Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
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» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
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» Devblog #14: A Brave New Forum
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» Application for Programmer
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» Re-Reapplication
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» Application (programming)
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» Achieving Sapience
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» Microbe Stage GDD
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» Application for Programmer/ Theorist
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» Presentation
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» Application of Sorts
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» want to contribute
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» Music List Thread (Post New Themes Here)
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» A new round of Forum Revamps!
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 Function Part Discussion

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penumbra espinosa
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Inca
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptySun Jul 28, 2013 7:56 pm

You could just compare the size group and if they are the same or similar. If the building belongs to a race alot smaller then they can't takeover it, maybe just reduce it for resources or something, but they if it is a bit bigger they can use it, but not if its comparatively huge. Maybe just go up or down the scale two groups as the limits.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptySun Jul 28, 2013 8:48 pm

But it depends on the FP. Some FPs you need to be the same size to use, while others simply are meant to fit people in (housing). This would mean on the spot calculations for every single building to see how your size effects it. Also, it would be a heck lot of micromanagement if the player had to filter through an SC, every time he took one over, just to separate the buildings that are obsolete due to size restraints and demolish those.


Last edited by NickTheNick on Sun Jul 28, 2013 9:24 pm; edited 2 times in total
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Inca
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptySun Jul 28, 2013 9:15 pm

Yeah I see what you mean? I think we will have to standarise building sizes then, and not have them vary from race to race. This won't be the best option for staying in touch with realism, but it may be our best option.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 2:22 pm

Maybe house sizes have to be equal or greater in size to be used, whilst other structures need to be the same size?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 6:48 pm

But the problem persists past housing. Libraries, arenas, constabularies, barracks', there are countless FP's that we would have to reanalyze multiple times to come up with their effects and restrictions for all the size ranges.
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Inca
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 7:11 pm

The more I think about this, the more I think we just have buildings at the same size, so all houses will be more or less the same size.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 7:20 pm

Same conclusion I came to.
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Inca
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 7:31 pm

Can we confirm that then? I don't really see a viable alternative anyway.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyMon Jul 29, 2013 9:14 pm

Well I would like to see what Tarpy thinks, as he is quite a useful member for our Strategy team.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyTue Jul 30, 2013 11:21 am

I can see the problems with different sizes now, since I was wrong when I first thought that only houses need to be equal to or larger in size. As you said, smaller creatures can still use stuff like libraries, theatres etc since really they would only need to tweak the interior a little bit but not casting plants, smithies etc since they would be too small to operate the machinery.

That's not the only problem. If houses had different sizes, and we went for the hitpoint system discussed in the build rates thread, than there would be no difference in health between a building of a very small creature and the completely same, but much larger version of the building of a larger creature.

Although it might not be as interesting or realistic as with non-constant sizes, I agree we should take the standard size approach. If I had to choose between less realism and less player comfort, in this case I would choose less realism.

So, standard size is 3*3*2 m, as you said, right?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyTue Jul 30, 2013 4:35 pm

Yes, that's the right size.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyTue Jul 30, 2013 4:37 pm

So, is there anything else on the housing FP?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyTue Jul 30, 2013 4:59 pm

That's all I got, just a boost to pop cap per additional volume past the minimum dimensions.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 5:53 am

So, that's it for the housing I guess. Which FP should we discuss next?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 9:17 am

Tools: Scout Pack
Machinery: Oars
Structures: Crafting hut
Networking: Wall

I think oars are most important. Heres a idea how they could work: Researching Oars should boost speed of boats by 20%
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 9:54 am

Well, if the ship doesn't have sails or oars it won't be able to move at all.

Oars must be operated (although this doesn't really matter, we'll just assume that there are enough people on the ship to operate it), and depending on the strength of your creatures and the mass of your ship, will increase the speed (not by a percent, but by a number)

Sails would just need winds to move, although if you only had sails, you would have very little control of your ship. Now, I don't know how wind would work, or if it would be implemented at all, but sails would also give a bonus to speed, depending on wind speeds and the mass of the ship.

It would perhaps be easier if we took an example. Say, a trireme. I have gathered some info on them (average and max speed, number of oars and people operating them and the amount of sails).

It could go the speed of 11.5 knots (6 m/s), although average speed was 7.37 knots (3.8 m/s). They had about 170 oarsmen and oars, and 2 triangular sails (I think).

If someone could find me the mass/dimensions (which I could not find at all), maybe we could try and develop some kind of formula using this as an example.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 10:04 am

I think oars would be included when boats are unlocked, and then have sails as a further upgrade. Though I can't see wind being implemented really, so I say sails just boost the speed regardless of wind direction (because there won't be any).

We could have rudder as an upgrade to improve turning speed?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 1:27 pm

Inca wrote:
I think oars would be included when boats are unlocked, and then have sails as a further upgrade. Though I can't see wind being implemented really, so I say sails just boost the speed regardless of wind direction (because there won't be any).

We could have rudder as an upgrade to improve turning speed?

 Here is a link to the tech editor wiki page, you can check out the full table of function part technological pre-requests. Oars are unlocked with the discovery of boating, so as soon as you start making boats, you'll already have oars available.

As you said, sails should just give a speed boost, while rudders would make the ship much more agile.

But we are getting ahead of ourselves, we should be discussing oars.

So, we need a formula how 1 oar would affect your speed? Anyone have an idea?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyWed Jul 31, 2013 1:46 pm

Ah ok.

Erm, well a trireme has about 130 oars and can go at about 17km/h, so 1 oar has a speed of 130m/h roughly. But trireme's are built for speed, so we might want to lower it or find another ship to measure against to find a good average.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyThu Aug 01, 2013 12:39 am

After doing some calculating, I got 100 N of force exerted by a humanoid with one oar. Since organisms with more muscles will have more mass, I don't think we need to factor in strength, so i think we could just leave it at that.

An oar exerts 100N of force perpendicular to the direction of placement. (We can ignore the unbalanced oars causing turning issue)
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyThu Aug 01, 2013 6:16 am

Tarpy wrote:
Well, if the ship doesn't have sails or oars it won't be able to move at all.

Ships wont be able to move without oars, they are to heavy, but small boats (Example: Fishing boats), can be, if players creature has anough strenght to do that, be moved using hands as oars. But that would be very slow.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyThu Aug 01, 2013 7:15 am

NickTheNick wrote:
After doing some calculating, I got 100 N of force exerted by a humanoid with one oar. Since organisms with more muscles will have more mass, I don't think we need to factor in strength, so i think we could just leave it at that.

An oar exerts 100N of force perpendicular to the direction of placement. (We can ignore the unbalanced oars causing turning issue)

Sounds good to me
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyFri Aug 02, 2013 6:33 pm

WilliamstheJohn wrote:
Ships wont be able to move without oars, they are to heavy, but small boats (Example: Fishing boats), can be, if players creature has anough strenght to do that, be moved using hands as oars. But that would be very slow.

Actually, ships with sails can move without oars. It was how Columbus reached the New World. However, oars would only be effective in shallow/calm waters. In deeper and stormier water, oars are useless.

Also, we need to think of a way of making the players not be able to traverse oceans right away, so that they could end up getting "New World" experiences as happened on Earth.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyFri Aug 02, 2013 6:43 pm

Why don't we just make the seas too hard to traverse. Then when your boat tech is up to a level, we basically just unlock it and let them cross.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 15 EmptyFri Aug 02, 2013 7:03 pm

But what depth would we mark off as too deep?
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