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
Function Part Discussion - Page 11 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
Function Part Discussion - Page 11 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
Function Part Discussion - Page 11 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
Function Part Discussion - Page 11 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
Function Part Discussion - Page 11 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
Function Part Discussion - Page 11 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
Function Part Discussion - Page 11 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
Function Part Discussion - Page 11 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
Function Part Discussion - Page 11 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
Function Part Discussion - Page 11 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
Function Part Discussion - Page 11 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
Function Part Discussion - Page 11 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
Function Part Discussion - Page 11 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
Function Part Discussion - Page 11 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
Function Part Discussion - Page 11 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
Function Part Discussion - Page 11 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
Function Part Discussion - Page 11 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
Function Part Discussion - Page 11 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
Function Part Discussion - Page 11 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
Function Part Discussion - Page 11 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Function Part Discussion

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penumbra espinosa
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Aiosian_Doctor_Xenox
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Tarpy
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Function Part Discussion - Page 11 Empty
PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyFri May 31, 2013 9:57 am

No offense Xenox, but I doubt that should be added even when we finish the game. Making players have to micromanage too much will just ruin the game.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyFri May 31, 2013 1:06 pm

So I have taken the time to better organize the OP. The new design is much better than the old one.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyFri May 31, 2013 7:03 pm

I never said they would have to. I just said Add-on, as in optional to turn it on and off, for players who do want more of a challenge.

But I'll leave it be for now. .3.

Anyway, back to the FPs. Where're we at now?
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 5:17 pm

Ah, yes, nets. I think we got everything sorted out here, do you guys agree?
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 7:54 pm

I guess so, unless you want to figure out more than nets for fishing, like weighted throwing nets for hunting land animals n' such.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 8:34 pm

Nets could also be used for catching terrestrial organisms. However, if we were to add that in, I would not make it a different net from the fishing net. They are similar enough to be one.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 9:22 pm

well, one is weighted, one is floating, depending on type of net, what kind of fishing net were you thinking, trawling? That wouldn't be a floating net.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 9:36 pm

That really doesn't matter in game. All that matters is that the unit uses it on a specific organism or an area of water to catch prey.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 01, 2013 9:45 pm

Well, it would probably matter for how it behaves in the world. The way it physically reacts.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySun Jun 02, 2013 4:58 am

Xenox- We can't go into that little detail, there's no point in doing that, and again, there's going to be too much micromanagment.

Here's how the gameplay experience with nets should look like:

He equips its ships with a net, they go fishing, and everyone is happy.

Here's how gameplay experience with too much micromanagment looks like:

The player goes into the Tech Editor and places a net. He is offered the choice to either have a weighted or floating net. Not knowing the difference, he goes to the wiki just to find that they are in fact the same thing. Then he equips his ships with the net and is asked for a quota. He is offered at least 20 type of fish, and then he spends the next 10 minutes deciding on what fish to catch. When he finally decides on the type of fish, his ships go to a local coral reef. He then sees them taking out a net full of tuna- sized fish. He is happy, because he will finally be able to feed his hungry people who had suffered droughts for 3 consecutive years. But then, to his horror, the fishermen simply begin to throw the huge fish off the ship and instead, just leave a few sardine sized fish. It is then that he decides that importing food is a simpler solution.

I hope you didn't take this seriously, but that's what gameplay would seriously look like with too much micromanagment.
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WilliamstheJohn
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySun Jun 02, 2013 7:35 am

Tarpy wrote:
Xenox- We can't go into that little detail, there's no point in doing that, and again, there's going to be too much micromanagment.

Here's how the gameplay experience with nets should look like:

He equips its ships with a net, they go fishing, and everyone is happy.

Here's how gameplay experience with too much micromanagment looks like:

The player goes into the Tech Editor and places a net. He is offered the choice to either have a weighted or floating net. Not knowing the difference, he goes to the wiki just to find that they are in fact the same thing. Then he equips his ships with the net and is asked for a quota. He is offered at least 20 type of fish, and then he spends the next 10 minutes deciding on what fish to catch. When he finally decides on the type of fish, his ships go to a local coral reef. He then sees them taking out a net full of tuna- sized fish. He is happy, because he will finally be able to feed his hungry people who had suffered droughts for 3 consecutive years. But then, to his horror, the fishermen simply begin to throw the huge fish off the ship and instead, just leave a few sardine sized fish. It is then that he decides that importing food is a simpler solution.

I hope you didn't take this seriously, but that's what gameplay would seriously look like with too much micromanagment.

Exactly Tarpy.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySun Jun 02, 2013 10:17 am

No, I simply meant the 'weighted' bit would be implied for the land creature capture thing. I mean, I don't thank an non-weighted net would be much use for that unless it's a fairly small creature. I also didn't mean for ships to have it, I meant for tribal(and onward) creatures to have it, as it could be both for capturing food, and a defensive weapon.
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WilliamstheJohn
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyMon Jun 03, 2013 1:47 am

That sounds reasonable, and would be useful.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyMon Jun 03, 2013 5:59 pm

WilliamstheJohn wrote:
That sounds reasonable, and would be useful.

QFT

I'm pretty sure a hand-held fishing net could sufficiently restrain a creature like the one in the image for the Tribal theme. It'd probably just make it angry. And a shipboard fishing net even more so. It wouldn't be going anywhere too fast, but it would still be dangerous.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyMon Jun 03, 2013 6:24 pm

I'm confused as to what you guys are agreeing on here, so I'm just going to reiterate:

Net for fishing, net for land, same thing.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyTue Jun 04, 2013 2:17 am

Nets for fishing would be almostly uselles on land, beacuse land animals could remove net whichis over them.
Thats why we should have sub-type of net, weighted net which would have something heavy on its ends, so animals cant escape. Just a sub-type of net, not new FP
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyTue Jun 04, 2013 2:31 am

Actually, fishing nets need weights on its ends so the bottom part doesent float, so thats not a big difference. Only difference i can see is that fishing nets, if you leave them on the sea so you can come later and collect the fish, you need buoys to keep the top part floating. Anyway, both nets are similar, and interchangable, so no need for different FPs nor subtypes here.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyTue Jun 04, 2013 4:57 pm

Daniferrito wrote:
so no need for different FPs nor subtypes here.

Exactly my point. Just because there is a difference in real life doesn't mean anything. Remember that this is a game. This stage will be mostly RTS. The player doesn't give a rat's hat about all the different types of nets there are. These are minor differences that need not even be bothered with.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyWed Jun 05, 2013 2:07 am

Ok then.
So and net and weighted net will be in game called only ''net''
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyThu Jun 13, 2013 3:56 pm

Now, I know that some people like Nick are currently having exams (or so I think), but let's try and develop some concept in the meanwhile anyway.

So, I think that nets are pretty much done. Anyone want to add something on to the current description of nets? If not, we can continue on to the next function part.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyFri Jun 14, 2013 2:44 am

Tarpy wrote:
Now, I know that some people like Nick are currently having exams (or so I think).
 I'm done now, so I'll be back in full force again tomorrow.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptyFri Jun 14, 2013 6:56 am

Great Nick, now that the school year is over, we can finally get this topic up and running like it was back when it was created.

Alright, I guess I'm gonna move nets to the "concept fully developed" section. There's really not much more they can be used for.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 15, 2013 3:46 am

Wait a second, haven't we discussed scythes already? Why is it still under "Other"?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 15, 2013 7:06 am

Sorry for the mistake, Ill move them into concept developed right now.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 11 EmptySat Jun 15, 2013 2:28 pm

Well, what's next on the to-do list?
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