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.
ADMIN is serious about your dirty mouth. ADMIN treats every cuss as if it were Belgium.
PM ADMIN with bugs. ADMIN thinks bugs are delicious.
Gather past members so we can get back to work!
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: We are now Revolutionary Games!
Log in
Username:
Password:
Log on automatically: 
:: I forgot my password
READ BEFORE POSTING
FAQs Wiki OE CC
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 302 registered users
The newest registered user is awsomegaming10

Our users have posted a total of 15352 messages in 768 subjects
Who is online?
In total there are 2 users online :: 1 Registered, 0 Hidden and 1 Guest :: 1 Bot

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 …

[ Full reading ]
Comments: 4
Keywords
Thrive tech editor space concept tree microbe music evolution language game water cell organism stage engine Devblog Biome wiki Gameplay planet video prototype research auto race
Latest topics
» Cellular evolution concept/questions
Today at 4:07 pm by Holomanga

» Miscellaneous Bugs And Questions That Don't Deserve Their Own Thread Thread
Today at 3:51 pm by ~sciocont

» Plant Gameplay
Today at 2:07 pm by ~sciocont

» Theme Space
Today at 2:06 pm by Doggit

» Implementing Underwater Civilizations
Today at 11:55 am by Doggit

» End of Planets?
Today at 9:59 am by ~sciocont

» Complex Damage System
Today at 9:28 am by MeowMan1

» Concept Art Thread
Yesterday at 1:39 pm by MeowMan1

» Organ Design
Fri May 18, 2012 6:59 pm by MeowMan1

» planets with close orbits or elliptical orbits
Wed May 16, 2012 3:54 pm by ~sciocont

» Calling all disasters
Mon May 14, 2012 2:14 pm by Mysterious_Calligrapher

» And I have suddenly entered...
Mon May 14, 2012 9:24 am by Doggit

» A cool idea of mine
Sun May 13, 2012 3:10 pm by MeowMan1

» Religion and Society
Sat May 12, 2012 12:13 pm by Mysterious_Calligrapher

» Organism's appearance
Fri May 11, 2012 8:55 pm by MeowMan1

» Microbe Stage Final Draft
Fri May 11, 2012 8:12 pm by MeowMan1

» Finishing the Tech Editor
Thu May 10, 2012 9:09 pm by ~sciocont

» Biome List
Thu May 10, 2012 6:50 pm by Mysterious_Calligrapher

» Bilinguals wanted! Quiero personas bilingües! Je veux bilingues!
Thu May 10, 2012 5:42 pm by Mysterious_Calligrapher

» Injury and Wounds
Tue May 08, 2012 9:34 pm by ~sciocont


Share | 
 

 Establishing Language

View previous topic View next topic Go down 
Goto page : 1, 2  Next
AuthorMessage
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Establishing Language   Wed Nov 03, 2010 5:19 pm

One of the things that greatly excited me about 2005 Spore was when Will Wright mentioned that you would have to "play a close encounters game" to establish common language.

Now I don't know about you, but I'd hate it if, when encountering a Nation that does not speak the same language as you, you'd still automatically gain diplomatic relations.

I don't know how, but if we can find a way to make the player have to do some work to establish common language, I'd be thrilled. Any thoughts/ideas?
Back to top Go down
View user profile
2creator
Newcomer


Posts: 69
Reputation: 0
Join date: 2010-10-14
Location: The interwebs

PostSubject: Re: Establishing Language   Wed Nov 03, 2010 5:27 pm

Well for later on in the game we could have a translation technology. Perhaps we could have a language specialist?
Back to top Go down
View user profile
eumesmo
Regular


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

PostSubject: Re: Establishing Language   Wed Nov 03, 2010 6:07 pm

yes, that would speed things up, but it's not mandatory
the further away from the origin of your language the harder it would be for you to understand the other language
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1314
Reputation: 24
Join date: 2010-07-07
Age: 19
Location: Australia

PostSubject: Re: Establishing Language   Thu Nov 04, 2010 12:01 am

A great example for us to work on would be "The Prawns" from District Nine. The people in Johannesburg spent three years in close proximity to the aliens, and so basically learnt their language through interaction like a child does. Obviously having language analysists and linguists would speed the process at which one can learn an alien language up. Only at a very, very, very high computing research level should a universal translator be possible, and it should have some unreliability until the encountered race's language is completely understood.
Back to top Go down
View user profile
Albalrogue
Learner


Posts: 142
Reputation: 0
Join date: 2010-09-26
Age: 19
Location: France

PostSubject: Re: Establishing Language   Thu Nov 04, 2010 6:11 am

US_of_Alaska wrote:
A great example for us to work on would be "The Prawns" from District Nine. The people in Johannesburg spent three years in close proximity to the aliens, and so basically learnt their language through interaction like a child does. Obviously having language analysists and linguists would speed the process at which one can learn an alien language up. Only at a very, very, very high computing research level should a universal translator be possible, and it should have some unreliability until the encountered race's language is completely understood.

QFT. Ther should be some sort of missionaries that will live with the nation/race that they would want to interact with. Once they they learned how to communicate with them, they would come back and teach others. Therefore making the to nation/species interact with each other.
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Establishing Language   Thu Nov 04, 2010 3:20 pm

Albalrogue wrote:
US_of_Alaska wrote:
A great example for us to work on would be "The Prawns" from District Nine. The people in Johannesburg spent three years in close proximity to the aliens, and so basically learnt their language through interaction like a child does. Obviously having language analysists and linguists would speed the process at which one can learn an alien language up. Only at a very, very, very high computing research level should a universal translator be possible, and it should have some unreliability until the encountered race's language is completely understood.

QFT. Ther should be some sort of missionaries that will live with the nation/race that they would want to interact with. Once they they learned how to communicate with them, they would come back and teach others. Therefore making the to nation/species interact with each other.


Double QFT

However, what I was talking about was more of making this a part of gameplay: i.e. a minigame. It seems silly, but Thrive has thusfar leaned very far to the simulation side of things, and having the player optionally speed up the proccess would be a great way to get more gameplay style gameplay in.

eumesmo wrote:
the further away from the origin of your language the harder it would be for you to understand the other language


While I do agree, this is rather needless complexity, requiring us to add dynamic lingual spread is overly difficult, and would require the game to make the languages in the first place, impossible as all sound files have to induvidually recorded.

However, your suggestion may be possible for cross-species language, just uping the length of time it takes to learn/the difficulty for afforsaid minigame depending on the similarities of the involved sensors.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1314
Reputation: 24
Join date: 2010-07-07
Age: 19
Location: Australia

PostSubject: Re: Establishing Language   Thu Nov 04, 2010 4:22 pm

Unless if this minigame is very well done and seems realistic, i'm going to be against it.
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Establishing Language   Thu Nov 04, 2010 5:06 pm

US_of_Alaska wrote:
Unless if this minigame is very well done and seems realistic, i'm going to be against it.


I expected as much. That's why I made this thread, I'm fishiing for opinions and ideas on HOW to do it well and realisticly.
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Establishing Language   Sat Nov 20, 2010 7:45 am

No one has any ideas?
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Establishing Language   Mon Dec 13, 2010 2:37 pm

Alright, what we need to do here is match things up correctly. i.e. words to what they represent. Now, their are several ways to do this, let's start talking.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1314
Reputation: 24
Join date: 2010-07-07
Age: 19
Location: Australia

PostSubject: Re: Establishing Language   Mon Dec 13, 2010 11:51 pm

Tenebrarum wrote:
Alright, what we need to do here is match things up correctly. i.e. words to what they represent. Now, their are several ways to do this, let's start talking.

So you mean like a flashcards game? I hold up a picture of a tree and type tree, then they say "tree" and we get points towards a translation?
Back to top Go down
View user profile
Djohaal
Learner


Posts: 144
Reputation: 0
Join date: 2010-12-03

PostSubject: Re: Establishing Language   Tue Dec 14, 2010 1:01 pm

For belgium's sake, no minigames. I don't want to have to go to the other city carrying digeridoos and playing some lame simon says. (you get where I'm coming from Laughing )

Language diffusion could be possible with some tinkering. We'd need some mechanics for drift, melding and assimilation of languages, but I don't think it'd be overly complex or too heavy to do calculations wize. Perhaps it could be tied with culture?

How would this impact gameplay is another business though.
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts: 1169
Reputation: 23
Join date: 2010-10-01
Age: 18
Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Establishing Language   Tue Dec 14, 2010 4:07 pm

Djohaal wrote:
For belgium's sake, no minigames. I don't want to have to go to the other city carrying digeridoos and playing some lame simon says. (you get where I'm coming from Laughing )


That's not the point. People have to match up these things to learn language in real life. My idea is that we can give the player something quick and entertaining to do with this that would have relavence and realism.

My main thought was identifying patterns, the central element of decoding language.
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts: 1314
Reputation: 24
Join date: 2010-07-07
Age: 19
Location: Australia

PostSubject: Re: Establishing Language   Tue Dec 14, 2010 9:14 pm

Djohaal wrote:
For belgium's sake, no minigames. I don't want to have to go to the other city carrying digeridoos and playing some lame simon says. (you get where I'm coming from Laughing )

Language diffusion could be possible with some tinkering. We'd need some mechanics for drift, melding and assimilation of languages, but I don't think it'd be overly complex or too heavy to do calculations wize. Perhaps it could be tied with culture?

How would this impact gameplay is another business though.

Rex is talking about Org Mode. How can you help your nation to learn the language when you are a single organism. And the way to do that would be to show things and say their name, interact with people from that nation, things like that. It's not really a minigame.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts: 2564
Reputation: 61
Join date: 2010-07-06

PostSubject: Re: Establishing Language   Wed Dec 15, 2010 4:30 pm

US_of_Alaska wrote:
A great example for us to work on would be "The Prawns" from District Nine. The people in Johannesburg spent three years in close proximity to the aliens, and so basically learnt their language through interaction like a child does. Obviously having language analysists and linguists would speed the process at which one can learn an alien language up. Only at a very, very, very high computing research level should a universal translator be possible, and it should have some unreliability until the encountered race's language is completely understood.

You'd have to have relations for a little while before establishing a common language, or understanding each other.
And yeah, I'm all for a "babel-fish" god tool. Smile

The problem with this is that all language is going to be random in the game- you really can't learn something that's random, so we really can't include the actual learning process in the game.

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

Establishing Language

View previous topic View next topic Back to top 
Page 1 of 2Goto page : 1, 2  Next

 Similar topics

-
» language .
» How to Change the forum language ( "掲示板の言語" )
» Establishing Language
» The most Weird/Noob/Strange words in your language
» Really funny joke! (Contains Foul Language)

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