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 916 registered users
The newest registered user is RejeZachary

Our users have posted a total of 23923 messages in 1129 subjects
Who is online?
In total there are 7 users online :: 2 Registered, 0 Hidden and 5 Guests :: 1 Bot

Immortal_Dragon, penumbra espinosa

Most users ever online was 443 on Sun Mar 17, 2013 4:41 pm
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 …

[ Full reading ]
Comments: 9
Keywords
music stage evolution Devblog auto prototype creature biomes research concept Gameplay planet space cell editor organism tree video microbe tech game progress underwater Thrive date spore
Latest topics
» Engine Architecture
by Seregon Today at 4:00 pm

» Squad Editor Finalization
by Aiosian_Doctor_Xenox Today at 3:22 pm

» Music List Thread (Post New Themes Here)
by Oliveriver Today at 2:13 pm

» Art Team: We Need You!
by Thriving Cheese Today at 1:57 pm

» What's up?
by Thriving Cheese Today at 1:04 pm

» Concept Art Thread
by Thriving Cheese Today at 12:59 pm

» Outreach Discussion
by WilliamstheJohn Today at 3:09 am

» Eukaryote Ecosystem Prototype Concept
by WilliamstheJohn Today at 12:41 am

» Forum Mod Discussion
by NickTheNick Yesterday at 10:19 pm

» Miscellaneous Bugs And Questions That Don't Deserve Their Own Thread Thread
by Aiosian_Doctor_Xenox Yesterday at 5:34 pm

» Biome List
by pentomid Yesterday at 3:53 pm

» Bilinguals wanted! Quiero personas bilingües! Je veux bilingues!
by Anagennesarcus Yesterday at 2:50 pm

» Aware Stage Combat
by Tritium Yesterday at 2:48 pm

» [Microbe] Implementing compound and agent clouds
by Tritium Yesterday at 1:15 pm

» Building Microbe Stage
by Nimbal Yesterday at 11:31 am

» Function Part Discussion
by Daniferrito Yesterday at 10:42 am

» Microbe Models/Images/Textures
by ~sciocont Yesterday at 10:02 am

» Revamping the Forum
by NickTheNick Yesterday at 12:15 am

» Idea: Local Multiplayer
by NickTheNick Yesterday at 12:11 am

» My Introduction
by NickTheNick Yesterday at 12:08 am

Vehicles catogory's? 5 5 1
Share | .
 

 Vehicles catogory's?

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


Posts: 85
Reputation: 2
Join date: 2010-09-26
Age: 22
Location: The Netherlands

PostSubject: Vehicles catogory's?   Wed Oct 06, 2010 6:55 am

I know,there will be millitary vehicles,but would cargo vehicles be presented? Like cargo planes? And personal cars for your citizens? And maybe passenger aircraft?
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1132
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Vehicles catogory's?   Wed Oct 06, 2010 9:20 am

The role of vehicles will be decided by FPs/TOs present and partially also selected by the player.

But you have raised an interesting question. I'm going to make a topic about it.
Back to top Go down
View user profile
The Uteen
Sandbox Team Lead


Posts: 1489
Reputation: 68
Join date: 2010-07-06
Age: 16
Location: England, Virgo Supercluster

PostSubject: Re: Vehicles catogory's?   Wed Oct 06, 2010 10:22 am

zotobom wrote:
I know,there will be millitary vehicles,but would cargo vehicles be presented? Like cargo planes? And personal cars for your citizens? And maybe passenger aircraft?


Yes
Yes
Yes
The idea has not been raised before, so I'll just say probably.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1341
Reputation: 28
Join date: 2010-07-07
Age: 20
Location: Australia

PostSubject: Re: Vehicles catogory's?   Wed Oct 06, 2010 4:13 pm

I'd say that cargo vehicles will have a "Cargo" tag, and civilian would have "Civilian". Basically, all these would be used for would be to show trade routes and population moving around. For your suggestion of commercial aircraft, that would simply be a TO tagged with "Civilian" and "Aircraft" and has the FPs corresponding to both.
Back to top Go down
View user profile
GamerXA
Regular


Posts: 286
Reputation: 10
Join date: 2010-07-06
Age: 24
Location: Australia, Queensland

PostSubject: Re: Vehicles catogory's?   Wed Oct 06, 2010 4:26 pm

Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1341
Reputation: 28
Join date: 2010-07-07
Age: 20
Location: Australia

PostSubject: Re: Vehicles catogory's?   Wed Oct 06, 2010 4:28 pm

GamerXA wrote:
Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high.

They'd need to be tagged with "Cargo", else how will the game know to use them for that?
Back to top Go down
View user profile
The Uteen
Sandbox Team Lead


Posts: 1489
Reputation: 68
Join date: 2010-07-06
Age: 16
Location: England, Virgo Supercluster

PostSubject: Re: Vehicles catogory's?   Thu Oct 07, 2010 10:33 am

US_of_Alaska wrote:
GamerXA wrote:
Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high.

They'd need to be tagged with "Cargo", else how will the game know to use them for that?


Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction.
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts: 1132
Reputation: 35
Join date: 2010-07-23
Location: Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Vehicles catogory's?   Thu Oct 07, 2010 2:39 pm

The Uteen wrote:
Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction.


Select a what you want to load, select load command, click on the transport. The tags would be more useful for AI players, and reduction of micromanagement on player.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1341
Reputation: 28
Join date: 2010-07-07
Age: 20
Location: Australia

PostSubject: Re: Vehicles catogory's?   Thu Oct 07, 2010 4:00 pm

The Uteen wrote:
US_of_Alaska wrote:
GamerXA wrote:
Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high.

They'd need to be tagged with "Cargo", else how will the game know to use them for that?


Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction.

You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads.
Back to top Go down
View user profile
Xenopologist
Learner


Posts: 108
Reputation: 3
Join date: 2010-08-07

PostSubject: Re: Vehicles catogory's?   Thu Oct 07, 2010 4:31 pm

US_of_Alaska wrote:
The Uteen wrote:

Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction.

You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads.


Won't that be handled by the physics engine and the impracticality of such tech disparity? Cars won't float, boats won't fly, and by the time the AI develops nuclear weaponry horses and carts will be far obsolete. I agree with Uteen; tags only need describe primary tasks, not limit what the vehicle can do. The vehicle's FPs and physical structure will do that just fine.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts: 3277
Reputation: 102
Join date: 2010-07-06

PostSubject: Re: Vehicles catogory's?   Thu Oct 07, 2010 5:18 pm

Xenopologist wrote:
US_of_Alaska wrote:
The Uteen wrote:

Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction.

You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads.


Won't that be handled by the physics engine and the impracticality of such tech disparity? Cars won't float, boats won't fly, and by the time the AI develops nuclear weaponry horses and carts will be far obsolete. I agree with Uteen; tags only need describe primary tasks, not limit what the vehicle can do. The vehicle's FPs and physical structure will do that just fine.

Physics will only be used for this in org mode. basically, physics will only determine what tags it can have after it's tested in the tech area.

_________________
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
US_of_Alaska
Overall Team Co-Lead


Posts: 1341
Reputation: 28
Join date: 2010-07-07
Age: 20
Location: Australia

PostSubject: Re: Vehicles catogory's?   Fri Oct 08, 2010 1:32 am

~sciocont wrote:
Physics will only be used for this in org mode. basically, physics will only determine what tags it can have after it's tested in the tech area.

Okay, i think that the solution to this problem UTeen is having with things only doing what they were built to can be solved by having an option in the Tech Editor that checks the TO against every possible tag. Does this work for everyone?
Back to top Go down
View user profile
The Uteen
Sandbox Team Lead


Posts: 1489
Reputation: 68
Join date: 2010-07-06
Age: 16
Location: England, Virgo Supercluster

PostSubject: Re: Vehicles catogory's?   Fri Oct 08, 2010 1:26 pm

So the game figure out what tags a TO can have and assigns them to it, making it so when physics is off, the effects of it still work on the object.

The tags entered by the user will be the ones the AI uses it for, and the TO will be best at doing?

Of course, if there isn't some way of making tagged uses the player doesn't select not as effective, this feature will be abused, players making the AI use mini-coopers for delivery, aeroplanes as cars, and motorbikes for public transport... Laughing Ah, strange world. Razz
Back to top Go down
View user profile
eumesmo
Regular


Posts: 297
Reputation: 6
Join date: 2010-07-09

PostSubject: Re: Vehicles catogory's?   Fri Oct 08, 2010 4:27 pm

there was a company that once made vehicles that were both cars and planes, made of the back of a cesna and the front of a fiat pinto
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1341
Reputation: 28
Join date: 2010-07-07
Age: 20
Location: Australia

PostSubject: Re: Vehicles catogory's?   Fri Oct 08, 2010 7:01 pm

The Uteen wrote:
So the game figure out what tags a TO can have and assigns them to it, making it so when physics is off, the effects of it still work on the object.

The tags entered by the user will be the ones the AI uses it for, and the TO will be best at doing?

Of course, if there isn't some way of making tagged uses the player doesn't select not as effective, this feature will be abused, players making the AI use mini-coopers for delivery, aeroplanes as cars, and motorbikes for public transport... Laughing Ah, strange world. Razz

This is why i wanted the player to choose what it was designed for...
Back to top Go down
View user profile
 

Vehicles catogory's?

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

 Similar topics

-
» Some Umbrella's Vehicles for GTA SA
» Export Vehicles from 3ds max to .dff
» Wychavon....New licensing rules for private hire vehicles
» Fast vehicles, transports and shooting
» KFF and Vehicles

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