| Alternate scheme of modes | |
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+5US_of_Alaska ~sciocont YourBreakfast eumesmo roadkillguy 9 posters |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Alternate scheme of modes Sat Sep 11, 2010 3:56 pm | |
| Here's a proposal.
You have the species you created no?
There are other species/continents/races no?
Well, I think we should be able to switch sides at any time.
For example, if you want one species to do a certain thing, simply switch sides and do it!
I realize this is the equivalent of a diminished god mode, but I think it would be a lot more fun.
Also, what exactly are the limitations of org mode? While I realize eating squiddies at a pentagonal table with your three parents through your bellybutton would be nothing but EPIC, it's close to the speed of light (If you know what I mean). | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 5:24 pm | |
| maybe you in the town's market buying purple fruits.... | |
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YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 5:42 pm | |
| When you unlock god mode, you will be able to do this. This was decided a long time ago.
On the issue of Org mode, multiple threads have been created regarding the issue. We've covered that you're able to enter buildings if you make an interior to it but not really much has been put forward to it.
I was inevitably going to make a thread about it. Might aswell make one now... | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 6:29 pm | |
| When you unlock a certain god power, you will be able to jump factions, species, etc. | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 7:21 pm | |
| But entering buildings.. and doing everything we do.. that's just...
Imagine going to school or whatever it's called based on the language. Would you learn math based on procedurally generated species knowledge of math? Would you take tests? Would you get so bored at school you come home and program computers? Would there be computer generated symbols? Would you learn about your species concept of atoms?
Would you be able to live in a house? Would you do the dishes? Would you work on your car? Would you go into space? (This is, of course, acceptable in the space stage) Would you be able to fight with your neighbors?
There has to be some sort of limit. | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 7:29 pm | |
| entering and bieng in buildings is one thing, having interactions with the inside objects is another | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 8:23 pm | |
| Either way, It's still drawn on the screen. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 10:26 pm | |
| - roadkillguy wrote:
- Either way, It's still drawn on the screen.
We were thinking at one point just to have furniture added in procedurally according to the species' structure. I guess things like dishwashers, ovens, baths and computers could be triggered at certain technology points if we decide to include them. But no interaction. That would be asking too much. If you did choose to lead a civilian life in Org Mode, you'd probably just walk around the cities and interact with others. | |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 10:30 pm | |
| - US_of_Alaska wrote:
- roadkillguy wrote:
- Either way, It's still drawn on the screen.
We were thinking at one point just to have furniture added in procedurally according to the species' structure. I guess things like dishwashers, ovens, baths and computers could be triggered at certain technology points if we decide to include them. But no interaction. That would be asking too much. If you did choose to lead a civilian life in Org Mode, you'd probably just walk around the cities and interact with others. So... these would look like what? I mean, stoves and computers- these will look totally different on an alien world.. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 10:36 pm | |
| - InvaderZim wrote:
- US_of_Alaska wrote:
- roadkillguy wrote:
- Either way, It's still drawn on the screen.
We were thinking at one point just to have furniture added in procedurally according to the species' structure. I guess things like dishwashers, ovens, baths and computers could be triggered at certain technology points if we decide to include them. But no interaction. That would be asking too much. If you did choose to lead a civilian life in Org Mode, you'd probably just walk around the cities and interact with others. So... these would look like what? I mean, stoves and computers- these will look totally different on an alien world.. Would thing that they don't need to fit into really look any different? I mean, generally these objects are made to be efficient, not in any certain shape. | |
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GamerXA Regular
Posts : 285 Reputation : 12 Join date : 2010-07-06 Age : 36 Location : Australia, Queensland
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 11:01 pm | |
| Hotplates are generally round because it's an efficient design and does not need any more material than necessary, the things that go on top too, are round for a similar reason. Ovens would generally be a similar shape as to what we have today, because what overall general shape could an oven be to still be an oven. It has to have a closed in area with heating filament and some sort of shelving type structure for efficiency. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 11:02 pm | |
| - GamerXA wrote:
- Hotplates are generally round because it's an efficient design and does not need any more material than necessary, the things that go on top too, are round for a similar reason. Ovens would generally be a similar shape as to what we have today, because what overall general shape could an oven be to still be an oven. It has to have a closed in area with heating filament and some sort of shelving type structure for efficiency.
Exactly. Technologies that do not rely on the structure of the organism will be similar. | |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 11:50 pm | |
| - US_of_Alaska wrote:
- GamerXA wrote:
- Hotplates are generally round because it's an efficient design and does not need any more material than necessary, the things that go on top too, are round for a similar reason. Ovens would generally be a similar shape as to what we have today, because what overall general shape could an oven be to still be an oven. It has to have a closed in area with heating filament and some sort of shelving type structure for efficiency.
Exactly. Technologies that do not rely on the structure of the organism will be similar. Okay, but not the same. How do we determine what objects will look like? | |
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GamerXA Regular
Posts : 285 Reputation : 12 Join date : 2010-07-06 Age : 36 Location : Australia, Queensland
| Subject: Re: Alternate scheme of modes Sat Sep 11, 2010 11:55 pm | |
| We could create generalized parts such as handles, buttons or levers of a few varieties that are constant depending on the structure of the hands of the organism, these would then be used in the tech object that represents the oven, microwave or any other object. | |
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YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 7:25 am | |
| I'd imagine Org Mode in the Society Stages would act sort of like being a sim in Sim City. I don't really know about tht game much, (all I know is that you could follow what he was doing), but the player would be able to influence his job path, where he lives, where to go and control most techs. Being able to interact with EVERY SINGLE THING in the game is too much. Anyone else agree? | |
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The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 9:57 am | |
| But why go in buildings if you can't interact with anything? Seems a waste of time putting it in without interaction... | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 11:57 am | |
| Yeah.. it's just like sims at that point. I think you shouldn't be able to go into org mode during the civ stage. In space, I think you should be able to go into org mode, in which case you would fly a spaceship.
I believe if someone wants to write an extension for civ org mode, they can.
That's just me. | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 1:04 pm | |
| You forgot the military. Ordering several divisons into battle and then taking control of one of it's members, that's what it might be good for.
Honestly, I fail to see how to reasonably simulate civilian simulation without implementing practically everything. | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 1:38 pm | |
| - Commander Keen wrote:
Honestly, I fail to see how to reasonably simulate civilian simulation without implementing practically everything.
Exactly. | |
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YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 2:38 pm | |
| - Commander Keen wrote:
- You forgot the military. Ordering several divisons into battle and then taking control of one of it's members, that's what it might be good for.
Honestly, I fail to see how to reasonably simulate civilian simulation without implementing practically everything. You're not expecting us to be able to sit down on our couch we made in the TE and watch our favourite program on our TE-made television are you? That would need another game to be made entirely! Civilian simulation can be done, but we do need limits. We could go into buildings and maybe 'eat or 'sleep' or something, but that's about it. | |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 4:01 pm | |
| - YourBreakfast wrote:
- You're not expecting us to be able to sit down on our couch we made in the TE and watch our favourite program on our TE-made television are you?
No, I'm not. - YourBreakfast wrote:
- Civilian simulation can be done, but we do need limits. We could go into buildings and maybe 'eat or 'sleep' or something, but that's about it.
Good point. We should provide only very basic functionality, and let the rest be supplied by modders. | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 4:32 pm | |
| - Commander Keen wrote:
- YourBreakfast wrote:
- Civilian simulation can be done, but we do need limits. We could go into buildings and maybe 'eat or 'sleep' or something, but that's about it.
Good point. We should provide only very basic functionality, and let the rest be supplied by modders. Precisely. | |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 4:38 pm | |
| maybe this civilian part should only be done after the main things are since it's a extra thing | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Alternate scheme of modes Sun Sep 12, 2010 7:40 pm | |
| - eumesmo wrote:
- maybe this civilian part should only be done after the main things are since it's a extra thing
That's what I was saying. | |
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