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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Latest topics
» THIS FORUM IS NOW OBSOLETE
 Rebel Cities - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
 Rebel Cities - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
 Rebel Cities - Page 2 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
 Rebel Cities - Page 2 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
 Rebel Cities - Page 2 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
 Rebel Cities - Page 2 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
 Rebel Cities - Page 2 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
 Rebel Cities - Page 2 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
 Rebel Cities - Page 2 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
 Rebel Cities - Page 2 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
 Rebel Cities - Page 2 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
 Rebel Cities - Page 2 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
 Rebel Cities - Page 2 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
 Rebel Cities - Page 2 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
 Rebel Cities - Page 2 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
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» Music List Thread (Post New Themes Here)
 Rebel Cities - Page 2 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
 Rebel Cities - Page 2 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
 Rebel Cities - Page 2 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
 Rebel Cities - Page 2 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

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ADMIN
maker.of.light
YourBreakfast
~sciocont
Commander Keen
The Uteen
koiboi59
Falthron
US_of_Alaska
Invader
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YourBreakfast
Learner
YourBreakfast


Posts : 114
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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptySun Aug 22, 2010 6:12 am

InvaderZim wrote:
Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.

Hmm.... Religion isn't always the case for terrorism.
See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief.
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~sciocont
Overall Team Lead
~sciocont


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptySun Aug 22, 2010 1:41 pm

YourBreakfast wrote:
InvaderZim wrote:
Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.

Hmm.... Religion isn't always the case for terrorism.
See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief.
That's basically what invader is saying, terrorists can be motivated by anything, really, terrorism is just how they bring attention to thier cause.
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YourBreakfast
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YourBreakfast


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptySun Aug 22, 2010 2:27 pm

~sciocont wrote:
YourBreakfast wrote:
InvaderZim wrote:
Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.

Hmm.... Religion isn't always the case for terrorism.
See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief.
That's basically what invader is saying, terrorists can be motivated by anything, really, terrorism is just how they bring attention to thier cause.

Ah, read it wrong. I thought he meant belief as in religion.
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US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptySun Aug 22, 2010 8:25 pm

So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism?
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~sciocont
Overall Team Lead
~sciocont


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptySun Aug 22, 2010 9:07 pm

US_of_Alaska wrote:
So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism?
Sure. We are going to have to come up with a more extensive idea&tech tree and implement that.
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YourBreakfast
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YourBreakfast


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 3:19 pm

US_of_Alaska wrote:
So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism?

For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs?
I'm not sure either way.
Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?"
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US_of_Alaska
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US_of_Alaska


Posts : 1335
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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 7:05 pm

YourBreakfast wrote:
For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs?
I'm not sure either way.
Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?"
Bringing back simplicity, i think that maybe it just needs to directly correlate to happiness levels. Ah-ha! Now here's an idea! When a new research is discovered (lets say 'liberty', political not economical) then unless if it is put to use, the happiness of your people will decrease. Of course, if your enemies have already made use of the cultural changes, you may be able to negate this with propaganda. Eg, 1960s Americans weren't unhappy they didn't have Communism because their rivals were Communist.
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~sciocont
Overall Team Lead
~sciocont


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 7:31 pm

US_of_Alaska wrote:
YourBreakfast wrote:
For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs?
I'm not sure either way.
Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?"
Bringing back simplicity, i think that maybe it just needs to directly correlate to happiness levels. Ah-ha! Now here's an idea! When a new research is discovered (lets say 'liberty', political not economical) then unless if it is put to use, the happiness of your people will decrease. Of course, if your enemies have already made use of the cultural changes, you may be able to negate this with propaganda. Eg, 1960s Americans weren't unhappy they didn't have Communism because their rivals were Communist.
It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
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US_of_Alaska
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US_of_Alaska


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 7:32 pm

~sciocont wrote:
It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game?
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~sciocont
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~sciocont


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 7:43 pm

US_of_Alaska wrote:
~sciocont wrote:
It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game?
Take into account beliefs and environment of a population, you'll get something like it.
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US_of_Alaska
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US_of_Alaska


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 7:45 pm

~sciocont wrote:
US_of_Alaska wrote:
~sciocont wrote:
It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game?
Take into account beliefs and environment of a population, you'll get something like it.
Yes, but what is it that makes one person believe something and another believe something else?
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ADMIN
Admin



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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Aug 24, 2010 11:10 pm

US_of_Alaska wrote:
~sciocont wrote:
US_of_Alaska wrote:
~sciocont wrote:
It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game?
Take into account beliefs and environment of a population, you'll get something like it.
Yes, but what is it that makes one person believe something and another believe something else?
Genetics+Environment control everything about you.
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https://thrivegame.canadaboard.net
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyWed Aug 25, 2010 8:22 pm

ADMIN wrote:
Genetics+Environment control everything about you.
So ideology will be programmed into ShareCodes as well? And i don't see how that can really be true, considering many people are rebellious towards their parents. How will we program these environmental factors in? That is all i am really worried about. Because a lot of people see Capitalism as the ultimate system, and yet others argue for Socialism. Both make sense, but there is something that makes people inclined to one or the other. I mean, throughout history there's even a number of great academics who were against democracy!
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Mysterious_Calligrapher
Biome Team Lead
Mysterious_Calligrapher


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Age : 32
Location : Earth, the solar system, the milky way...

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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 1:50 pm

Hey, maybe we could hook it up to Alaska's beloved sliders? Then we could incorporate happiness - so if the population is happy, their "beliefs" closely reflect the emphasis values set in the sliders, and if they're unhappy, their beliefs start to lean towards those of their neighbors (if their neighbors have a greater happiness value.)
Then we could stick in a propaganda factor - really good propaganda could cause moderately unhappy populations to blame their neighbors who have different slider emphasis, so their sliders as a whole would move away from those of their neighbors (if they were to the left, they'd move further left, etc. - referring to on screen direction rather than political standing.) but propaganda would be less effective if the populace was extremely unhappy.
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Djohaal
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Djohaal


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 2:55 pm

Actually I think the happniess mechanics should be expanded to a certain degree. Happiness is just a bigger part of a picture called societal control. Both the legionaries and the circus helped reduce riots in rome. You get my point...
This would allow for an unified system of controlling your populance, you can either make them happy, or leave them sad but have really big sticks.

On ideologies on space age, what if every unlocked ideology got tossed into the social cauldron. Different conditions would make one of them get more followers on a given SC. If they don't match with your state politics, it could lead to atrition.
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Agrestrife
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Agrestrife


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 4:20 pm

Well... This is a problem... We have to decide whether we are going to make this game a whole lot complicated, or not keep realistic. Unless we find an unbeliveably good way out.
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Tenebrarum
Society Team Lead
Tenebrarum


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 4:32 pm

Okay, necropost has been made, I will now procede to address ancient issue.

My culture tab + My proposed species psychology thing that djo liked and is now working on = issue solved.
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Commander Keen
Industrial Team Lead
Commander Keen


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Location : Czech Republic (not that anyone would know where it is...)

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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 6:38 pm

Djohaal wrote:
Both the legionaries and the circus helped reduce riots in rome.

That is why we already have two values: Happiness and Order. If you have unhappy people, you must employ more Military Specialists to counter it.
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Mysterious_Calligrapher
Biome Team Lead
Mysterious_Calligrapher


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PostSubject: Re: Rebel Cities    Rebel Cities - Page 2 EmptyTue Dec 14, 2010 9:54 pm

Tenebrarum wrote:
Okay, necropost has been made, I will now procede to address ancient issue.

My culture tab + My proposed species psychology thing that djo liked and is now working on = issue solved.

Mea culpa
- Wait, four months is necro around here? Wow.

On topic - point me towards concept that solved issue? I'd like to see.
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