Thrive Game Development

Development of the evolution game Thrive.
 
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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 ]
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Keywords
tree space Devblog video date Thrive Aware editor spore multiplayer organism releases tech concept game creature prototype nickthenick progress evolution cell planet plant stage Gameplay music
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 Tech Editor/Maker

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Darkov
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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
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Commander Keen
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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?
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Darkov
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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.
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Waap
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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
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Commander Keen
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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?).

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

What are levels for techs?
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Darkov
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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.
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Commander Keen
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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.
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Darkov
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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.
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The Uteen
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PostSubject: Re: Tech Editor/Maker   Sun Sep 26, 2010 12:48 pm

What does a tech level represent relating to real life tech?
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Darkov
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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.
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~sciocont
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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.

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zotobom
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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.
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Noitulove
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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.
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Commander Keen
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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.
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