Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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Currently: The Microbe Stage GUI is under heavy development
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Latest topics
» THIS FORUM IS NOW OBSOLETE
digging and climbing  Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
digging and climbing  Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
digging and climbing  Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
digging and climbing  Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
digging and climbing  Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
digging and climbing  Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
digging and climbing  Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
digging and climbing  Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
digging and climbing  Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
digging and climbing  Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
digging and climbing  Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
digging and climbing  Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
digging and climbing  Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
digging and climbing  Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
digging and climbing  Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
digging and climbing  Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
digging and climbing  Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
digging and climbing  Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
digging and climbing  Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
digging and climbing  Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 digging and climbing

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US_of_Alaska
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PostSubject: digging and climbing    digging and climbing  EmptyWed Oct 06, 2010 8:17 pm

just asking how would these be implemented because in spore u could not do any of these and would add realism to the game if included
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PostSubject: Re: digging and climbing    digging and climbing  EmptyWed Oct 06, 2010 8:23 pm

Yes. Da. Si. This sorta went without say. It will be in the game.
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Brown Spotted Kiwi
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PostSubject: Re: digging and climbing    digging and climbing  EmptyWed Oct 06, 2010 8:38 pm

Yes, I think this will be in the game. You will need special claws/hands to do these tasks though.
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US_of_Alaska
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PostSubject: Re: digging and climbing    digging and climbing  EmptyThu Oct 07, 2010 1:25 am

Brown Spotted Kiwi wrote:
Yes, I think this will be in the game. You will need special claws/hands to do these tasks though.
Not really. They would just make you better at it.
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GamerXA
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PostSubject: Re: digging and climbing    digging and climbing  EmptyThu Oct 07, 2010 2:22 am

The placement of legs would affect this as well.., For example: A giraffe trying to climb a tree...
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~sciocont
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PostSubject: Re: digging and climbing    digging and climbing  EmptyThu Oct 07, 2010 6:20 pm

Someone had a good idea about a grab button shortcut that would have your creature grab onto the nearwest object it could reach, assuming it had some sort of manipulator.
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PostSubject: Re: digging and climbing    digging and climbing  EmptyFri Oct 08, 2010 5:24 pm

you could do it on other ways, for example as a worm. the type of material would matter a lot(much like in minecraft)
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US_of_Alaska
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PostSubject: Re: digging and climbing    digging and climbing  EmptyFri Oct 08, 2010 7:58 pm

eumesmo wrote:
you could do it on other ways, for example as a worm. the type of material would matter a lot(much like in minecraft)
Do you mean like a worm tunneling through material or like a caterpillar climbing up material?
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PostSubject: Re: digging and climbing    digging and climbing  EmptyFri Oct 08, 2010 8:11 pm

Sure, we know it will be in the game, but then a new question arises; how will it be handled?

This is one of my older posts, only covering climbing and grabbing. Mostly grabbing. Not necessarily digging. It might have to be refined.

Quote :
While this scheme may be fit for everyday actions that are not too fast-paced, when you do get to fast-paced and intricate options, like combat, swinging through trees, or quickly navigating obstacles, how will we do it and make it look good? And when I mean good, I mean you should have a level of control over how you move. There should be a button for grabbing the nearest grabbable object with feet or hands at the end of your limbs fit to grab things, one key for each hand, symmetric or asymmetric. If the object can come off of the surface it's resting on (like a ball on a desk) your organism will simply pick it up (this can also be done via click-action but pressing a key is the fastest way, really), but if it can't, your organism will hang onto it until it breaks, (and, with the help of physics and momentum swing back and forth if it was rushing towards it earlier, thus allowing for flashy stunts) until you press that key again. And if it's higher than your waist-line or (and when the momentum of swinging back and forth has died down somewhat), your organism will pull itself towards that object (like monkey bars) and if it can, get on top of it (like almost falling off a ledge), possibly for dear life, but only if it has sufficient energy or hasn't been hanging for long. The creature's weight and strength also comes into play here, if it can be possibly programmed.


The process behind the whole hanging thing might go along the lines of this--

Energy low? >
If yes > let go of object
If no > use other hands if available >

Other hands? >
If yes > use other hands in addition to continue holding on until energy is low/object breaks
If no > hold on until energy is low

So basically I'm suggesting having more key-pressing take the place of click-action. The only problem I see here is that if you have a lot of hands, you'll have a lot of keys, pherhaps exceeding the amount of keys on your keyboard (millipede with hands for legs). Perhaps we should organise it in pairs rather than individual hands, or pherhaps pressing that key could only make the limb with the hand on it closest to the object you want to grab which is the object you'll be facing via camera rotation grab that object.

But what if you can't move the camera fast enough? Hm...maybe we should just stick with the individual hands idea. I mean, won't everything else be mostly click-action?

Then again you'll have to memorize every key for every hand. Maybe just the facing-the-object idea. Or maybe just click action...oh dear. I'm stuck.
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digging and climbing  Empty
PostSubject: Re: digging and climbing    digging and climbing  EmptyFri Oct 08, 2010 8:54 pm

Noitulove wrote:
Sure, we know it will be in the game, but then a new question arises; how will it be handled?

This is one of my older posts, only covering climbing and grabbing. Mostly grabbing. Not necessarily digging. It might have to be refined.

Quote :
While this scheme may be fit for everyday actions that are not too fast-paced, when you do get to fast-paced and intricate options, like combat, swinging through trees, or quickly navigating obstacles, how will we do it and make it look good? And when I mean good, I mean you should have a level of control over how you move. There should be a button for grabbing the nearest grabbable object with feet or hands at the end of your limbs fit to grab things, one key for each hand, symmetric or asymmetric. If the object can come off of the surface it's resting on (like a ball on a desk) your organism will simply pick it up (this can also be done via click-action but pressing a key is the fastest way, really), but if it can't, your organism will hang onto it until it breaks, (and, with the help of physics and momentum swing back and forth if it was rushing towards it earlier, thus allowing for flashy stunts) until you press that key again. And if it's higher than your waist-line or (and when the momentum of swinging back and forth has died down somewhat), your organism will pull itself towards that object (like monkey bars) and if it can, get on top of it (like almost falling off a ledge), possibly for dear life, but only if it has sufficient energy or hasn't been hanging for long. The creature's weight and strength also comes into play here, if it can be possibly programmed.


The process behind the whole hanging thing might go along the lines of this--

Energy low? >
If yes > let go of object
If no > use other hands if available >

Other hands? >
If yes > use other hands in addition to continue holding on until energy is low/object breaks
If no > hold on until energy is low

So basically I'm suggesting having more key-pressing take the place of click-action. The only problem I see here is that if you have a lot of hands, you'll have a lot of keys, pherhaps exceeding the amount of keys on your keyboard (millipede with hands for legs). Perhaps we should organise it in pairs rather than individual hands, or pherhaps pressing that key could only make the limb with the hand on it closest to the object you want to grab which is the object you'll be facing via camera rotation grab that object.

But what if you can't move the camera fast enough? Hm...maybe we should just stick with the individual hands idea. I mean, won't everything else be mostly click-action?

Then again you'll have to memorize every key for every hand. Maybe just the facing-the-object idea. Or maybe just click action...oh dear. I'm stuck.
This was what i was looking for, thanks.
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