Thrive Game Development

Development of the evolution game Thrive.
 
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 Graphics for Thrive

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Xazo-Tak
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PostSubject: Graphics for Thrive   Thu May 30, 2013 9:01 pm

Post any of your content here. You can also post to delete or replace your content contained in this post.
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Textures
Xazo-Tak
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Sprites

Xazo-Tak
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Concept


Promotional


Last edited by Xazo-Tak on Mon Jun 10, 2013 12:21 am; edited 5 times in total
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Im a Peanut
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PostSubject: Re: Graphics for Thrive   Thu May 30, 2013 9:41 pm

Hmmm, cool graphics, the underwater rock is the coolest
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NickTheNick
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PostSubject: Re: Graphics for Thrive   Thu May 30, 2013 10:07 pm

Very good work organizing it all so nicely. It all looks great so far!

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WilliamstheJohn
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PostSubject: Re: Graphics for Thrive   Fri May 31, 2013 2:27 am

Great work! I think it would be best to those who can provide graphics post them here, so we can easily use them. We will need this thread more and more as deveplovement goes. (Similiar to music thread)
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Tarpy
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PostSubject: Re: Graphics for Thrive   Fri May 31, 2013 10:06 am

This is excellent, now our programmers can access any graphics they want with ease.
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TheFellowWithTheHat
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PostSubject: Re: Graphics for Thrive   Sun Jul 28, 2013 4:55 pm

If I may say something, will Thrive require a very very powerful computer in order to run it? The beautiful, highly detailed textures and high-resolution Art are making me worry that when the game comes into Alpha, even though I've adored it so immensely, I will be stuck watching as YouTubers do Let's Plays and I'm stuck not knowing how the game feels. :( 

You guys will think of the not-as-powerful computers, right?
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Daniferrito
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PostSubject: Re: Graphics for Thrive   Sun Jul 28, 2013 8:09 pm

Hopefully it will run on low-end computers. Graphics is not our main concern (althrough it can be the biggest one for some games). There has been a LOT of discusion on how to make the game playable on lower-end computers (or in any computer at all, the model of evolution we want cant be handled by any computer)
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Inca
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PostSubject: Re: Graphics for Thrive   Sun Jul 28, 2013 8:15 pm

Something to remember is that each stage progresses with complexity and will take exponentially longer to make, but computers will be improving as we go, so hopefully what are now high end computers will be low end by the time we get the full game down (for the first time).
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AwesomeSiebren
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PostSubject: Re: Graphics for Thrive   Mon Jul 29, 2013 6:37 am

Well, when Thrive 1.0 is downloadable, my friend's computer is middle tier. XD
Whilst now it is a god pc.
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WJacobC
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PostSubject: Re: Graphics for Thrive   Mon Jul 29, 2013 10:51 am

Inca wrote:
Something to remember is that each stage progresses with complexity and will take exponentially longer to make, but computers will be improving as we go, so hopefully what are now high end computers will be low end by the time we get the full game down (for the first time).

Actually our hope was that as we release each stage, the influx of new programmers would cancel out the increased complexity and it would take roughly the same time for each stage. Only time will tell though.

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Inca
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PostSubject: Re: Graphics for Thrive   Mon Jul 29, 2013 11:01 am

One can only hope.
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Narnobie123
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PostSubject: Graphics options   Mon Jul 29, 2013 10:41 pm

I think the Graphics should be like minecraft or space engine it could be in a menu like turn off high textured grass and stuff like that and use LOD settings
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NickTheNick
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PostSubject: Re: Graphics for Thrive   Mon Jul 29, 2013 11:22 pm

Remember that this is a thread where Xazo-Tak stores his art assets, not where we discuss the graphics for the game (as the name might suggest).

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TheFellowWithTheHat
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PostSubject: Re: Graphics for Thrive   Tue Jul 30, 2013 12:58 pm

NickTheNick wrote:
Remember that this is a thread where Xazo-Tak stores his art assets, not where we discuss the graphics for the game (as the name might suggest).

My apologies, the title was rather misleading, I didn't mean to start a conversation about the graphics of the game, I figured that's what this thread was for.
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NickTheNick
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PostSubject: Re: Graphics for Thrive   Tue Jul 30, 2013 4:31 pm

You should have read the first post.

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TheRabiesGuineaPig
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PostSubject: Re: Graphics for Thrive   Fri Jul 04, 2014 4:15 pm

I might try my hand at some textures. Any requests?
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crovea
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PostSubject: Re: Graphics for Thrive   Fri Jul 04, 2014 8:02 pm

If you did some textures for various organelles, it might be useful for modellers. Other than that I don't think there's anything we need from the implementation side at this point. That doesn't mean you couldn't make anything else ofc.

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TheRabiesGuineaPig
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PostSubject: Re: Graphics for Thrive   Tue Jul 08, 2014 12:56 pm

For organelle, a lot of the translucent ones look like they are a job for a shaders. For example: Mitochondria has a translucent outer shell that, from whatever view, seems more opaque at the edges. Textures, as you probably know, cannot dynamically shape shift to fit the view. And if they can, which I am unaware of, they would take up a lot of memory. I suppose a 'cheap' solution would be to make a texture that seems correct from the top but that is bad practice if we want organelle that can float around and pulsate in their hexes.
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tjblazer85
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PostSubject: Re: Graphics for Thrive   Tue Dec 09, 2014 10:23 am

I just want to confirm if this is a thread for the Art Team to put their graphics into?
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NickTheNick
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PostSubject: Re: Graphics for Thrive   Wed Dec 17, 2014 2:19 am

No need, I just updated this thread to be an announcement. We'll try and use that as a central hub for our art assets (hence the name).

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