Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  CalendarCalendar  FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  RegisterRegister  Log inLog in  
Welcome new and returning members!
If you're new, read around a bit before you post: the odds are we've already covered your suggestion.
If you want to join the development team, sign up and tell us why.
ADMIN is pleased to note that this marquee has finally been updated.
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: The Microbe Stage GUI is under heavy development
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Quick Links
Website
/r/thrive
GitHub
FAQs
Wiki
New Posts
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 1675 registered users
The newest registered user is dejo123

Our users have posted a total of 30851 messages in 1411 subjects
Who is online?
In total there are 2 users online :: 0 Registered, 0 Hidden and 2 Guests

None

Most users ever online was 443 on Sun Mar 17, 2013 5:41 pm
Latest topics
» THIS FORUM IS NOW OBSOLETE
by NickTheNick Sat Sep 26, 2015 10:26 pm

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

» Build Error Code::Blocks / CMake
by crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
by tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
by NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
by NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
by crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
by The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
by crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
by MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
by tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
by tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
by Kaiju4u Wed Jun 10, 2015 11:16 am

» Translator to Serbian here
by Simeartherist Sun Jun 07, 2015 6:36 am

» Presentation
by Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
by crovea Sun May 31, 2015 5:06 pm

» want to contribute
by Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
by Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
by Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
by TheBudderBros Sun May 24, 2015 9:00 pm


Share | 
 

 Let's Talk About Money

View previous topic View next topic Go down 
AuthorMessage
Tenebrarum
Society Team Lead


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 23
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Let's Talk About Money   Wed Dec 15, 2010 5:23 pm

So, we need to talk a bit about money. Not so much in the sense of broad economic shifts, but in the sense of plain old fashion cheap versus expensive.

Now, first off, let's talk about what makes something cheap or expensive. The first question is that of material. Material that is common, and/or easily obtained either by growing or gathering is cheap. Now, on to craftsmenship. If something is very complex, than it takes more time and effort to make, thus, it is more valuable. If something is more useful or effective, than it is also valuable. These are the things that will determine the cost of a TO.

Now, I know what you're thinking: "Do we really need to know that?" In short, yes. Not only is this almost a nessesity for org mode, but it will determine overall happiness and have effects on cost of construction in strat mode.

Now, on to happiness. I think we may need to pull together a hierarchical system here. Basic biological needs come first. Without them, expensive things will fail to effect happiness. If all these needs are filled, then a populace that generally owns expensive TOs will gain happiness from them.

This is incomplete, but feel free to discuss.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts : 3406
Reputation : 138
Join date : 2010-07-06

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 6:17 pm

So, I short, money does buy happiness (no, I'm not mocking this, I support that) and price is determined by materials and craftsmanship.
Here's the question-
How will craftsmanship be defined?

_________________
Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
Back to top Go down
View user profile
US_of_Alaska
Overall Team Co-Lead


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 23
Location : Australia

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 9:11 pm

I think that the amount of vertices could be directly related top how complex it is, no?
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 23
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 9:44 pm

US_of_Alaska wrote:
I think that the amount of vertices could be directly related top how complex it is, no?
QFT. I believe we will need to have similer algorythms in the background to determine simplification of the model from a distance, so this would simply be an expansion on these.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts : 3406
Reputation : 138
Join date : 2010-07-06

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 10:17 pm

Tenebrarum wrote:
US_of_Alaska wrote:
I think that the amount of vertices could be directly related top how complex it is, no?
QFT. I believe we will need to have similer algorythms in the background to determine simplification of the model from a distance, so this would simply be an expansion on these.
So you're saying complexity is actually just poly count? Good idea- that actually functions in two ways- being fairly realistic (paying for more detail) and keeping players from getting all sorts of very high-poly models, because they will be too expensive to buy many of unless the player has massive amounts of money.
Money- it's gas

_________________
Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 23
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 10:20 pm

I am a little worried about saying poly count, as that would make anything round prohibitively expensive.

And remember, post-industrial, the expense of high-complexity TOs goes down.


Last edited by Tenebrarum on Sat Nov 12, 2011 11:17 pm; edited 1 time in total
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts : 3406
Reputation : 138
Join date : 2010-07-06

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 10:27 pm

Tenebrarum wrote:
I am a little worried about saying poly count, as that would make anything round prohibitively expensive.

And remember, post industrial and the expense of high-complexity TOs goes down.
Ok, but it's still cheaper to get a soap box than a sculpture. I think the best way to define "craftsmanship" is definitely poly count.

_________________
Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 23
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Let's Talk About Money   Wed Dec 15, 2010 10:41 pm

~sciocont wrote:
Tenebrarum wrote:
I am a little worried about saying poly count, as that would make anything round prohibitively expensive.

And remember, post industrial and the expense of high-complexity TOs goes down.
Ok, but it's still cheaper to get a soap box than a sculpture. I think the best way to define "craftsmanship" is definitely poly count.
Once again, I agree. But we want it prohibitive to have boxwood, not a clay pot.

Also, remember that this doesn't count for, say, planks vs. ragged staff.
Back to top Go down
View user profile
Commander Keen
Industrial Team Lead


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

PostSubject: Re: Let's Talk About Money   Thu Dec 16, 2010 11:29 am

Simply counting polys will not work. Take a two-faced computer chip, and a wooden stick. The stick has to be round, so it will have more polys than the chip. I think splitting the counting to two categories would help.

1. FPs - these could easily have their own price values, as they all have to be defined manually. Polycount not needed.
2. Other - these aren't as easily defined as FPs, so counting polys * material price coefficient id needed.
Back to top Go down
View user profile
Tenebrarum
Society Team Lead


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 23
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

PostSubject: Re: Let's Talk About Money   Thu Dec 16, 2010 4:58 pm

Thank you Keen.

I mean, one of the most common forms of wall construction is palisade, which involves taking a sappling, cutting of the branches, cutting it down, sharpening the tips, and planting it in the ground, seeing as it only involves fives steps.

Poly count is great for say, the decoration tab, as that's dealing with complex carvings and the like. I like the idea though, and I think it could be encorperated.

Now, this brings up an idea of mine, which I assume will be shot down but I think it could show a point. A while ago I was thinking on how we could get the TE to make a wig-wam. It's a complex shape, but it's commonly used because it's easy to make. I was thinking that if we had a TE in which you made things by showing the proccess by which they are made, it'd be much easier. I know that doesn't work as we start using metalurgy, I know, but it's still a good point. The more steps required = The more work required. I think we may have to figure out the TE before we can actually solve this problem.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


Posts : 3406
Reputation : 138
Join date : 2010-07-06

PostSubject: Re: Let's Talk About Money   Thu Dec 16, 2010 11:23 pm

Commander Keen wrote:
Simply counting polys will not work. Take a two-faced computer chip, and a wooden stick. The stick has to be round, so it will have more polys than the chip. I think splitting the counting to two categories would help.

1. FPs - these could easily have their own price values, as they all have to be defined manually. Polycount not needed.
2. Other - these aren't as easily defined as FPs, so counting polys * material price coefficient id needed.
Yeah, I took it for granted that FPs generally wouldn't be counted as geometry in this case.

_________________
Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Blog]
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Let's Talk About Money   Today at 2:26 pm

Back to top Go down
 
Let's Talk About Money
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development :: Development :: Design :: Gameplay Stages :: Society-
Jump to: