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 | 
 

 Applying the resource system to each stage

View previous topic View next topic Go down 
AuthorMessage
Seregon
Regular


Posts : 263
Reputation : 37
Join date : 2011-08-10
Location : UK

PostSubject: Applying the resource system to each stage   Thu Aug 09, 2012 3:32 pm

This thread is meant to explore the ways in which we can apply basically the same compound system to each of the stages in thrive, an idea I got from NickTheNick's post in this thread.

The idea is that in each stage, there are components which perform comparable roles. For example, organelles (cell stage), organs (creature stage), and factories (society stage), all process compounds/resources into other compounds/products.

While there will be a few differences (factories trade resources with eachother, whereas organelles draw from a common pool of compounds in the cell), we should be able to account for these with only minor changes to the same basic system.

What this means is that we can use the same compound system as a component of each stage, and as this is one of the more important systems, it could save us a significant amount of development time. We may even be able to use the relationship between the compound system and auto-evo (which I'll explain at another time), to drive the 'evolution' of businesses in later stages.

I've made a quick diagram to show this more clearly. For each stage, I've highlighted the component which works with compounds (i.e.: factories, organs), the level at which evolution could act, and from which perspective the player will primarily be playing.



All of this could be tweaked, evolution could act on a nation in the same way it does a business, as well as on a village or tribe, but I highlighted those components which fell very clearly into those categories. Additionally, the player should have some control over other components, what I've highlighted is simply their primary perspective.

I've also seperated compounds/resources roughly into groups, to show how the focus shifts from very simple materials to much more complex materials as the game progresses. This is very important in order to avoid micromanagement, both by the player and more importantly, the cpu, which is allowed to base calculations on ever more generalised data.
Back to top Go down
View user profile
~sciocont
Overall Team Lead


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

PostSubject: Re: Applying the resource system to each stage   Thu Aug 09, 2012 4:03 pm

This looks really good.

_________________
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
NickTheNick
Overall Team Co-Lead


Posts : 2312
Reputation : 175
Join date : 2012-07-22
Age : 20
Location : Canada

PostSubject: Re: Applying the resource system to each stage   Fri Nov 02, 2012 7:57 pm

So Seregon, I was wondering if there is a list of compounds that you have, and what leads to what, and what composes what, that sort of thing. I made a quick chart here on that program you showed me about the relationships between the basic elements and the important resources for Microbe Stage. I was thinking that, based off of a small number of basic elements, we could have a variety of combinations to encompass all of the resources in the game. I only made the relationships for the basic elements and molecular resources. However, I left some of the resources necessary for later stages hovering above to consider how to extrapolate this process further.

For example, steel could be a composition of iron and carbon (coal), and gunpowder a composition of nitrogen, oxygen, and potassium/sodium/calcium.

Also, I notice I forgot to include protein in the chart.


_________________
Look at how far we've come when people thought we'd get nowhere. Imagine how far we can go if we try to get somewhere.
Back to top Go down
View user profile
Seregon
Regular


Posts : 263
Reputation : 37
Join date : 2011-08-10
Location : UK

PostSubject: Re: Applying the resource system to each stage   Sat Nov 03, 2012 8:51 am

Hmm... somewhere I've got a chart which looks rather like that, let me see.

Ah, heres one:


So far I've only considered compounds for the cell stage, and its rather unfinished, hence why I never posted it before.

Using the chart in the OP, there is a progression of compound levels, from basic compounds (oxygen, water), through organic compounds, organic polymers, organic materials, and other materials. At some stage each succesive level should coexist with the one before or the one after, so as you suggest, there should be a route to produce most advanced materials from the most basic materials available (with obvious exceptions, like steel, which comes primarily from iron ore which is itself a 'material').

The question really is how much detail we want, and that's not something we can answer until we have an engine to test. For example though, I wouldn't include o2 + h2 -> water, we simply don't need that level of detail at the cellular stage. Paradoxically though, we might want the reverse reaction available at the industrial stage...

So overall, yes, there should be a series of reactions (which may be chemical, biological, or artificial) which link most or all possible compounds together, but until we decide on all the componds we want that may be a little preemptive?
Back to top Go down
View user profile
NickTheNick
Overall Team Co-Lead


Posts : 2312
Reputation : 175
Join date : 2012-07-22
Age : 20
Location : Canada

PostSubject: Re: Applying the resource system to each stage   Sat Nov 03, 2012 12:18 pm

Ahh ok. So there are still more compounds to decide upon then. Which of those will be significant to the player, or shown on the GUI?

_________________
Look at how far we've come when people thought we'd get nowhere. Imagine how far we can go if we try to get somewhere.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Applying the resource system to each stage   Today at 10:55 pm

Back to top Go down
 
Applying the resource system to each stage
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 :: Programming :: Technical Discussion-
Jump to: