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Darkgamma Learner

Posts: 159 Reputation: 1 Join date: 2010-11-21 Location: Dort, am Klavier
 | Subject: Realistic Representation Fri Nov 26, 2010 4:46 pm | |
| 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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InvaderZim Experienced

Posts: 533 Reputation: 11 Join date: 2010-07-10 Age: 16 Location: Waiting for admittance to the Waiting Room
 | Subject: Re: Realistic Representation Fri Nov 26, 2010 6:59 pm | |
| 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 Overall Team Lead

Posts: 3278 Reputation: 102 Join date: 2010-07-06
 | Subject: Re: Realistic Representation Fri Nov 26, 2010 7:39 pm | |
| 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. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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Darkgamma Learner

Posts: 159 Reputation: 1 Join date: 2010-11-21 Location: Dort, am Klavier
 | Subject: Re: Realistic Representation Sat Nov 27, 2010 11:59 am | |
| 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 Newcomer
Posts: 28 Reputation: 0 Join date: 2010-11-07
 | Subject: Re: Realistic Representation Sat Nov 27, 2010 12:44 pm | |
| 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 Learner

Posts: 159 Reputation: 1 Join date: 2010-11-21 Location: Dort, am Klavier
 | Subject: Re: Realistic Representation Sat Nov 27, 2010 12:47 pm | |
| Like we have different types of humans today : D |
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Tenebrarum Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: Re: Realistic Representation Sat Nov 27, 2010 6:02 pm | |
| I thought that Auto-Evo would solve this problem. |
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~sciocont Overall Team Lead

Posts: 3278 Reputation: 102 Join date: 2010-07-06
 | Subject: Re: Realistic Representation Sun Nov 28, 2010 3:33 pm | |
| | 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. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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The Uteen Sandbox Team Lead

Posts: 1489 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: Realistic Representation Mon Nov 29, 2010 11:48 am | |
| 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 Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: Re: Realistic Representation Mon Nov 29, 2010 3:37 pm | |
| | 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 Sandbox Team Lead

Posts: 1489 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: Realistic Representation Tue Nov 30, 2010 9:27 am | |
| | 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 Regular
Posts: 218 Reputation: -2 Join date: 2012-07-27
 | Subject: Re: Realistic Representation Thu Aug 02, 2012 2:31 pm | |
| | ~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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