Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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Latest topics
» THIS FORUM IS NOW OBSOLETE
Function Part Discussion - Page 9 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
Function Part Discussion - Page 9 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
Function Part Discussion - Page 9 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
Function Part Discussion - Page 9 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
Function Part Discussion - Page 9 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
Function Part Discussion - Page 9 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
Function Part Discussion - Page 9 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
Function Part Discussion - Page 9 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
Function Part Discussion - Page 9 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
Function Part Discussion - Page 9 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
Function Part Discussion - Page 9 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
Function Part Discussion - Page 9 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
Function Part Discussion - Page 9 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
Function Part Discussion - Page 9 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
Function Part Discussion - Page 9 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
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» Music List Thread (Post New Themes Here)
Function Part Discussion - Page 9 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
Function Part Discussion - Page 9 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
Function Part Discussion - Page 9 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
Function Part Discussion - Page 9 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Function Part Discussion

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penumbra espinosa
Jimexmore
Aiosian_Doctor_Xenox
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NickTheNick
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Function Part Discussion - Page 9 Empty
PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:04 am

Wait, no one can think of any purpose for pulleys?
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Daniferrito
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:18 am

Moving heavy amounts of compounds up and down. Thats actually all pulleys are used IRL anyway. However, with a stairyou can alredy do that, arbeit at amuch slower rate.

Now that i think of it, lifts/elevator use a pulley to transmit their force from the motor. Not sure if we want elevator in the game anyway.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:22 am

What do you mean by using stairs to lift objects?

Yeah I don't think we will need elevators or lifts.
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Daniferrito
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:34 am

If you have a bunch of bricks you have to get on top of a building, you can just walk up the stair with them. Using a pulley would allow you to get them up faster.

However, i dont think we will even simulate that. Once compounds get to a building, they will just be added to the building stockpile and avaible to use anywhere on the building. So even though pulleys are usefull, we are not going to simulate to a level we need them, so we can just skip them.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:38 am

Oh okay, I see what you mean, pulleys are null then.
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Daniferrito
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyWed May 22, 2013 12:55 am

Thats what i said.

I've looked at the descriptions, and there is something else to add. Radioactive materials and antimatter need to be sealed as well (Actually, all energy fields will be sealed anyway, so antimatter doesent matter (no pun intended)). For radioactive materials the sealing is important so it doesent spill out radiation. There is no pount in covering part of it in metal if you leave a gap open.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySat May 25, 2013 1:52 pm

Hello again! Exam season is finally over (at least for me)!

That's why I come back here, to check out what happened for the past few weeks and start contributing again. I want to rekindle this thread, since I can see it kind of lost interest. You seem to have discussed quite some FP's while I was absent. Can someone please give me a post containing all of the info on the FP's you have discussed so I can update the description and we can continue the discussion?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySat May 25, 2013 2:26 pm

I already updated the OP while you were gone for hammers and containers. Also, it's less of a loss of interest and more of a beginning of exams on my part. Everything we decided upon is in the OP for the hammer and container descriptions.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySat May 25, 2013 7:35 pm

So, if pulleys are discarded, should we move on to cages?
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySat May 25, 2013 7:45 pm

We should.

They would be used for storing and capturing creatures. However, cages that hold stronger creatures need to be made from sturdier materials. Someone needs to elaborate this a bit more.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySat May 25, 2013 7:54 pm

I think we could even ignore sturdiness for simplicity's sake. We could just make it so that cages must be built out of construction materials, to prevent the player to make them out of water, sand, or silk. Then it will just be assumed that all creatures will be more or less secure in that cage. Also, the cage can only fit one organism each, and has to have enough room to fit that organism.

However, on the more important question, what would be some in-game purposes of cages?
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WilliamstheJohn
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySun May 26, 2013 3:23 am

Making traps?
If you want to catch a animal, yor units could make traps using cages.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptySun May 26, 2013 12:24 pm

No traps are a different FP.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyMon May 27, 2013 5:24 am

NickTheNick wrote:
No traps are a different FP.

Okay, but its kind of strange to me, beacuse there are various traps which need to be made of something.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyMon May 27, 2013 1:29 pm

OK, here's what I think about cages:

They would be used to store organisms. To be able to store an org, the cage needs to be the same length, width and height as the creature it's designated to store.

If a cage is supposed to store an underwater creature and is placed on the surface, it would get the appearance of an aquarium.

That's all, I think. Anything else?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyMon May 27, 2013 6:20 pm

Again, these specifications will not be important if we can't think of any purposes for cages in game.

Also, the cage would need to be equal to or greater than the dimensions of the organism.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 10:04 pm

I think I could help with that.

Perhaps a more scientific race would use cages to keep live specimens for captive study, or, for entertainment purposes, they could be expanded to be of fair size, and the sapients could make wildlife preserves, or aquariums and the like.

I'm a very inventive kind of person. In my mind, there is a function for everything. .3.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 10:18 pm

Cages are different from zoos, which would hold organisms in captivity for entertainment. Having to use cages to study animals will give bad micro-management, and by the Strategy Mode studying individual organisms will not have much importance, and taking animals to captivity would use ropes, not cages. Wildlife preserves could not fit inside cages, they would be treated as completely differently.

This still means nothing for cages. If there are no ideas by tomorrow we should just move on.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 10:21 pm

Well then, one cage by itself wouldn't be much, but a bunch grouped together could be used for storage, like the cages at a humane society. Basically, with the way you put it, I'm seeing them as components of larger things. Though they could be used by civilians like humans have portable kennels for things like cats dogs, birds, etc.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 10:26 pm

Those aren't in game purposes. Of course there are uses for these things in real life, hence why they exist, but in a game many of these functions are not included. For example, there will not be any simulations of the inside of buildings showcasing animal abuse, such as the humane society, and so that is not a use for the cage. There would be no purpose in game for the player to create buildings that showcase animal abuse, thats just not a level of detail we are putting into the game. Also, personal pets won't be bothered with, and so cages don't matter for that either.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 10:42 pm

Well, they could be used for interrogation, maybe. Perhaps with the right modifications, they could be quite effective for that. Kinda like a medieval crow's cage. .3.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 11:11 pm

I agree with moving on. The only use i can think for cages are as containers, and we alredy covered that.

So next one is a scythe. That would be used to harvest plants. The problem i see is which plants can be harvested by a scythe. If we get that kind of setled up, the other thing is how effective they are. that would just be a factor of how big the cutting part is. The longer, the faster it can harvest.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 11:11 pm

Interrogations would also be too specific. Plus, even if that were included, there are already prison cells and dungeons for that.

EDIT: Ninja'd. I think scythes should only speed up plant harvesting, by, say, 100%?
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 11:14 pm

Well, scythes are mostly used for harvesting plants like grains, corn, things on stalks.

Also scythes with serrated blades could be used to increase efficiency with woodier/thicker stalks.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 9 EmptyTue May 28, 2013 11:17 pm

I think that is too much specification. Just 100% to all plant collection, unless there is some glaring exception I am missing.

Also, it should be able to be used as a weapon.
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