Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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 General implementation method

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What implementation method should we use?
Hardcode simple systems into the game
General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c20%General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 20% [ 2 ]
Implement complex system before releasing the game
General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c70%General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 70% [ 7 ]
Implement simple systems, lay basics to more complex systems and release them as addons
General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c10%General implementation method Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 10% [ 1 ]
Total Votes : 10
 
Poll closed

AuthorMessage
Commander Keen
Industrial Team Lead
Commander Keen


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

General implementation method Empty
20110317
PostGeneral implementation method

Recently we ran into a debate in the Complex Damage System thread. The debate was about how to implement complex damage, however it affects the whole game development, and only a few people voted in the thread.

We have to choose whether to simplify more complex systems to have the game released faster (mostly affects evolution and Strategy mode), or to delay the game by fully developing all it's gameplay elements first.


1. - Hardcode simple systems into the game.

Pros - Fastest development
Cons - Making the game as deep as promised will require large source code rewrites


2. - Implement complex system before releasing the game.

Pros - Best possible connection with other parts of the game
Cons - Will delay the game release


3. - Implement simple systems, lay basics to more complex systems and release them as addons.

Pros - Players will be able to choose, doesnt hurt initial game release much
Cons - Takes the most work total by far
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General implementation method :: Comments

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Re: General implementation method
Post Fri Mar 18, 2011 6:13 pm by EScSi
Surely Lua is fast enough that it could be implemented (mostly) in scripts? That way it could be swapped out fairly easily, though I suppose it would be a little slower and more difficult to tie it to graphical effects.
Commander Keen
Re: General implementation method
Post Sat Mar 19, 2011 6:05 am by Commander Keen
Lua is quite fast, and implementing the gameplay elements themselves in Lua was already planned by Bashi, but it still does not mitigate the cons of any of the three options.
~sciocont
Re: General implementation method
Post Sun Mar 20, 2011 9:40 am by ~sciocont
Excellent use of the team development forums. I'm leaning towards option 1, mostly to keep our fans happy. After release we have moere time and more resources, and although I hate to have us rewrite source code, it seems cleanest.
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Re: General implementation method
Post Sun Mar 20, 2011 10:14 pm by Xenopologist
I'm with option #2. Doing this "right" from the start trumps having an earlier release any day in my book.
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