Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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Currently: The Microbe Stage GUI is under heavy development
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» THIS FORUM IS NOW OBSOLETE
 Organism Mode Summary Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
 Organism Mode Summary Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» 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
 Organism Mode Summary Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
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» Application for a 3D Modeler.
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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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» Application: English-Spanish translator
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» Want to be promoter or project manager
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» A new round of Forum Revamps!
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  Organism Mode Summary

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US_of_Alaska
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Bashinerox
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PostSubject: Organism Mode Summary    Organism Mode Summary EmptyMon Jul 12, 2010 2:54 pm

Organism mode is a mode in which you may take control of a member of your own species and roam the world. It will be more complex than Spore by a longshot, but less complex than reality, due to the limits of our own computers. It will be like Spore's Creature Stage in the sense that you control one of your species entirely. However, it is still in debate in just what areas in a species' evoltuion that Org. Mode will be available in. (Example: We know you will be able to as a typical creature, but what about when your species has developed sapience, and has technology and cities?) We KNOW you will not be able to access the interiors of buildings, unless we can find some sort of miracle cure for the toll it would take on your PC processor.



It will mainly be 3rd person, but I have suggested ways it could be (optionally) brought to 1st person.
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Bashinerox
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptySun Jul 18, 2010 6:31 am

InvaderZim wrote:
Organism mode is a mode in which you may take control of a member of your own species and roam the world. It will be more complex than Spore by a longshot, but less complex than reality, due to the limits of our own computers. It will be like Spore's Creature Stage in the sense that you control one of your species entirely. However, it is still in debate in just what areas in a species' evoltuion that Org. Mode will be available in. (Example: We know you will be able to as a typical creature, but what about when your species has developed sapience, and has technology and cities?) We KNOW you will not be able to access the interiors of buildings, unless we can find some sort of miracle cure for the toll it would take on your PC processor.



It will mainly be 3rd person, but I have suggested ways it could be (optionally) brought to 1st person.

Entering buildings? loading the interior of the building, in the background, when in range to open it's door. (and even then only loading half of the resources)

Smart loading and unloading of resources is a programmers friend.
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~sciocont
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptySun Jul 18, 2010 11:13 am

Bashinerox wrote:
InvaderZim wrote:
Organism mode is a mode in which you may take control of a member of your own species and roam the world. It will be more complex than Spore by a longshot, but less complex than reality, due to the limits of our own computers. It will be like Spore's Creature Stage in the sense that you control one of your species entirely. However, it is still in debate in just what areas in a species' evoltuion that Org. Mode will be available in. (Example: We know you will be able to as a typical creature, but what about when your species has developed sapience, and has technology and cities?) We KNOW you will not be able to access the interiors of buildings, unless we can find some sort of miracle cure for the toll it would take on your PC processor.



It will mainly be 3rd person, but I have suggested ways it could be (optionally) brought to 1st person.

Entering buildings? loading the interior of the building, in the background, when in range to open it's door. (and even then only loading half of the resources)

Smart loading and unloading of resources is a programmers friend.

I <3 this.
I knew there would be a cure for building entrance sickness.
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptySun Jul 18, 2010 1:33 pm

Bashinerox wrote:

Entering buildings? loading the interior of the building, in the background, when in range to open it's door. (and even then only loading half of the resources)

Smart loading and unloading of resources is a programmers friend.


Well, that sounds good!




BUT, furniture ect.?
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US_of_Alaska
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptySun Jul 18, 2010 6:27 pm

Entering buildings is possible! Hallelujah! Sounds like a great plan, Bashi.
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Bashinerox
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyMon Jul 19, 2010 1:04 am

InvaderZim wrote:
BUT, furniture ect.?

Procedurally generated?

Even if its just scaling premade furniture models to the correct size to accomidate the creature..
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyMon Jul 19, 2010 1:49 am

Bashinerox wrote:
InvaderZim wrote:
BUT, furniture ect.?

Procedurally generated?

Even if its just scaling premade furniture models to the correct size to accomidate the creature..


What about shape of the creature, and the level of technology/intelligence?
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Bashinerox
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyMon Jul 19, 2010 2:44 am

InvaderZim wrote:
Bashinerox wrote:
InvaderZim wrote:
BUT, furniture ect.?

Procedurally generated?

Even if its just scaling premade furniture models to the correct size to accomidate the creature..


What about shape of the creature, and the level of technology/intelligence?

Yeah, it's a challenge, but it's quite a while away at the same time
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~sciocont
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyMon Jul 19, 2010 11:03 am

Bashinerox wrote:
InvaderZim wrote:
Bashinerox wrote:
InvaderZim wrote:
BUT, furniture ect.?

Procedurally generated?

Even if its just scaling premade furniture models to the correct size to accomidate the creature..


What about shape of the creature, and the level of technology/intelligence?

Yeah, it's a challenge, but it's quite a while away at the same time
Probably we can tag tech and creatures with dexterity, number of graspers, body plan, etc.
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Waap
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyWed Jul 21, 2010 2:06 am

Well, this is obviously going to be difficult to make, but with the speed that technology is evolving, we should eventually be able to make agreat game!
It might just take a very long while...
But, hey, patience is a virtue!
-Waap.
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyWed Jul 21, 2010 2:14 am

Actually, much of what we'll have in the game will likely be produced by variables and scripts that are not the hardest thing for the average coder to make, and the planets will be produced either via editor, or plain erosion.

I imagine the hardest things to code will be the editors and physics.

It will take a while, but maybe not as long as we think.



EDIT: Also, about interiors of buildings...


How would the building's floor plan + number of floors, ect. work?
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~sciocont
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyWed Jul 21, 2010 9:46 am

I think physics won't be hard, editors will most likely be the most difficult thing to code, since the player is creating lots of the code in game by adjusting variables and such.
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Waap
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyThu Jul 22, 2010 12:46 am

InvaderZim wrote:
Actually, much of what we'll have in the game will likely be produced by variables and scripts that are not the hardest thing for the average coder to make, and the planets will be produced either via editor, or plain erosion.

I imagine the hardest things to code will be the editors and physics.

It will take a while, but maybe not as long as we think.

Really? Surely it would take at least ten years to make, starting from now-ish.
Or am I expecting over-complications that will not be that much of a problem? But then technology might NOT evolve quick enough!
I'm too negative, aren't I?
-Waap.
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyThu Jul 22, 2010 10:37 am

Well, I'd say 10 years is way too long to expect it, but 3 years is far too soon.
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koiboi59
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyThu Jul 22, 2010 12:28 pm

InvaderZim wrote:
Well, I'd say 10 years is way too long to expect it, but 3 years is far too soon.

5-7 maybe?
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The Uteen
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyThu Jul 22, 2010 3:52 pm

Yeah... Several years... Anyway... Moving on...


Can't furniture, particularly chairs, be make in an editor? Surely a test mode could handle it? Put tags for positions where certain body parts must go, and the game works out how the organism would be able to move to match up those positions in test mode. So the human gets feet matched up to the feet tag, bottom match to the bottom tag, back to the back tag, surely it can't be that hard for the game to work it out?
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US_of_Alaska
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyThu Jul 22, 2010 6:11 pm

The Uteen wrote:
Yeah... Several years... Anyway... Moving on...


Can't furniture, particularly chairs, be make in an editor? Surely a test mode could handle it? Put tags for positions where certain body parts must go, and the game works out how the organism would be able to move to match up those positions in test mode. So the human gets feet matched up to the feet tag, bottom match to the bottom tag, back to the back tag, surely it can't be that hard for the game to work it out?
But a lot of players would not want to create every little bit of furniture for their people.
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Noitulove
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyFri Jul 23, 2010 12:07 am

US_of_Alaska wrote:
The Uteen wrote:
Yeah... Several years... Anyway... Moving on...


Can't furniture, particularly chairs, be make in an editor? Surely a test mode could handle it? Put tags for positions where certain body parts must go, and the game works out how the organism would be able to move to match up those positions in test mode. So the human gets feet matched up to the feet tag, bottom match to the bottom tag, back to the back tag, surely it can't be that hard for the game to work it out?
But a lot of players would not want to create every little bit of furniture for their people.

Maybe it could be made procedurally by setting some simple and easily understandable parameters (I.E. use colors black, blue; use mostly squares; use material: cloth--30%)?

Wait, no, scratch that..
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US_of_Alaska
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyFri Jul 23, 2010 1:44 am

Noitulove wrote:
Maybe it could be made procedurally by setting some simple and easily understandable parameters (I.E. use colors black, blue; use mostly squares; use material: cloth--30%)?

Wait, no, scratch that..
What about being able to define the artistic styles in the Culture Editor (probably only once God Mode is unlocked). So then you could have things like 'Square-based' 'Curved' 'Minimalistic', etc.
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~sciocont
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PostSubject: Re: Organism Mode Summary    Organism Mode Summary EmptyFri Jul 23, 2010 7:00 pm

The Uteen wrote:
Yeah... Several years... Anyway... Moving on...


Can't furniture, particularly chairs, be make in an editor? Surely a test mode could handle it? Put tags for positions where certain body parts must go, and the game works out how the organism would be able to move to match up those positions in test mode. So the human gets feet matched up to the feet tag, bottom match to the bottom tag, back to the back tag, surely it can't be that hard for the game to work it out?

I'm not sure that method would work. In my last big thing about the TE, i wrote up about how you could use a posable "manikin" of your creature to define how it would grip, sit down on, and interact with tech. I imagine for those playing in org mode, they'd have to do that for every Tech, though. Possibly, we could have a "bin" of ready-made parts in the OE that we would have already assigned grips and functions to a s manikins in the TE. I'm talking OE-made parts though, not spore Belgium.
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