Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  CalendarCalendar  FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  RegisterRegister  Log inLog in  
Welcome new and returning members!
Sign up and introduce yourself. ADMIN knows your ASL.
If you're new, read around a bit before you post: the odds are we've already covered your suggestion.
We are working with a relatively new theme, so visual bugs are being addressed.
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: The Microbe stage environment is taking shape.
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
READ BEFORE POSTING
FAQs Wiki OE CC Thrive
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 1461 registered users
The newest registered user is Mawrak

Our users have posted a total of 29654 messages in 1328 subjects
Who is online?
In total there are 3 users online :: 1 Registered, 0 Hidden and 2 Guests :: 1 Bot

Oneven

Most users ever online was 443 on Sun Mar 17, 2013 4:41 pm
Application System
Fri Jan 31, 2014 2:33 am by NickTheNick
Just note that this devblog is meant to elaborate the point made by the previous devblog.

As you have probably noticed by now, there have been some revisions to the structure of the forum, and primarily, the team. Several developers have discussed and decided to implement these changes, because we feel they are an improvement over what we had before.

What Changed and Why?

All new users begin …

[ Full reading ]
Comments: 0
Keywords
evolution planet space game organism date prototype plant music cell Aware creature tree tech video religion Thrive Devblog concept editor nickthenick biomes Gameplay releases progress stage
Latest topics
» Soundtrack Completion
by Oliveriver Today at 7:46 am

» I would like to help development.
by moopli Yesterday at 6:58 pm

» Music List Thread (Post New Themes Here)
by MitochondriaBox Mon Jul 28, 2014 4:46 pm

» Microbe GUI Finalisation
by TheRabiesGuineaPig Mon Jul 28, 2014 4:17 am

» Application to join the team
by LegoHoss Sun Jul 27, 2014 4:12 pm

» Greetings!
by Maxtorm Sun Jul 27, 2014 2:16 am

» Revolutionary Games Website's Thread
by Oliveriver Sat Jul 26, 2014 6:45 am

» Sound Effects Discussion
by Oliveriver Sat Jul 26, 2014 6:30 am

» Miscellaneous Bugs And Questions That Don't Deserve Their Own Thread Thread
by PropTheRedstoner Fri Jul 25, 2014 11:16 am

» Bug report thread
by MitochondriaBox Thu Jul 24, 2014 1:13 pm

» Fighting idea
by Scottnov Sat Jul 19, 2014 8:54 pm

» Microbe Stage GDD
by Tritium Sat Jul 19, 2014 9:42 am

» 3, 2, 1! We have lift- I mean application-I MEAN, re-application!
by DeanDactyl Sat Jul 19, 2014 8:36 am

» Application here!
by Hergotzer Fri Jul 18, 2014 12:39 pm

» Etnias/subraces.
by ariel1 Thu Jul 17, 2014 8:50 pm

» Action Idea
by AwesomeSiebren Thu Jul 17, 2014 9:01 am

» Thrive Task List
by moopli Wed Jul 16, 2014 9:50 pm

» Earthium Awakens.
by NickTheNick Mon Jul 14, 2014 7:30 pm

» Outreach Discussion
by Oliveriver Tue Jul 08, 2014 1:47 pm

» Graphics for Thrive
by TheRabiesGuineaPig Tue Jul 08, 2014 11:56 am

Share | 
 

 Tech Editor/Maker

View previous topic View next topic Go down 
Go to page : 1, 2, 3, 4  Next
AuthorMessage
Darkov
Newcomer


Posts: 58
Reputation: 1
Join date: 2010-09-23

PostSubject: Tech Editor/Maker   Sat Sep 25, 2010 3:25 pm

To ease the way we make a tech tree, i made a small program with Game Maker. With it, you can make a tech tree very easily, you can save it and edit/add more to it at any time. You can also save an image file of the tech tree and post it here.
Here are some screens:
The interface: http://img69.imageshack.us/img69/3576/scrrenm.jpg
And an example pic of the tech tree: http://img62.imageshack.us/img62/9365/exampleiamge.png
The UPLOAD LINK:
http://web.hit.bg/thrivedown/Tech%20Editor.exe
If you want to use levels, just name the Tech "Tech Name 1-10", or if you want do not use levels.
Controls:
You click on a tool from the tool box, there are 3 tools, one for placing tech boxes, one for placing connection boxes and one for deleting.
If you want to change the properties of a tech box/connection box, like the text or the connection, right click.
If you want to move the tech box/connection box right click, hold and move.

NOTE: There is a problem with gm, i do not know why its there, but it there. When you save an image of the tech tree, it will be saved on your main C:// hard drive. You can move it after that. Sorry for the inconvenience.

I hope it gets used.


Last edited by Darkov on Thu Sep 30, 2010 5:36 am; edited 1 time in total
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1128
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Tech Editor/Maker   Sat Sep 25, 2010 4:36 pm

Gamemaker :D I remember using it for a quiz in school long ago.


You should draw those buttons after drawing those lines, so they wont overlap them. Also those black stripes leave the text unreadable.

How does it work? What are those levels, 2 tech req and all? Are vertical tech trees possible?
Back to top Go down
View user profile
Darkov
Newcomer


Posts: 58
Reputation: 1
Join date: 2010-09-23

PostSubject: Re: Tech Editor/Maker   Sat Sep 25, 2010 6:38 pm

Commander Keen wrote:
Gamemaker Very Happy I remember using it for a quiz in school long ago.


You should draw those buttons after drawing those lines, so they wont overlap them. Also those black stripes leave the text unreadable.

How does it work? What are those levels, 2 tech req and all? Are vertical tech trees possible?
Ok i will change that. And i will make the colour of the letters white.

The levels are for "Firemaking level 1", "Firemaking level 2" and so on, if we are gonna use levels at all.
You can place the tech boxes everywhere. The tech requarments mean this:
If 2 or more tech boxes connect to one little box which says "AND" and that little box connects to another tech box(lets call this tech box "A"), the "A" needs all the teches that are connected to "AND" to be researched in order "A" be researched.
Back to top Go down
View user profile
Waap
Newcomer


Posts: 77
Reputation: 1
Join date: 2010-07-20
Age: 16
Location: Waap. HQ

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 1:51 am

Wouldn't it get a bit confusing when there are loads of different things sending lines backwards and forwards across the screen? Or is there an uber awesome way of making it tidy? Just a thought.
-Waap. Neutral
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1128
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 2:26 am

Darkov wrote:
The levels are for "Firemaking level 1", "Firemaking level 2" and so on, if we are gonna use levels at all.

We will certainly have levels for researches, but I haven't thought of including it into the tree. Nice. (Just make sure it supports level 1-99. Maybe as a small number somewhere in the box?).

Back to top Go down
View user profile
The Uteen
Sandbox Team Lead


Posts: 1485
Reputation: 70
Join date: 2010-07-06
Age: 17
Location: England, Virgo Supercluster

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 4:30 am

What are levels for techs?
Back to top Go down
View user profile
Darkov
Newcomer


Posts: 58
Reputation: 1
Join date: 2010-09-23

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 5:32 am

Commander Keen wrote:
Darkov wrote:
The levels are for "Firemaking level 1", "Firemaking level 2" and so on, if we are gonna use levels at all.

We will certainly have levels for researches, but I haven't thought of including it into the tree. Nice. (Just make sure it supports level 1-99. Maybe as a small number somewhere in the box?).

Well i will make it for 99 levels somehow, right not it supports 5 levels, my thoughts were like this:
The levelled tech boxes are divided by strokes into smaller boxes, each smaller box represents a level. So a box with no strokes is not divided and will have one level. But if its divided by one stroke it will have 2 levels, if it is divided by 2 strokes it will have 3 levels and so on.

Waap wrote:
Wouldn't it get a bit confusing when there are loads of different things sending lines backwards and forwards across the screen? Or is there an uber awesome way of making it tidy? Just a thought.
-Waap. Neutral
It depends on the designer.
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1128
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 8:10 am

Well, every research topic can have levels 1-99 (maybe even more), and dividing a button it into 99 little squares will look crap. Besides that, what is even slicing the button into two good for? When you will need that leveled tech later in the tree, you could just use the button again, with blue background and a little number in top right showing the level number.
Back to top Go down
View user profile
Darkov
Newcomer


Posts: 58
Reputation: 1
Join date: 2010-09-23

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 8:42 am

i think it will be best like this:
No sliced tech boxes and no numbers in the corner. instead you can name a tech like this: "Laser 1-10" then that tech can lead to two other teches:
"Laser 10-20" and "Plasma 1-5". That way you can make a tech require a specific level of another tech.
Back to top Go down
View user profile
The Uteen
Sandbox Team Lead


Posts: 1485
Reputation: 70
Join date: 2010-07-06
Age: 17
Location: England, Virgo Supercluster

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 12:48 pm

What does a tech level represent relating to real life tech?
Back to top Go down
View user profile
Darkov
Newcomer


Posts: 58
Reputation: 1
Join date: 2010-09-23

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 3:28 pm

The Uteen wrote:
What does a tech level represent relating to real life tech?
For example a laser level 1 works, but a laser level 2 is a better laser, as scientist understand more about, umm lasers. I dunno, i just made a tool to represent the tech tree idea, i didn't thought of the idea my self.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts: 3428
Reputation: 134
Join date: 2010-07-06

PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 7:11 pm

Darkov wrote:
The Uteen wrote:
What does a tech level represent relating to real life tech?
For example a laser level 1 works, but a laser level 2 is a better laser, as scientist understand more about, umm lasers. I dunno, i just made a tool to represent the tech tree idea, i didn't thought of the idea my self.
I think we can simplify levels to what is absolutely necessary. you wouldn't need 99 levels of something, you'd only need enough to show its basic stages of development until it becomes optimized. Basically, each level should lead to either a better version of the technology or the ability to research another one.

_________________
Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
Back to top Go down
View user profile
zotobom
Newcomer


Posts: 83
Reputation: 2
Join date: 2010-09-26
Age: 23
Location: The Netherlands

PostSubject: Re: Tech Editor/Maker   Mon Sep 27, 2010 12:04 am

~sciocont wrote:
Darkov wrote:
The Uteen wrote:
What does a tech level represent relating to real life tech?
For example a laser level 1 works, but a laser level 2 is a better laser, as scientist understand more about, umm lasers. I dunno, i just made a tool to represent the tech tree idea, i didn't thought of the idea my self.
I think we can simplify levels to what is absolutely necessary. you wouldn't need 99 levels of something, you'd only need enough to show its basic stages of development until it becomes optimized. Basically, each level should lead to either a better version of the technology or the ability to research another one.
I was thinking of five levels:

1. Weak laser that cant be used for fighting: accelerates production times.
2. Better laser that can be used for fighting,but is very weak.
3. Good laser that can slice infantery apart
4. Anti Tank laser that can destroy vehicles
5. Superweapon laser. For very high costs you can launch a laser platform into space that can shoot a giant laser at the enemy.
Back to top Go down
View user profile
Noitulove
Regular


Posts: 238
Reputation: 0
Join date: 2010-07-09

PostSubject: Re: Tech Editor/Maker   Mon Sep 27, 2010 3:17 am

zotobom wrote:

I was thinking of five levels:

1. Weak laser that cant be used for fighting: accelerates production times.
2. Better laser that can be used for fighting,but is very weak.
3. Good laser that can slice infantery apart
4. Anti Tank laser that can destroy vehicles
5. Superweapon laser. For very high costs you can launch a laser platform into space that can shoot a giant laser at the enemy.

No, that's just blatantly copying Spore. Have you even played it?

In creature stage there are 5 levels of parts save for limbs and details.
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1128
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Tech Editor/Maker   Mon Sep 27, 2010 4:31 am

I think including many levels is the way. Instead of just having a few levels and huge skips between them, levels should be like upgrades to the technology boosting it's efficiency, allowing the user either to have smaller or more efficient techs.

Take computers as an example. There weren't just computers big as a room and then suddenly microprocessors. They were gradually shrinking and gaining effectivity, until they were like we have them now.
Back to top Go down
View user profile
 

Tech Editor/Maker

View previous topic View next topic Back to top 
Page 1 of 4Go to page : 1, 2, 3, 4  Next

 Similar topics

-
» E World Tech Paypal Shop Maker V5 0 1
» (2011) CAD-KAS PDF Editor 3.3 Crack
» Layout Editor and APP update
» John Deere Pld File Encryptor/decryptor (editor) V01
» Crack.Web.Album.Maker.3.1.0.0 | Temp

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development ::  ::  :: -