Thrive Game Development

Development of the evolution game Thrive.
 
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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

[ Full reading ]
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Devblog space game tree biomes microbe evolution editor Thrive Gameplay organism creature planet progress tech concept prototype music date auto cell research underwater spore video stage
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 Realistic Representation

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Darkgamma
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PostSubject: 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
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PostSubject: 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
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PostSubject: 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.

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Darkgamma
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PostSubject: 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
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PostSubject: 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
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PostSubject: Re: Realistic Representation   Sat Nov 27, 2010 12:47 pm

Like we have different types of humans today : D
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Tenebrarum
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PostSubject: Re: Realistic Representation   Sat Nov 27, 2010 6:02 pm

I thought that Auto-Evo would solve this problem.
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~sciocont
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PostSubject: 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.

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The Uteen
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PostSubject: 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
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PostSubject: 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
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PostSubject: 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
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PostSubject: 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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