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
fighting hunting styles - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» 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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» Application for Programmer/ Theorist
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» Presentation
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» A new round of Forum Revamps!
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 fighting hunting styles

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MassimoV
US_of_Alaska
Noitulove
roadkillguy
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Commander Keen
Industrial Team Lead
Commander Keen


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

fighting hunting styles - Page 2 Empty
PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Sep 24, 2010 10:07 am

The FPS mode in Spring is extremly lacking because they are worried of "cheating", and because everyone says "This is mod specific, Lua it." (basically impossible on multiplayer without ping issues). It's not really useful for anything in the engine, except as a source of inspiration for us.

I think that Org. mode once you gained Strategy should be the same as before. Units in Strategy should be able to see as good as a player can (I never got how units in RTS/FPS hybrids are able to see just a few hundred meters).
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The Uteen
Sandbox Team Lead
The Uteen


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Age : 28
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fighting hunting styles - Page 2 Empty
PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Sep 24, 2010 2:25 pm

roadkillguy wrote:
By the time We reach ranged combat, I believe your species will be tribal. Thus, it would be primarily RTS styled.

If you've ever played something called TA Spring, you'll know what I mean.

What about spitting? And quill-shooting? And squirting water (there's a fish that does it)? Things developed through evolution can be ranged, and that's nowhere near tribal.
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roadkillguy
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roadkillguy


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PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Sep 24, 2010 5:06 pm

Yes, projectiles will be implementable, but for the first few stages in development, org. RTS mode will be rather limited.
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Commander Keen
Industrial Team Lead
Commander Keen


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PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Sep 24, 2010 6:39 pm

roadkillguy wrote:
Yes, projectiles will be implementable, but for the first few stages in development, org. RTS mode will be rather limited.

You mean limiting Org. mode AFTER acquiring Strategy? It would not have any sense to suddenly have units pop out at sight distance (Spring) when before they were visible normally. I think we should rather adapt Strategy unit to that see at their full line on sight, not limit them at 100 meters (Spring).
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roadkillguy
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roadkillguy


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fighting hunting styles - Page 2 Empty
PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Sep 24, 2010 7:05 pm

Commander Keen wrote:
roadkillguy wrote:
Yes, projectiles will be implementable, but for the first few stages in development, org. RTS mode will be rather limited.

You mean limiting Org. mode AFTER acquiring Strategy? It would not have any sense to suddenly have units pop out at sight distance (Spring) when before they were visible normally. I think we should rather adapt Strategy unit to that see at their full line on sight, not limit them at 100 meters (Spring).

I never said anything about FOV limitation.

I was referring to how you are still just a unit in spring, and you cannot do anything another unit can't. FOV, when in effect, will be exactly the same between modes.
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Commander Keen
Industrial Team Lead
Commander Keen


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Location : Czech Republic (not that anyone would know where it is...)

fighting hunting styles - Page 2 Empty
PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptySat Sep 25, 2010 5:19 am

Oh, sorry about that, I misread that. I though you were saying that you want to limit FPS'd units in the same way Spring does (LOS limitation).

I certainly agree that player should only be able to act like a normal unit, not a hero of some sorts.
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roadkillguy
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roadkillguy


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PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptySun Sep 26, 2010 12:42 am

Exactly. You would be able to go first person, but it's more centered towards RTS style gameplay.
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Deathbite42
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fighting hunting styles - Page 2 Empty
PostSubject: Re: fighting hunting styles   fighting hunting styles - Page 2 EmptyFri Aug 03, 2012 10:52 am

But still, what happens when you do? You will be shooting a gun, which will have to be implemented.
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