Thrive Game Development

Development of the evolution game Thrive.
 
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Doggit, 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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 In Case of Collapse of Civilization Break Glass

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Lukas99
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PostSubject: In Case of Collapse of Civilization Break Glass   Thu Nov 25, 2010 9:39 pm

It has come to my attention that no one here has, to my knowledge, put up a topic as to what happens in complete social breakdown. There are many ways this can happen (in real life), such as nuclear war, pandemic, meteorite impact, supper volcano, and many other things (all of which have been exploited by Hollywood), but the problem is how will the game know when a government is know longer able to control things anymore? Should it be based on how much of the population is left or if the government's infrastructure is gone? The truth is I'm not sure that's why I created this topic, to discuss how the game will realize this occurrence has happened.

Also once we establish that, I think we should discuss what happens to the player in this situation. I figured that you would be forced back into organism mode until you could start piece together a government, and it would then begin a more fast paced version of society stage, and depending on the level of technology you were at at the time of the collapse and the type of collapse, you would have access to all salvaged researches. All though I'm not sure how salvaging tech should should happen.
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FrogEmpire
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Fri Nov 26, 2010 3:58 am

I think we should have some kinda system like in The Settlers that mesures how happy/unhappy the population is. If it drops below a certain level then there are revolts ect.

Also with the natural disasters maybe we could make it so that if one happens it either allows the player to completely rebuild their culture/government ect. or it could unlock a new branch of the tech tree, which is technology invented to adapt to the situation eg. a super volcano [assuming the civ survives] would unlock advanced geo-thermal power generation, building heat and fire resistance ect.

A nuclear war could unlock some kind of radiation-resistance/mutations which potentially make the civilisation more powerful.

A pandemic could unlock advanced medicine, and potentially a much faster road to a cure for disease. Also could speed up nano technology or something like that?

A meteorite impact could allow new metals to be discovered in the meteorite, as well as speed up research into the space stage, maybe?

The above was written assuming the player isn't completely wiped out by the disaster.
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Commander Keen
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Fri Nov 26, 2010 9:18 am

If Order drops to zero, then the state collapses.
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DragonEye4
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Fri Nov 26, 2010 1:05 pm

Commander Keen wrote:
If Order drops to zero, then the state collapses.
How do you measure order, when different nations have other mindsets than humans?
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US_of_Alaska
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Fri Nov 26, 2010 9:34 pm

Does nobody read current concepts any more?

Society Centre Thread

And here's another related thread, Rebel Cities.

Of course, these both deal with unhappiness in SCs eventually driving to revolt. In the case of severe population loss due to any of these things, it would simply be a matter of the SCs becoming abandoned due to lack of population living there. Basically, you're back to the way you worked in tribal. I don't see what we haven['t covered or can't be assumed with the mechanics we have.
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Lukas99
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Fri Nov 26, 2010 9:42 pm

US_of_Alaska wrote:
Does nobody read current concepts any more?

Society Centre Thread

And here's another related thread, Rebel Cities.

Of course, these both deal with unhappiness in SCs eventually driving to revolt. In the case of severe population loss due to any of these things, it would simply be a matter of the SCs becoming abandoned due to lack of population living there. Basically, you're back to the way you worked in tribal. I don't see what we haven['t covered or can't be assumed with the mechanics we have.

Sorry, next time I'll do more research before I post a topic. Lock this please.
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~sciocont
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PostSubject: Re: In Case of Collapse of Civilization Break Glass   Sat Nov 27, 2010 8:46 am

Good work AK.
/threadends

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