 am

Deathbite42 wrote:
Smell is not only used for tracking.

I didn't say it was. I said it's an option if you can smell good enough.
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PostSubject: Re: Senses integration.   Tue Jul 31, 2012 10:04 pm

Maybe:
1. Chaotic text
2. 1+color trails
3. 2+trails made of text
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PostSubject: Re: Senses integration.   Wed Aug 01, 2012 8:02 am

why? It's already fine. we don't need trails of text because while following a colour trail, you would see text in the smell text.
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Atrox_Somnium



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PostSubject: Re: Senses integration.   Yesterday at 7:23 pm

for smell, what if we have small buttons of different colors that you can click to smell for certain things. For example we can click on a certain colored button (possibly in the shape of a shard) and then a cloud trail will appear matching the color of the button, leading the player to what you are looking for. Think of it like this: All the player sees is blackness, but then if you want to look only for food you click a green shard (or whatever color will be for food) located somewhere on the screen and then cloud trails leading to possible food sources appear, they will become thicker as you get closer to the source. What do you guys think?

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~sciocont
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PostSubject: Re: Senses integration.   Yesterday at 7:29 pm

Atrox_Somnium wrote:
for smell, what if we have small buttons of different colors that you can click to smell for certain things. For example we can click on a certain colored button (possibly in the shape of a shard) and then a cloud trail will appear matching the color of the button, leading the player to what you are looking for. Think of it like this: All the player sees is blackness, but then if you want to look only for food you click a green shard (or whatever color will be for food) located somewhere on the screen and then cloud trails leading to possible food sources appear, they will become thicker as you get closer to the source. What do you guys think?


Not bad.

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NickTheNick
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PostSubject: Re: Senses integration.   Yesterday at 7:45 pm

Atrox_Somnium wrote:
for smell, what if we have small buttons of different colors that you can click to smell for certain things. For example we can click on a certain colored button (possibly in the shape of a shard) and then a cloud trail will appear matching the color of the button, leading the player to what you are looking for. Think of it like this: All the player sees is blackness, but then if you want to look only for food you click a green shard (or whatever color will be for food) located somewhere on the screen and then cloud trails leading to possible food sources appear, they will become thicker as you get closer to the source. What do you guys think?



Is this assuming that the organism has no other senses?

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