Thrive Game Development
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  Latest imagesLatest images  SearchSearch  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
Senses integration. - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
Senses integration. - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
Senses integration. - Page 2 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
Senses integration. - Page 2 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
Senses integration. - Page 2 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
Senses integration. - Page 2 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
Senses integration. - Page 2 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
Senses integration. - Page 2 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
Senses integration. - Page 2 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
Senses integration. - Page 2 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
Senses integration. - Page 2 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
Senses integration. - Page 2 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
Senses integration. - Page 2 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
Senses integration. - Page 2 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
Senses integration. - Page 2 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
Senses integration. - Page 2 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
Senses integration. - Page 2 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
Senses integration. - Page 2 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
Senses integration. - Page 2 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
Senses integration. - Page 2 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Senses integration.

Go down 
+27
WilliamstheJohn
Immortal_Dragon
PrometheusPrime
NickTheNick
Atrox
Deathbite42
Milan0ka
roadkillguy
Mysterious_Calligrapher
mike roberts
ParadoxJuice
Tenebrarum
andry796
Djohaal
caekdaemon
fredpie
Commander Keen
Noitulove
The Uteen
Darkgamma
Albalrogue
2creator
US_of_Alaska
Poisson
Lukas99
GamerXA
~sciocont
31 posters
Go to page : Previous  1, 2, 3, 4, 5  Next
AuthorMessage
fredpie
Newcomer



Posts : 27
Reputation : 0
Join date : 2010-11-17
Age : 27
Location : The Great British Isles, home of rainy weather and afternoon tea.

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyWed Nov 24, 2010 3:54 pm

Commander Keen wrote:
Imagine yourself playing as a soldier in Org. mode. In a middle of normal patrol mission, you are suddenly under enemy artillery barrage. The only way to save yourself is to run, yet you can't because the camera is constantly jumping from one explosion to another, making you unable to even see what's going on (and giving you a headache ). I don't think thats realistic or good for gameplay.
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyWed Nov 24, 2010 4:10 pm

fredpie wrote:
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.
Back to top Go down
The Uteen
Sandbox Team Lead
The Uteen


Posts : 1476
Reputation : 70
Join date : 2010-07-06
Age : 27
Location : England, Virgo Supercluster

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Nov 25, 2010 12:42 pm

Commander Keen wrote:
fredpie wrote:
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.
I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed. So the lower your creatures intelligence the more this affects it.

The ringing in the ears would almost definitely be the ears, though.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Nov 25, 2010 12:44 pm

The Uteen wrote:
I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed.

But the rat will still run instead of running in circles.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyFri Nov 26, 2010 9:44 pm

caekdaemon wrote:
The Uteen wrote:

And remember, a creature with a small brain would get very confused with lots of noises, how else could we simulate that confusion?
Start changing the pitch of the sound in game so it makes less sense.
Ringing in your ears (temporary)
Back to top Go down
Djohaal
Learner
Djohaal


Posts : 144
Reputation : 1
Join date : 2010-12-03

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyWed Dec 08, 2010 10:17 pm

Quote :

Sense: Gustation (Taste)
Organ: Gustatory
Render Method: Text, possibly starting with "Tastes..."
Levels: Accuracy and Magnitude

Sense: Olfaction (Smell)
Organ: Olfactory
Render Method: Gaseous Renderings
Levels: Accuracy and Magnitude

Sense: Tactition (Touch)
Organ: Nerves
Render Method: Text again, possibly starting with "Feels..."
Levels: Magnitude and Location

Sense: Thermoception (Heat)
Organ: Nerves
Render Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.
Levels: Magnitude, Location and Temperature

Perhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.


Sense: Nociception (Pain)
Render Method: Flashing screen

Perhaps a red vingette around the screen?

Sense: Echolocation
Organ: Auditory, and vocal organs
Render method: Visual
Levels: Louder vocalizations, and sensitivity

Perhaps a visual feedback in the line with what they did on devil's tuning fork?
linkyu linky!


Suggestions in pretty colours.
Back to top Go down
andry796
Newcomer
andry796


Posts : 89
Reputation : 0
Join date : 2010-11-28
Age : 27
Location : Italy

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 10:44 am

Djohaal wrote:
Quote :

Sense: Gustation (Taste)
Organ: Gustatory
Render Method: Text, possibly starting with "Tastes..."
Levels: Accuracy and Magnitude

Sense: Olfaction (Smell)
Organ: Olfactory
Render Method: Gaseous Renderings
Levels: Accuracy and Magnitude

Sense: Tactition (Touch)
Organ: Nerves
Render Method: Text again, possibly starting with "Feels..."
Levels: Magnitude and Location

Sense: Thermoception (Heat)
Organ: Nerves
Render Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.
Levels: Magnitude, Location and Temperature

Perhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.


Sense: Nociception (Pain)
Render Method: Flashing screen

Perhaps a red vingette around the screen?

Sense: Echolocation
Organ: Auditory, and vocal organs
Render method: Visual
Levels: Louder vocalizations, and sensitivity

Perhaps a visual feedback in the line with what they did on devil's tuning fork?
linkyu linky!


Suggestions in pretty colours.

I agree the suggestions.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 1:27 pm

andry796 wrote:
Quote-suggestion

Like it all, especially the heat suggestion.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 5:36 pm

I agree with the suggestions.

Does anyone have the list of senses in evolution from the old Svenolutions site? You remember, the one that showed all of the simpler versions of senses and mapped out what led to what?

If not, we should make one. Not all eyes are created equal.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 6:09 pm

Tenebrarum wrote:
I agree with the suggestions.

Does anyone have the list of senses in evolution from the old Svenolutions site? You remember, the one that showed all of the simpler versions of senses and mapped out what led to what?

If not, we should make one. Not all eyes are created equal.
Yeah, someone should definitely map the sense organs out.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 10:38 pm

This is the old one. https://2img.net/r/ihimizer/img683/7653/sensestree.jpg
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 10:39 pm

US_of_Alaska wrote:
This is the old one. https://2img.net/r/ihimizer/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 10:41 pm

~sciocont wrote:
US_of_Alaska wrote:
This is the old one. https://2img.net/r/ihimizer/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.
A lot of the stuff on there is dodgy.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyThu Dec 09, 2010 10:43 pm

US_of_Alaska wrote:
~sciocont wrote:
US_of_Alaska wrote:
This is the old one. https://2img.net/r/ihimizer/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.
A lot of the stuff on there is dodgy.
Quite.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyFri Dec 10, 2010 7:14 pm

Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense
Back to top Go down
Djohaal
Learner
Djohaal


Posts : 144
Reputation : 1
Join date : 2010-12-03

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyFri Dec 10, 2010 7:24 pm

Tenebrarum wrote:
Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense

I beleive so, I've read climbing of mount improbable by richard dawkins and it went like that I think....
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyFri Dec 10, 2010 7:33 pm

Djohaal wrote:
Tenebrarum wrote:
Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense

I beleive so, I've read climbing of mount improbable by richard dawkins and it went like that I think....
Yeah, that's how eye evolution most likely went. However, we can condense it.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptyFri Dec 10, 2010 8:23 pm

~sciocont wrote:
Yeah, that's how eye evolution most likely went. However, we can condense it.

Go. Condense. I know not the best way to do so.
Back to top Go down
Djohaal
Learner
Djohaal


Posts : 144
Reputation : 1
Join date : 2010-12-03

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 1:21 am

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 1:51 am

Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.
Back to top Go down
Noitulove
Regular



Posts : 237
Reputation : 0
Join date : 2010-07-09

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 5:54 am

US_of_Alaska wrote:
Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 12:17 pm

Noitulove wrote:
US_of_Alaska wrote:
Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.
That sounds good. I think we should assosciate colors with known and unknown smells as well.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 12:25 pm

Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


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

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 2:00 pm

Tenebrarum wrote:
Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
True.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 EmptySat Dec 11, 2010 11:34 pm

~sciocont wrote:
Tenebrarum wrote:
Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
True.
How would we represent this, though? A mouse-over could reveal info, maybe?
Back to top Go down
Sponsored content





Senses integration. - Page 2 Empty
PostSubject: Re: Senses integration.   Senses integration. - Page 2 Empty

Back to top Go down
 
Senses integration.
Back to top 
Page 2 of 5Go to page : Previous  1, 2, 3, 4, 5  Next

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development :: Development :: Design :: Visual-
Jump to: