Thrive Game Development

Development of the evolution game Thrive.
 
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Holomanga

Most users ever online was 33 on Sun Nov 14, 2010 9:51 am
2011: A look back
Sun Jan 01, 2012 7:29 pm by ~sciocont
I'm not one to celebrate the new year much- where I live, It just means four months of freezing weather and little daylight- but I'd like to take a look back at what we as a community have done in 2011, and peer forward into 2012. At times our project seems awash in uncertainty, and I think we might never reach our goals. It's at times like this when I stop to think about what Thrive has …

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 Facial Recognition and Procedural Art

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Tenebrarum
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PostSubject: Facial Recognition and Procedural Art   Tue Oct 19, 2010 3:43 pm

Many creatures recognize certain area's of their species bodies and use these to differentiate eachother. We use faces, Whales use flukes, etc. I know of many race concepts involving this, including one Spore race that focuses on a complex system of back-plates. I ask this because, if we can get the game to identify these places, then presumably we could actually have, to a limited degree, procedural art.

Concidering the decoration editor, we could input a few aspects, like major senses, and that create Statues, releifs, painting, tapestries and so on, actually depicting certain organisms. These would be very limited, but having them at all would greatly improve the explorative nature of gameplay.

Any thoughts? Is this possible at all?
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Xenopologist
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 3:55 pm

I can't see how the game would recognize these areas of importance without the player defining them, but that's the only major roadblock I can think of right now.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 4:06 pm

Xenopologist wrote:
I can't see how the game would recognize these areas of importance without the player defining them, but that's the only major roadblock I can think of right now.
I'm thinking areas of intense complexity, or maybe areas of extreme variation from org. to org.. Or maybe both.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 4:31 pm

Still, there are intensely complex and highly variable parts of any Earth species that aren't necessarily the place where art would place its focus. The human hand might look as variable and complicated as the human face to such an algorithm, and I don't see any way around that.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 5:09 pm

Xenopologist wrote:
Still, there are intensely complex and highly variable parts of any Earth species that aren't necessarily the place where art would place its focus. The human hand might look as variable and complicated as the human face to such an algorithm, and I don't see any way around that.


Seeing as the game will recognize graspers, I do see a way around that.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 5:30 pm

let's just do what you said earlier, and have the player define it.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 6:00 pm

toxiciron wrote:
let's just do what you said earlier, and have the player define it.


I do agree with that as an option, but the main point of this is to allow computer generated races to develope easier.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 6:25 pm

if it's computer generated, then how could we be unhappy with the results? if it isn't our creature, that is.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 6:35 pm

toxiciron wrote:
if it's computer generated, then how could we be unhappy with the results? if it isn't our creature, that is.

We'd see it when exploring.
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PostSubject: Re: Facial Recognition and Procedural Art   Tue Oct 19, 2010 6:44 pm

let me rephrase that. if everything else we see is computer generated, everything will be random, and unable to be controlled by us. so there could be many things we are unhappy with.
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