Thrive Game Development

Development of the evolution game Thrive.
 
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Oliveriver

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Application System
Fri 31 Jan 2014, 02:33 by NickTheNick
Just note that this devblog is meant to elaborate the point made by the previous devblog.

As you have probably noticed by now, there have been some revisions to the structure of the forum, and primarily, the team. Several developers have discussed and decided to implement these changes, because we feel they are an improvement over what we had before.

What Changed and Why?

All new users begin …

[ Full reading ]
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Keywords
plant multiplayer space progress music nickthenick Aware Devblog organism evolution stage Gameplay cell date tech video prototype concept spore Thrive editor game tree creature releases planet
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 Realistic Representation

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Darkgamma
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PostSubject: Realistic Representation   Fri 26 Nov 2010, 16:46

As far as I know, Thrive will have an extraordinary degree of visual and structural (creature-wise) detail. I was wondering, could we add some paramatres to be randomised (with limits ofc) so that our hypothetical human won't look the same as their next-door neighbour, and such?
One other thing, will the actions of procreation of our hypothetical humans shown realistically or not?

PostScriptum: OFC the random paramaters should be applied before civ stages, when there are little organisms so you could easily reckognise some.
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Invader
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PostSubject: Re: Realistic Representation   Fri 26 Nov 2010, 18:59

I guess, you mean make every organism look a tad bit different, with different features and such? Yeah, I think we should.
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~sciocont
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PostSubject: Re: Realistic Representation   Fri 26 Nov 2010, 19:39

We'll have to talk to Bashi about this. I'm wondering if it's worth it in memory and processing power to have a few differentiations between each organism, or if we will just have the standard castes (see org editor CC if you don't know what castes are).

I was thinking this about plants earlier. No two trees look alike, and currently the OE uses a procedural dependant on a randomized "seed" number that determines where branches, limbs, leaves, flowers etc. will occur. This makes every plant of a species with a different seed have a different model. I'm thinking now that this might be way too complex, but considering the simplicitty of the procedural, it might not be. Again, I call upon the expertise of the head programmer for advice on this subject.

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Darkgamma
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PostSubject: Re: Realistic Representation   Sat 27 Nov 2010, 11:59

I am familiar with castes. Hmm, I has an idea... Wait for it... WAIT FOR IT...
Why not make "metacastes" (castes of castes), each with a slightly different appearance. OFC this should be done without the player finding out. This may be a bit more memory-intensive, but can it work?
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ThatGuy
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PostSubject: Re: Realistic Representation   Sat 27 Nov 2010, 12:44

If it's possible we should certainly include it. But would the differences of some creatures be hereditary like having a certain race of x creature?
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Darkgamma
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PostSubject: Re: Realistic Representation   Sat 27 Nov 2010, 12:47

Like we have different types of humans today : D
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Tenebrarum
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PostSubject: Re: Realistic Representation   Sat 27 Nov 2010, 18:02

I thought that Auto-Evo would solve this problem.
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~sciocont
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PostSubject: Re: Realistic Representation   Sun 28 Nov 2010, 15:33

Tenebrarum wrote:
I thought that Auto-Evo would solve this problem.
It really depends on what kind of Auto-evo we end up shipping with. probably will solve the problem, but maybe not.
And no to meta-castes. It's just too many derivatives.

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The Uteen
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PostSubject: Re: Realistic Representation   Mon 29 Nov 2010, 11:48

We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration,
Size could also vary.

The way this would work in auto-evo is having certain areas randomly painted.
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Tenebrarum
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PostSubject: Re: Realistic Representation   Mon 29 Nov 2010, 15:37

The Uteen wrote:
We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration,
Size could also vary.

The way this would work in auto-evo is having certain areas randomly painted.

I'd say yes, but most variation happens on the skeletal and muscular level.
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The Uteen
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PostSubject: Re: Realistic Representation   Tue 30 Nov 2010, 09:27

Tenebrarum wrote:
The Uteen wrote:
We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration,
Size could also vary.

The way this would work in auto-evo is having certain areas randomly painted.

I'd say yes, but most variation happens on the skeletal and muscular level.

Vary strength and skeletal resistance a bit on each creature, then. You wouldn't normally see these things, so this area would probably be one of the easiest variations to do.
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Deathbite42
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PostSubject: Re: Realistic Representation   Thu 02 Aug 2012, 14:31

~sciocont wrote:
Tenebrarum wrote:
I thought that Auto-Evo would solve this problem.
It really depends on what kind of Auto-evo we end up shipping with. probably will solve the problem, but maybe not.
And no to meta-castes. It's just too many derivatives.
The THRIVE wiki provides a million problems with autoevo.
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