Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
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» To all the people who come here looking for thrive.
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» 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
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  Miner/Collector Units

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Invader
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PostSubject: Miner/Collector Units    Miner/Collector Units EmptySat Jul 24, 2010 11:07 pm

Now, this is an idea I just had: Collector Units. These could range from Society Centers to organisms to vehicles. They would basically just be things tasked to collect certain minerals/other things.

For example, you could build a quarry and set it's task. Search: Mineral: gold, Search: Mineral: coal. Or you could have the farmer, living in the wilderness. Collect: Foodstuff: Apple/whatever. Or there's the blimps idea that was had in the Gas Planets thread. You could task it with things along these lines: Search: Chemical: Helium. Or there could be hunters. They would get something like Search: Kill: Deer: Collect: Hide. You would obviously be able to assign Collectors en masse.


They would then be brought to the nearest SC for processing or storage. Food collected would, of course, go toward trade or feeding your own people. Anything else would either be used to help keep your own people going, or to be traded.

Once the player has a large number of SCs, he/she will be able to select specific SCs to "over-produce" certain products/materials so that there will be plenty for trade. This could have pretty bad backlash if not managed properly, however. Your nation/faction/species could become dependant on a certain product or material, and if something happens to make that one thing unavailable, the entire economy could buckle.

Collectors would be able to communicate- if one miner finds a huge pocket of gold, others will come to help him mine it all. If a hunter finds a herd of animals he's looking for, he'll alert his fellow hunters and they'll all come take care of the herd. If a hunter finds a place where there are tons of fruit trees, next time he returns to the SC he will tell a farmer to go farm the trees.

To track whether or not a specific SC is being useful, you can click on the SC to view all of the information on it's Collectors (I.E. the percent of the time the hunters kill their prey versus the amount of the time the prey escapes). You could also view the collective information of any of a specific type of Collector unit in your entire species.


Last edited by InvaderZim on Tue Jul 27, 2010 2:15 am; edited 4 times in total
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Commander Keen
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Commander Keen


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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 2:25 am

Reds concept hadve something similar, telling some workers to transport goods between a source and nearest SC.

Still, this "Search" function is a good idea, telling people to go and find more sources of selected materials.
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koiboi59
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 11:27 am

seems like a good idea.
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US_of_Alaska
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 6:25 pm

koiboi59 wrote:
seems like a good idea.
Indeed it does. Good work, Zim.

I think that it would also be a good idea that once the player is handling a large number of SCs, they can assign each SC to over-collect a certain resource. That way, SCs could be specialized into food production SCs or iron production SCs or whatever the player is in need of.
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Commander Keen
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 7:05 pm

Good idea. Our quest for destroying useless micro is going to get fulfilled soon!
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Invader
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 7:53 pm

US_of_Alaska wrote:
koiboi59 wrote:
seems like a good idea.
Indeed it does. Good work, Zim.

I think that it would also be a good idea that once the player is handling a large number of SCs, they can assign each SC to over-collect a certain resource. That way, SCs could be specialized into food production SCs or iron production SCs or whatever the player is in need of.


Good idea. I'll add it to the OP.
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~sciocont
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 10:48 pm

Great idea here. We could also include a communication matrix between collector units- if a deer hunter sees some apple trees, maybe he could alert a forager of their location when he returns to the SC. Also, if one hunter finds a herd, other hunters will follow.

Also, each collector needs to have an efficiency rating. Say a deer hunter gets kills 70% of the time.
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Invader
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptySun Jul 25, 2010 11:24 pm

~sciocont wrote:
Great idea here. We could also include a communication matrix between collector units- if a deer hunter sees some apple trees, maybe he could alert a forager of their location when he returns to the SC. Also, if one hunter finds a herd, other hunters will follow.

Also, each collector needs to have an efficiency rating. Say a deer hunter gets kills 70% of the time.


I'll add that to the OP as well- though I can't see keeping the efficiency rating for EVERY Collector. Sounds like computer instakill. Maybe just an average efficiancy for every SC?
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Commander Keen
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyMon Jul 26, 2010 2:12 am

Average efficiency for each type of collector unit is a better choice.
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~sciocont
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyMon Jul 26, 2010 5:27 pm

InvaderZim wrote:
~sciocont wrote:
Great idea here. We could also include a communication matrix between collector units- if a deer hunter sees some apple trees, maybe he could alert a forager of their location when he returns to the SC. Also, if one hunter finds a herd, other hunters will follow.

Also, each collector needs to have an efficiency rating. Say a deer hunter gets kills 70% of the time.


I'll add that to the OP as well- though I can't see keeping the efficiency rating for EVERY Collector. Sounds like computer instakill. Maybe just an average efficiancy for every SC?
yeah, that sounds good.
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koiboi59
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyMon Jul 26, 2010 7:23 pm

InvaderZim wrote:
~sciocont wrote:
Great idea here. We could also include a communication matrix between collector units- if a deer hunter sees some apple trees, maybe he could alert a forager of their location when he returns to the SC. Also, if one hunter finds a herd, other hunters will follow.

Also, each collector needs to have an efficiency rating. Say a deer hunter gets kills 70% of the time.


I'll add that to the OP as well- though I can't see keeping the efficiency rating for EVERY Collector. Sounds like computer instakill. Maybe just an average efficiancy for every SC?

CURSE MODERN COMPUTERS!!! so many limitations, i guess thats the only choice.
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US_of_Alaska
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyTue Jul 27, 2010 2:08 am

Commander Keen wrote:
Average efficiency for each type of collector unit is a better choice.
Would like to bring attention to how good this point is.
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Invader
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyTue Jul 27, 2010 2:16 am

US_of_Alaska wrote:
Commander Keen wrote:
Average efficiency for each type of collector unit is a better choice.
Would like to bring attention to how good this point is.


Added to OP.
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~sciocont
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyTue Jul 27, 2010 11:30 am

InvaderZim wrote:
US_of_Alaska wrote:
Commander Keen wrote:
Average efficiency for each type of collector unit is a better choice.
Would like to bring attention to how good this point is.


Added to OP.

Let's keep this kind of goal throughout the game- Make things in-depth but simple to program.
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PostSubject: Re: Miner/Collector Units    Miner/Collector Units EmptyTue Jul 27, 2010 12:49 pm

~sciocont wrote:
InvaderZim wrote:
US_of_Alaska wrote:
Commander Keen wrote:
Average efficiency for each type of collector unit is a better choice.
Would like to bring attention to how good this point is.


Added to OP.

Let's keep this kind of goal throughout the game- Make things in-depth but simple to program.


And somewhat simple to use.
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