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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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» A new round of Forum Revamps!
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 Function Part Discussion

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penumbra espinosa
Jimexmore
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Tarpy
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Tarpy


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Function Part Discussion - Page 17 Empty
PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptySun Sep 01, 2013 4:09 pm

So, should we start discussing another FP or refine the concept for these structures(formulas and other uses)? Also, should sentry towers have the LoS depending on their height?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptySun Sep 01, 2013 4:37 pm

I would rather finish all the FP's before discussing things like determining construction costs.

Note that it is a sentry post, not a sentry tower, because the player might not choose to place it in a tower. Any building will have it's LoS dependent on it's height, and it's area. Making a building wider or longer or both will increase LoS, and increasing height without changing anything else will increase LoS. I'll try to come up with a formula for this.
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WilliamstheJohn
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyFri Sep 06, 2013 12:24 pm

I think shrines should have some effects on religion.

(By the way, i'm back)
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyFri Sep 06, 2013 7:56 pm

Shrines are for personal spirituality. They are also for cultural use. This is before mysticism, and hence, religion.
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyTue Sep 10, 2013 12:32 pm

So, which one of the structures you listed shall we discuss in greater detail first. Sentry towers, maybe? Also, I havent really been that active recently due to the school year starting(I am pretty sure that is also the reason the forum seems to have had a huge decline in activity the past week or so), but I will try and be as active as I can.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyTue Sep 10, 2013 6:24 pm

What is there to discuss in detail? If you mean calculating LoS I think that's something we should do later for all buildings based on size. I think that's good now for those FP's.
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptySun Sep 15, 2013 4:33 am

Two more Structure FP's.

Cistern - Structure – Stores compounds tagged as “Liquid”. Amount of space for storage is equal to volume of shape. Minimum dimensions of 1x1x1m. Must be built of compounds tagged as "Building Material".

Gas Tank - Structure – Stores compounds tagged as “Gas”. Amount of space for storage is equal to volume of shape. Minimum dimensions of 1x1x1m. Must be built of compounds tagged as "Metal".
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 2:20 am

Here are some details for some of the weapon FP's. These aren't finished definitions, they are just to show that I am actually working through these, and hopefully spark interest in how they will play out in the game.

---

Weapon
Damage Type - Damage
Attack Speed (Hits per second)
Range (m)

Melee Weapons

Double-Edged Blade
Slash – 29
Pierce – 23
0.60

Single-Edged Blade
Slash – 33
0.60

Club
Blunt – 14
0.40

Mace
Blunt – 22
0.40

Hammer
Blunt – 14
0.40

Axe
Slash – 35
Blunt – 18
0.50

Spear
Pierce – 25
0.60

Ranged Weapons


Bow
Pierce – 18
0.17
230m

Composite Bow
Pierce – 24
400m

Crossbow
Pierce – 51
0.10
365m

Sling
Blunt – 11
0.12
300m

Throwing Blades
Slash – 23

Javelin
Pierce – 42

Musket Barrel
Ballistic – 85

---

Just some things to note, the two digit decimal number shows attacks per second, which is basically the rate of attack of that weapon.

Another thing, when a weapon does multiple types of damage, each hit is randomized between them. The more damage one type does, the more likely it will be chosen.

For example, double-edged blade has a slash attack of 29 (cutting with a sword) and a pierce attack of 23 (stabbing). This means that each attack done with that blade will have a 29/52 (56%) chance of being a slash, and a 23/52 (44%) chance of being a pierce. Where did I get the 52 from? I just added up the two attacks, 29 and 23.

Lastly, different damage types do different amounts of damage to different armour types, so it will create an interesting rock, paper, scissors dynamic. It will be interesting to see how units evolve to compete with each other considering that they can be customized.


Last edited by NickTheNick on Thu Sep 19, 2013 7:43 pm; edited 1 time in total
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WilliamstheJohn
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 5:10 am

NickTheNick wrote:
Here are some details for some of the weapon FP's. These aren't finished definitions, they are just to show that I am actually working through these, and hopefully spark interest in how they will play out in the game.

---

Weapon
Damage Type - Damage
Attack Speed (Hits per second)
Range (m)

Melee Weapons

Double-Edged Blade
Slash – 29
Pierce – 23
0.60

Single-Edged Blade
Slash – 33
0.60

Club
Blunt – 14
0.40

Mace
Blunt – 22
0.40

Hammer
Blunt – 14
0.40

Axe
Slash – 35
Blunt – 18
0.50

Spear
Pierce – 25
0.60

Ranged Weapons


Bow
Pierce – 18
0.17
230m

Composite Bow
Pierce – 24
400m

Crossbow
Pierce – 51
0.10
365m

Sling
Blunt – 11
0.12
300m

Throwing Blades
Slash – 23

Javelin
Pierce – 42

Musket Barrel
Ballistic – 85

---

Just some things to note, the two digit decimal number shows attacks per second, which is basically the rate of attack of that weapon.

Another thing, when a weapon does multiple types of damage, each hit is randomized between them. The more damage one type does, the more likely it will be chosen.

For example, single-edged blade has a slash attack of 29 (cutting with a sword) and a pierce attack of 23 (stabbing). This means that each attack done with that blade will have a 29/52 (56%) chance of being a slash, and a 23/52 (44%) chance of being a pierce. Where did I get the 52 from? I just added up the two attacks, 29 and 23.

Lastly, different damage types do different amounts of damage to different armour types, so it will create an interesting rock, paper, scissors dynamic. It will be interesting to see how units evolve to compete with each other considering that they can be customized.
I think it looks quite nice, but we need to make more types of ranged weapons. That is not going to be easy.
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Tarpy
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Function Part Discussion - Page 17 Empty
PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 6:08 am

WilliamstheJohn wrote:
NickTheNick wrote:
Here are some details for some of the weapon FP's. These aren't finished definitions, they are just to show that I am actually working through these, and hopefully spark interest in how they will play out in the game.

---

Weapon
Damage Type - Damage
Attack Speed (Hits per second)
Range (m)

Melee Weapons

Double-Edged Blade
Slash – 29
Pierce – 23
0.60

Single-Edged Blade
Slash – 33
0.60

Club
Blunt – 14
0.40

Mace
Blunt – 22
0.40

Hammer
Blunt – 14
0.40

Axe
Slash – 35
Blunt – 18
0.50

Spear
Pierce – 25
0.60

Ranged Weapons


Bow
Pierce – 18
0.17
230m

Composite Bow
Pierce – 24
400m

Crossbow
Pierce – 51
0.10
365m

Sling
Blunt – 11
0.12
300m

Throwing Blades
Slash – 23

Javelin
Pierce – 42

Musket Barrel
Ballistic – 85

---

Just some things to note, the two digit decimal number shows attacks per second, which is basically the rate of attack of that weapon.

Another thing, when a weapon does multiple types of damage, each hit is randomized between them. The more damage one type does, the more likely it will be chosen.

For example, single-edged blade has a slash attack of 29 (cutting with a sword) and a pierce attack of 23 (stabbing). This means that each attack done with that blade will have a 29/52 (56%) chance of being a slash, and a 23/52 (44%) chance of being a pierce. Where did I get the 52 from? I just added up the two attacks, 29 and 23.

Lastly, different damage types do different amounts of damage to different armour types, so it will create an interesting rock, paper, scissors dynamic. It will be interesting to see how units evolve to compete with each other considering that they can be customized.
I think it looks quite nice, but we need to make more types of ranged weapons. That is not going to be easy.
I think we already have enough, in fact I cannot even think of any more (note that Nick did not count all gunpowder based weapons, check the description and see for yourself that it is enough)
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 6:45 am

I think the Hammer is a bit underpowered when compared to the Mace, especially considering it has the same attack speed.

EDIT: And also considering its stats are the exact same as the Club as well.


Last edited by Immortal_Dragon on Thu Sep 19, 2013 6:24 pm; edited 1 time in total
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 5:41 pm

Just a question, what FP are we exactly discussing right now?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 7:20 pm

Immortal_Dragon wrote:
I think the Hammer is a bit underpowered when compared to the Mace, especially considering it has the same attack speed.

EDIT: And also considering its stats are the exact same as the Club as well.
Yes, that's because a hammer is primarily for building. A club comes earlier and is cheaper, and a mace comes later and is more expensive, but is a better war weapon.

At the moment, I don't think any FP's are under discussion.

Also, everything past the early gunpowder age is not included on the list. Those I will have to get to later.
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Immortal_Dragon
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 7:33 pm

Uh, I noticed a typo in your post Nick, the Single-Edged Blade has no Piercing damage listed, and you use it in the example of calculating the chances of a damage type, when it should be the Double-Edged Blade.

Plus, where is the Axe's Blunt damage coming from?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyThu Sep 19, 2013 7:49 pm

Thanks. I fixed the typo, and the axe gets blunt damage for two reasons.

1) Axes were often used (in history) both to slash at enemies and to use the blunt ends to pound at them. Axes were good against shields, armour, and helmets, possibly causing concussions, bruises, or just exhausting the opponent.
2) It adds uniqueness to the axe to make it more distinct from the blades, otherwise an axe would just be the same a single-edged blade except with slightly more damage and slightly less speed.
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyFri Sep 20, 2013 8:02 am

So, what about the possibility of including the Flail, it was originally a farming tool but then it sort of evolved into a weapon. I was watching a BBC show episode on youtube that outlined it, the wielder would swing the flail in circles, and it was a weapon that was difficult to block, but also hard to wield due to the effort required to get it swinging and stop it.

Or maybe a Flail would just be a Mace part attached to a handle through a chain.




Also, why does the Musket Barrel have no specified range?
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NickTheNick
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyFri Sep 20, 2013 3:45 pm

The flail would be a pain to animate, and would be not very different from an axe or mace. Plus, there are a lot more medieval and other weapons we haven't included, but I would not want to add them in to keep the list from getting too long and complicated.

Immortal_Dragon wrote:
Also, why does the Musket Barrel have no specified range?
NickTheNick wrote:
These aren't finished definitions, they are just to show that...
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Tarpy
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyMon Sep 23, 2013 9:57 am

Nick- Perhaps we should continue with the old way of discussing FP's, just doing them one by one individually and in-detail like before. Also, shouldn't the weapon FP stats go in the weapon FP's thread?
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PostSubject: Re: Function Part Discussion   Function Part Discussion - Page 17 EmptyMon Sep 23, 2013 6:44 pm

Yes, one at a time is good, but sometimes with free time I go on my own and I complete the concept for several at a time, and I post them here.
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