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 progress editor stage microbe prototype Gameplay wiki video planet tech research game cell creature evolution underwater date music tree concept organism space Thrive biomes auto
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 Where we are at the moment

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PaperGrape



Posts: 19
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Join date: 2010-07-07
Age: 26
Location: in a location that I hope Bashi feels better soon

PostSubject: Where we are at the moment   Wed Jul 21, 2010 6:05 am

Bashi and I were talking about design of the game engine.He is busy with his college courses, but he has been drawing diagrams in the mean time.He'll start working
on the code again hopefully this weekend.Currently we have been thinking of having a state manager that acts as behaviours called states.We also plan to have
game objects that store the game data handled by the Object Manager.

It seems that not anyone can decide on what on what can/should be done. So we are in effect trying to make the engine as
modular as possible. We are trying to make it so a coder can try out what you guys want.


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~sciocont
Overall Team Lead


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PostSubject: Re: Where we are at the moment   Wed Jul 21, 2010 8:40 am

All good news, Grape. Thanks for the update. I'll try and calm everyone down.

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roadkillguy
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PostSubject: Re: Where we are at the moment   Wed Aug 25, 2010 10:52 pm

Anything recent?
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Bashinerox
Programming Team lead


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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 12:26 am



Skeleton code, mostly engine stuff, and a point editor. And thats what i have so far.

Code:

----------------------------------------------------------------
Language      files          blank        comment          code
----------------------------------------------------------------
C++              9            96            189            486
C/C++ Header    12            67            120            267
----------------------------------------------------------------
SUM:            22            171            311            802
----------------------------------------------------------------



around 800 lines of code so far.
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Noitulove
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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 12:55 am

That's incredibly basic, but at least it proves we have something. Is it 2D or 3D, and at what, if at some point, will we have basic 'lines' connecting the 'points' together?

It's still looking good.
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Commander Keen
Industrial Team Lead


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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 12:56 am

Lolwut command? What is it doing?
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roadkillguy
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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 8:06 pm

It's not going to be 3D until we utilize something akin to OpenGL or the likes. I could be wrong, however as openGL does support 2d. What graphics library are you using?
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Bashinerox
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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 8:16 pm

roadkillguy wrote:
It's not going to be 3D until we utilize something akin to OpenGL or the likes. I could be wrong, however as openGL does support 2d. What graphics library are you using?


Opengl. The gui, is actually being rendered onto an OpenGL context. Alot of work has been put into getting things in place behind the scenes. Yes, it doesnt look like much. But something like

Spoiler:
 


(compliments of papergrape. (Math sucks.))

Doesnt just come out of nowhere.


I could display a few triangles on the screen with about 10 lines of code. But there isnt any point until i get a 2d spline editor working that i can interpolate at specific intervals to extrude to a 3d model.
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InvaderZim
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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 10:39 pm

Lol. Currently at game version 0.000001! Razz
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Bashinerox
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PostSubject: Re: Where we are at the moment   Thu Aug 26, 2010 11:19 pm

Actually it's closer to a thousand lines now.

955 lines of actual code, 381 lines of comments, and 283 blank lines.
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roadkillguy
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PostSubject: Re: Where we are at the moment   Sat Aug 28, 2010 11:01 am

Its not 'game' version, it's 'prototype editor' version .1! But then again I guess they're the same thing..
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~sciocont
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PostSubject: Re: Where we are at the moment   Sun Aug 29, 2010 2:28 pm

The point is, we're getting somewhere.

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Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
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YourBreakfast
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PostSubject: Re: Where we are at the moment   Sun Aug 29, 2010 2:50 pm

~sciocont wrote:
The point is, we're getting somewhere.


QFT
Yes. Any (good looking) progress is better than none. I think it's a good thing now that we have nearly rounded the corner of knowing what's in the game and what not, even if that vision still needs working on.
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