Thrive Game Development

Development of the evolution game Thrive.
 
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Daniferrito

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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 …

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cell auto prototype stage Gameplay Devblog Thrive wiki space game organism video music tree microbe research progress underwater editor concept biomes date evolution planet creature tech
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Food Web Creation 5 5 3
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 Food Web Creation

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roadkillguy
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PostSubject: Re: Food Web Creation   Sun Sep 18, 2011 11:45 am

Tenebrarum wrote:
Back to my original post there, I wrote it thinking on our number of members familiar with Java or Flash coding, but not C++. It was just supposed to help test our ideas and appease fans/attract members while you keep plugging away like you have roadkill. If the calculations are already done though, how far along are we?


Zip. I asked for concrete equations way back when, but it was overlooked.

http://thrivegame.forum-free.ca/t575p60-npc-auto-evo-thread?highlight=NPC+auto+evo
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~sciocont
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PostSubject: Re: Food Web Creation   Sun Sep 18, 2011 12:28 pm

roadkillguy wrote:
Tenebrarum wrote:
Back to my original post there, I wrote it thinking on our number of members familiar with Java or Flash coding, but not C++. It was just supposed to help test our ideas and appease fans/attract members while you keep plugging away like you have roadkill. If the calculations are already done though, how far along are we?


Zip. I asked for concrete equations way back when, but it was overlooked.

http://thrivegame.forum-free.ca/t575p60-npc-auto-evo-thread?highlight=NPC+auto+evo

I'll work on some maths, but I've been pretty busy. At least with the last tweak the system doesn't have arms races that exclude species from evolving, so the algorithm is simpler since it doesn't have tpo have anything for arms race prevention.

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roadkillguy
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PostSubject: Re: Food Web Creation   Sun Sep 18, 2011 3:50 pm

Algorithm? Where's your pseudo-code?

Basically, you have organisms. Change them ever so slightly, and then put them into their appropriate niches. How.
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Mysterious_Calligrapher
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PostSubject: Re: Food Web Creation   Sun Sep 18, 2011 10:14 pm

~sciocont wrote:
roadkillguy wrote:
Tenebrarum wrote:
Back to my original post there, I wrote it thinking on our number of members familiar with Java or Flash coding, but not C++. It was just supposed to help test our ideas and appease fans/attract members while you keep plugging away like you have roadkill. If the calculations are already done though, how far along are we?


Zip. I asked for concrete equations way back when, but it was overlooked.

http://thrivegame.forum-free.ca/t575p60-npc-auto-evo-thread?highlight=NPC+auto+evo

I'll work on some maths, but I've been pretty busy. At least with the last tweak the system doesn't have arms races that exclude species from evolving, so the algorithm is simpler since it doesn't have tpo have anything for arms race prevention.


^ Thank goodness for that. That was my biggest issue with the system as it stood.

You will get some maths for determining biomes when I have shoehorned all our biomes into a system, Roadkill. (So, either for christmas or over spring break... pending disasters over here, like term papers or me screwing up my ankle again.)

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~sciocont
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PostSubject: Re: Food Web Creation   Sat Sep 24, 2011 11:11 am

I'm going to get to this soon. I've been sick and busy all week.

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uverion
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PostSubject: Re: Food Web Creation   Sun Jun 17, 2012 10:17 am

Hello gentlemen, let's shake off all the cobwebs here and start discussing cool new things, shall we?

The concept of organisms being able to consume a specific resource out of another organism for position into a niche of the food web seems really effective and simple to me. I suspect this discussion revolved around the "creature" food web idea, not cellular, adn since we are currently focusing on this stage, I'm going to start the discussion about cell food webs.

As I stated in other threads I think the cell part fo the engine must be simplified since they are clearly simpler in every aspect, so I propose that we grab the Resource Conversion idea, we simplify it a bit to fit the cells requirements and then we could start to specify wich resources are we going to deal at this scale, and how will build the food web with this variables moving around.

I don't know if it's any tangible food web prototype around, personally I have seen none, so we can use this game stage to build a simple food we, and on top of it the more complex food webs we'll encounter further in other stages.

I'm going to do some research about what resources a cell can use and i'll post some ideas later Wink
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~sciocont
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PostSubject: Re: Food Web Creation   Sun Jun 17, 2012 2:24 pm

Ok, we need to start with roadkill's resource idea, and outline what things in the microbial editor are made up of what resources, and what resources are needed to make them. Each microbe (org) has input and output tags. Input is what it needs to eat, output is what it can provide if something eats it.

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roadkillguy
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PostSubject: Re: Food Web Creation   Sun Jun 17, 2012 4:06 pm

~sciocont wrote:
Ok, we need to start with roadkill's resource idea, and outline what things in the microbial editor are made up of what resources, and what resources are needed to make them. Each microbe (org) has input and output tags. Input is what it needs to eat, output is what it can provide if something eats it.


And here I thought this idea was shot down like a plane over north korea.

Honestly it's the only way it will be clean in the code.
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~sciocont
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PostSubject: Re: Food Web Creation   Sun Jun 17, 2012 4:55 pm

roadkillguy wrote:
~sciocont wrote:
Ok, we need to start with roadkill's resource idea, and outline what things in the microbial editor are made up of what resources, and what resources are needed to make them. Each microbe (org) has input and output tags. Input is what it needs to eat, output is what it can provide if something eats it.


And here I thought this idea was shot down like a plane over north korea.

Honestly it's the only way it will be clean in the code.

Nope, you've done very well here. And points for the good joke.

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zippybomb
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PostSubject: Re: Food Web Creation   Sun Jun 17, 2012 5:29 pm


And here I thought this idea was shot down like a plane over north korea[/quote]

Or like a rocket over north korea! lol!
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Seregon
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PostSubject: Re: Food Web Creation   Thu Aug 09, 2012 10:29 am

Tenebrarum wrote:

Couldn't we conceivably make a prototype for this system to test it out without the need of our game engine?
Thoughts?


For the last two weeks, this is exactly what I've been working on, in discussion with Sciocont. The compound system we've been working on is largely based on the discussion in this thread, with quite a few additions.

EDIT - the rest of this post has been moved here.
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~sciocont
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PostSubject: Re: Food Web Creation   Thu Aug 09, 2012 12:41 pm

For right now, preprogrammed food webs are a no-go. Everything will eat whatever it can, and the food web will be generated by logical possibilities of diet.

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PostSubject: Re: Food Web Creation   Tue Oct 30, 2012 10:33 pm

Sorry if this is breaking any rules, but what if something like Cretaceous Mongolia happened in thrive, where there was more diversity in Carnivores than herbivores.

Like

Carnivores:
Velociraptor(small swift pack hunter)
Tarbosaurus(large forceful hunter)
Alioramus(mid sized swift loner)
Oviaraptor(varied diet, yet hunted in groups)
Shunvia(tiny hunter of small creatures, etc.)

Herbivores
Sichania(large grazer)
Protoceratops(small herbivore "that supplemented its diet with meat"?)
Saurpod(large browser)
Gallimimus(quick grazer)

Theres more carnivores than herbivores in diversity, and that's the 9 most well-known
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Seregon
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PostSubject: Re: Food Web Creation   Wed Oct 31, 2012 5:23 am

It's possible, but rather unlikely. As you mention, each predator has a seperate niche, allowing them to potentially coexist without excessive competition. The main limitation is likely to be that the herbivore populations would have to be huge in comparison the the carnivore populations in order to sustain them.

While theres no reason this couldn't happen in the game engine, it is again very unlikely, and we'd probably have to do a lot of tweaking just to get it to happen, which probably isn't worthwhile.
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