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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 …
[ Full reading ] | | Comments: 5 |
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GamerXA - Organism Editor
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| | GamerXA - Organism Editor | |
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GamerXA Regular

Posts: 286 Reputation: 10 Join date: 2010-07-06 Age: 24 Location: Australia, Queensland
 | Subject: GamerXA - Organism Editor Sun Jul 11, 2010 12:46 am | |
| My idea for the OE that was on the other forum. It consisted of basic materials and most importantly, a parts tab.
There are five tabs that allowed the player to control the editor these were: Create:
- Osseous Tissue (Bones): Can be modified in length, width, height, yaw, pitch, roll. Bones could be tha base part of an Organism which all other bones would stem from, it could be a normal joint, or it could be a "Weld". Welds permanently join on to other bones in a certain way to for a structure. Joints could have there degrees of movement modified also.
- Musculature: Contracts to move bones which they are connected to two of at any point on them. They can be modified in size and connect to other muscles.
- Adipose (Fat):Connects to both skin an bones and can be modified to their standard size and priority in their size increase.
- Scleroproteins (Claws, Nails, Hair, Cellulose, Bark, Shells, Scales, etc.)Scleroproteins can be curved in almost every way, sized in almost every way, rotated, increased in thickness and rounded. They can connect to skin, bone and other ScPs.
Delete:
- Can be modified to select Bones, ScPs, Fat and or Muscles that extend from the selected one for deletion.
Duplicate:
Move:
- Similar to Delete and Duplicate.
Parts:
- Premade parts that can be dropped onto the Organism without much effort. The Player can create new parts and load new parts into the game. The parts can be filtered to only include bones and other combinations of material types.
Filters:- Transparency for types of materials in the viewer.
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|  | | US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 4:27 am | |
| I will point out that this is nearly identical to Scio's editor, with the exception of the scleroproteins. Why not just add the scleroproteins idea to Scio's concept? |
|  | | GamerXA Regular

Posts: 286 Reputation: 10 Join date: 2010-07-06 Age: 24 Location: Australia, Queensland
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 4:31 am | |
| I believe that this Concept has enough minor differences to sufficiently warrant a new topic. For Example, in this concept there is no spine, welds (I think that's different), the musculature is also placed in a different manner a. |
|  | | US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 4:36 am | |
| The no spine thing is a good point.
But i think that attaching muscle manually is a big ask. Also, it wasn't clear if you could attach muscles to scleroprotein parts? Making shelled and invertebrate creatures would probably involve doing this, wouldn't it? |
|  | | GamerXA Regular

Posts: 286 Reputation: 10 Join date: 2010-07-06 Age: 24 Location: Australia, Queensland
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 5:34 am | |
| Yes, this would be a requirement in order to manipulate details. Procedural Muscling would also probably be an option. |
|  | | US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 5:48 am | |
| | GamerXA wrote: | | Yes, this would be a requirement in order to manipulate details. Procedural Muscling would also probably be an option. |
So what are the main differences between your editor and scio's?
from what i can understand the list is: - scleroproteins - option to manually add or change muscles - spines are built rather than a preset - different layout (tabs are different)
To be honest, i prefer scio's method of navigating the editor. Tabs for Main, Behaviour and Test. In Main, a section for skeleton, muscles/organs, skin and details (which could hold the scleroproteins idea). But as long as there is a way to easily build a spine or have presets or save 'collections' of bone, i am happy with your bone method. |
|  | | InvaderZim Experienced

Posts: 533 Reputation: 11 Join date: 2010-07-10 Age: 16 Location: Waiting for admittance to the Waiting Room
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 10:00 am | |
| It's a good idea and all, Gamer, but I'd prefer Sciocont's method. |
|  | | ~sciocont Overall Team Lead

Posts: 3177 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: GamerXA - Organism Editor Sun Jul 11, 2010 7:34 pm | |
| I'llk throw it at the current system and see what's best. Keep discussing it here. I think basically yours is like mine, but with better lingo, which i like  _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | maker.of.light Newcomer

Posts: 49 Reputation: 0 Join date: 2010-08-13 Location: Not Belgium
 | Subject: Re: GamerXA - Organism Editor Fri Aug 13, 2010 9:26 pm | |
| I hope theres a water stage in this EDIT: or atleast the ability to make a whole race underwater.. that'd be cool. but then again it would be kind of buggy since most other races would be above ground and to conquer them you'd have to go above ground too but your aquatic so... would there be like tanks filled with water/etc |
|  | | DragonEye4 Regular

Posts: 220 Reputation: -2 Join date: 2010-07-14 Location: Somewhere
 | |  | | koiboi59 Learner

Posts: 126 Reputation: 4 Join date: 2010-07-20 Location: Free Country USA
 | Subject: Re: GamerXA - Organism Editor Sat Aug 14, 2010 9:42 am | |
| i like the idea but it seems to complex for *looks around* "others". i mean i could easily see lots of people screwing up, not knowing what to do unless they actually read or listen to the tutorial. |
|  | | maker.of.light Newcomer

Posts: 49 Reputation: 0 Join date: 2010-08-13 Location: Not Belgium
 | Subject: Re: GamerXA - Organism Editor Sat Aug 14, 2010 4:01 pm | |
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|  | | ~sciocont Overall Team Lead

Posts: 3177 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: GamerXA - Organism Editor Sat Aug 14, 2010 5:32 pm | |
| | maker.of.light wrote: | | DragonEye4 wrote: | | maker.of.light wrote: | I hope theres a water stage in this
EDIT: or atleast the ability to make a whole race underwater.. that'd be cool. but then again it would be kind of buggy since most other races would be above ground and to conquer them you'd have to go above ground too but your aquatic so... would there be like tanks filled with water/etc |
Welcome to the project!
Yes, more than likely you will start in the water. A water civilization's main difficulty would be overcoming the fire barrier. |
thanks. and i dont get why aquatic creatures/races would need fire. an aquatic animal's needs are very diffrent to a land creature, for instance land creatures would need fire for warmth but aquatic creatures wouldnt need fire very much, since they would be able to adapt to live in warm/cold water environments. but well i guess fire is also able to keep wild creatures away like being a herbivore fishy [is that even possible? ] gets attacked by sharks or w/e without some sort of way to drive off the attackers they'd get pwnt... and its not that simple to start a fire but on alien worlds who knows... there could be a form of fire that could exist underwater or even a diffrent substance.
EDIT: I heard something about being able to be a plant... |
Yes, The OE allows for any sort of organism to be made. The thing with fire is you need it for the discovery of metallurgy, without which you cannot create much high technology. You'll be stuck in the stone age, basically._________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | maker.of.light Newcomer

Posts: 49 Reputation: 0 Join date: 2010-08-13 Location: Not Belgium
 | Subject: Re: GamerXA - Organism Editor Sun Aug 15, 2010 10:16 am | |
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|  | | US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 27 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: GamerXA - Organism Editor Sun Aug 15, 2010 4:44 pm | |
| | maker.of.light wrote: | | Aha! I just had a idea. there could be like some sort of under water cove in every ocean slash starting point for the underwater civ that they could swim to and since it wouldnt be underwater they could make a fire of sorts. but they'd have to have legs... maybe said race could be like dolphins, mammals that need to surface every so and so so they could surface in the underwater cove and make a sort of tribe there. but said animal would have to have legs or something that would allow them to surface and move with ease, good idea? And can i make creatures that can fire their lazers at any time? [Yes I am watching Lazer Collection 2] |
Umm... Please try to remember that one of the highest priorities of this game is to keep it realistic. Lasers on heads are not so much. Of course with the correct research, you could bionically attach them as weapons. |
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