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 Aware Stage Combat

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NickTheNick
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PostSubject: Re: Aware Stage Combat   Mon Jan 07, 2013 1:31 am

D4RK_VOID wrote:
Hold on. I have been told many times that thrive is never going to be finished. Always new things added. So whats the problem with this? We can at least have it in the game in its later stages. Besides... If microbe is not even close to finishing... We have a lot of time to think about aware stage and perhaps another programer will join us.
Also you didn't have to add: "By the way, it is spelled "Deus". " It was obviously pressed in the wrong order by accident. No need to make it obvious for others to see.

And even if what scio mentioned wasnt an issue, there would be no problem, since we could come back later and implement it, with more time and manpower on our hands. Its just for initial release ans soon after the damage system is optimal.

It was not obviously a typo. People have mispelled before, and I thought this was a case of that. There's no need to get offended.

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Narnobie123
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PostSubject: Re: Aware Stage Combat   Tue Apr 30, 2013 3:16 pm

Tenebrarum wrote:
~sciocont wrote:
Tenebrarum wrote:
~sciocont wrote:
Yes, yes it does. Any sharp or very strong appendage?
And that circles back to defence issues.
Combat programming is Belgium. Keep watching animal planet until we come up with something.
That won't help. All we got there is migets running a dog shelter!



Try national geographic channel?
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Immortal_Dragon
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PostSubject: Re: Aware Stage Combat   Tue Jun 18, 2013 11:14 am

What is being done with different size orgs, such as a big predator or herbivore versus something smaller? Or vice-versa. If my knowledge of nature says anything, then an creature with a size advantage is going to use that, as with greater size comes greater strength. An example from the era of dinosaurs would be a big sauropod such as camarasaurus, versus an allosaurus, the big herbivore could rear up, and when it comes down it could crush the smaller predator. Idk if something similar could be applied here or not.
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Tritium
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PostSubject: Re: Aware Stage Combat   Tue Jun 18, 2013 3:48 pm

First i want to apologize that i haven't been tracking progress of concepts on these stages if my suggestions have been covered please delete this post. So i don't know if Thrive is going to use ragdoll physics but if it does what about this:

The Blue and Red circles (representing nervous and circulatory systems central organs like breain, heart) are meshes with integer for health visible only in the creature editor, with vertical plane with some blurry image always billboarded to the viewer. Weapons like claws, horns, tusks, stings placement determines the animation, so if a claw is placed on a tail the animation would be thrusting the tail forward to position of mouse cursor, maybe making a little jump so if creature has one leg with claw on it it doesn't look weird with the creature levitating while attacking but will look like its making a jump and attacks.
-Players own weapons will damage the "Health Meshes" so he will not be tempted to goof around trying to make glitches like making a leg go through his abdomen, if he hits his vital point-the meshes player takes damage equal to weapons damage.
-Making a body larger in the vulnerable parts provides protection forcing the predators to evolve larger claws, limbs etc.


So how does it sound?
EDIT: Oh god i'm so sorry. I saw comments above about watching animal planet and predator pray and didn't notice thread is about aware stage.
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Immortal_Dragon
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PostSubject: Re: Aware Stage Combat   Wed Jun 19, 2013 6:33 pm

Sounds good to me Tritium, I don't know how that will look from the programming side though, it might be complicated.
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Tritium
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PostSubject: Re: Aware Stage Combat   Wed Jun 19, 2013 7:06 pm

Well if the creature editor lets you add legs mouths weapons and whatnot 2 more parts shouldn't be a problem. 
 Gave it some more thought damage to the nervous systems mesh could shock-stun the creature for several seconds and to the circulatory system causes damage over time.
 I don't know how collision is going to be handled if its collision shapes as big as the whole creature an attack with certain weapon to them can cause damage enough to kill the being with 4-5 attacks. Attacks to the vital points can kill it with 1-2 hits with the stun,bleed effects if it doesn't die from the first attack. Poisons can be upgrades that trigger these effects (stun,bleed) even with a hit not in the vital parts but legs for example.
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PostSubject: Re: Aware Stage Combat   Wed Jun 19, 2013 7:24 pm

Well, there seems to be a lack of discussion on how damage is calculated aside from where an org is hit. Maybe something that takes into account the size/strength of the muscles driving the weapon into the target, the weight of the weapon is important too. A bigger weapon would be slower for a creature to swing even with bigger/more powerful muscles, but it would be more devastating when it does hit.

Plus there seems to be something similar to an Organ Editor, from what I've read, so that may be taken into account in terms of the damage system that's in place. Anyone else with more knowledge feel free to correct/elaborate.

Edit: The Organ Editor would be part of the Organism Editor, if I remember correctly.


Last edited by Immortal_Dragon on Wed Jun 19, 2013 7:25 pm; edited 1 time in total (Reason for editing : clarification)
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NickTheNick
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PostSubject: Re: Aware Stage Combat   Fri Jun 21, 2013 4:26 pm

Tritium wrote:
First i want to apologize that i haven't been tracking progress of concepts on these stages if my suggestions have been covered please delete this post. So i don't know if Thrive is going to use ragdoll physics but if it does what about this:

The Blue and Red circles (representing nervous and circulatory systems central organs like breain, heart) are meshes with integer for health visible only in the creature editor, with vertical plane with some blurry image always billboarded to the viewer. Weapons like claws, horns, tusks, stings placement determines the animation, so if a claw is placed on a tail the animation would be thrusting the tail forward to position of mouse cursor, maybe making a little jump so if creature has one leg with claw on it it doesn't look weird with the creature levitating while attacking but will look like its making a jump and attacks.
-Players own weapons will damage the "Health Meshes" so he will not be tempted to goof around trying to make glitches like making a leg go through his abdomen, if he hits his vital point-the meshes player takes damage equal to weapons damage.
-Making a body larger in the vulnerable parts provides protection forcing the predators to evolve larger claws, limbs etc.


So how does it sound?
EDIT: Oh god i'm so sorry. I saw comments above about watching animal planet and predator pray and didn't notice thread is about aware stage.

The original concept was to track the health of each body part/organ separately. Circulatory systems can either be Open or Closed. Closed Circulatory Systems, which is what you are talking about, will consist of a blood pump or several blood pumps, and tubes connecting those blood pumps to all parts and organs of the body. I don't know how well that fits in with a health mesh, so could you elaborate on how that system would work?

Also, don't worry, the Aware Stage is exactly what we are talking about right now.

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