Thrive Game Development

Development of the evolution game Thrive.
 
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Thriving Cheese, Wormwood

Most users ever online was 443 on Sun Mar 17, 2013 4:41 pm
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 …

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Keywords
research concept tree cell planet space date stage prototype creature biomes tech wiki music Devblog game progress Gameplay video underwater organism evolution microbe editor auto Thrive
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 levels of automation

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toxiciron
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PostSubject: levels of automation   Fri Dec 03, 2010 11:29 am

i just thought of a good idea to share to you all. what if as the player developed some sort of automatic whatever-doer (like building certain special almost required buildings) there were higher and higher levels of automation for it?

my examples will use things that need repairing

at the 1st level, you have to monitor the stats all by yourself and repair things as they get low
at the 2nd, something will start to get lit up when it needs to be repaired
3rd, you receive a notification on your GUI that "it" needs to be repaired
4th, you can repair "it" from that notification window
5th, you can set each "it" (building, organelle, whatever) to repair at a certain threshold
6th, you can set a threshold for everything to repair at
7th, you are completely uninvolved in repairing things, and now repairing is something you never hear of anymore until you create some sort of upper tech object or research that would normally require repairing, w/e


the thing is, this could apply to ANYTHING (at least in my idea). If you have the resources, you could eventually be completely uninvolved in your empire's development while it still develops by itself.
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US_of_Alaska
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PostSubject: Re: levels of automation   Fri Dec 03, 2010 9:37 pm

I don't understand. Is this for SCs?
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toxiciron
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PostSubject: Re: levels of automation   Sun Dec 05, 2010 4:25 pm

sure, yeah. or anything that needs repairing.

remember that educational cell game with the platypuses?
remember that feature for automatically creating cytosomes?
I'm thinking it would be neat to incorporate that into anything.
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Commander Keen
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PostSubject: Re: levels of automation   Sun Dec 05, 2010 4:37 pm

Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?
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~sciocont
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PostSubject: Re: levels of automation   Sun Dec 05, 2010 5:33 pm

Commander Keen wrote:
Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?

QFT

Maybe just a few levels? some of those seemed redundant.

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InvaderZim
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PostSubject: Re: levels of automation   Sun Dec 05, 2010 8:36 pm

Commander Keen wrote:
Reducing micromanagement is good, but including a crapload of settings that do exactly the same is not.


Organisms are going to heal whether the player wants them to or not.

Tech Objects/Squad units in SCs/MCs are going to be repaired as long as it has a Governor/Leader. What more would be needed?


My thoughts exactly. If you invent an automated machine, all it will do is reduce the amount of resources and (potentially) time it takes to carry out the task it was designed for. All this micromanagement is just needlessly complicated.
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