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
The instinct bar Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
The instinct bar Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
The instinct bar Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
The instinct bar Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
The instinct bar Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
The instinct bar Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
The instinct bar Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
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» Microbe Stage GDD
The instinct bar Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
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» Application for a 3D Modeler.
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» Presentation
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» Application of Sorts
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» want to contribute
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» Music List Thread (Post New Themes Here)
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» Application: English-Spanish translator
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» Want to be promoter or project manager
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» A new round of Forum Revamps!
The instinct bar Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 The instinct bar

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Albalrogue
FrogEmpire
US_of_Alaska
Commander Keen
Noitulove
The Uteen
kaosrain
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kaosrain
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kaosrain


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The instinct bar Empty
PostSubject: The instinct bar   The instinct bar EmptyTue Nov 23, 2010 12:25 pm

i just was spinning around the forum and i thought ¿how do we do instincts ? i mean like your brain makes you have the feeling of hunger or thirst or running

i thought of a bar that says the instict and a bar that fulls depending of the stronger the instinct

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The Uteen
Sandbox Team Lead
The Uteen


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The instinct bar Empty
PostSubject: Re: The instinct bar   The instinct bar EmptyTue Nov 23, 2010 1:18 pm

Do try to edit, not double post.

I think we are planning a thirst and hunger bar, and instincts... I think the current plan is to assume the player is smart enough to get these things right.

Maybe a fear bar though, and when it empties/fills your creature runs from everything and hides.
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kaosrain
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PostSubject: Re: The instinct bar   The instinct bar EmptyTue Nov 23, 2010 1:25 pm

what about when it fills at half you control what direction to go, but when full it just runs at maximun speed and you only see the image blured.
also http://www.minijuegos.com/Adapt-or-Die/10137 check it
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Noitulove
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PostSubject: Re: The instinct bar   The instinct bar EmptyTue Nov 23, 2010 1:56 pm

Bars, bars, bars, bars, if we keep this up we'll have more bars than a cell phone reception.

I'm thinking these bars/meters wouldn't actually show in the GUI, or just visibly.. maybe a sort of background process?

Also, Uteen, the player probably won't be the only member of their species. AI has to fill in for at least a fair share of the species, unless you want us to switch to a massively multiplayer online game.
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kaosrain
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PostSubject: Re: The instinct bar   The instinct bar EmptyTue Nov 23, 2010 9:26 pm

How many bars are there now?
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Commander Keen
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Commander Keen


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PostSubject: Re: The instinct bar   The instinct bar EmptyWed Nov 24, 2010 3:11 am

There are three bars I know of right now - thirst, hunger and energy/exhaustion. I think this is enough, anything more will make the GUI full of bars, as Noit said.

By the way, there was a discussion on "Fear overlay", where, if the player organism was scared, everything would appear way more scary than normal. Anyone knows where it did go?
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The Uteen
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The instinct bar Empty
PostSubject: Re: The instinct bar   The instinct bar EmptyWed Nov 24, 2010 12:26 pm

Commander Keen wrote:
There are three bars I know of right now - thirst, hunger and energy/exhaustion. I think this is enough, anything more will make the GUI full of bars, as Noit said.

By the way, there was a discussion on "Fear overlay", where, if the player organism was scared, everything would appear way more scary than normal. Anyone knows where it did go?
Oh, that was long ago. That was way back in the hoax... I'm not sure we are going with that idea.
I mean, how would the game know how to make everything look scarier than normal? Is it going to be possible to give it a concept of scary?
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Noitulove
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The instinct bar Empty
PostSubject: Re: The instinct bar   The instinct bar EmptyWed Nov 24, 2010 12:30 pm

The Uteen wrote:
Commander Keen wrote:
There are three bars I know of right now - thirst, hunger and energy/exhaustion. I think this is enough, anything more will make the GUI full of bars, as Noit said.

By the way, there was a discussion on "Fear overlay", where, if the player organism was scared, everything would appear way more scary than normal. Anyone knows where it did go?
Oh, that was long ago. That was way back in the hoax... I'm not sure we are going with that idea.
I mean, how would the game know how to make everything look scarier than normal? Is it going to be possible to give it a concept of scary?

I don't know. Maybe some color tweaks? I'm a bit.. no, I'm very iffy about this idea. I personally think we should just have some "fear" drums and leave it at that, if not have nothing.
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Commander Keen
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PostSubject: Re: The instinct bar   The instinct bar EmptyWed Nov 24, 2010 3:03 pm

The Uteen wrote:
Oh, that was long ago. That was way back in the hoax... I'm not sure we are going with that idea.
I mean, how would the game know how to make everything look scarier than normal? Is it going to be possible to give it a concept of scary?

Well, we can define certain events as scary, such as very loud noises, explosions, proximity of predators, etc. For the actual looks, we can apply shaders to the whole screen and lower FOV (everything looks larger).

Noitulove wrote:
I don't know. Maybe some color tweaks? I'm a bit.. no, I'm very iffy about this idea. I personally think we should just have some "fear" drums and leave it at that, if not have nothing.

The problem with including only music is that hardcore/realism players will turn it off.
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US_of_Alaska
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US_of_Alaska


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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 1:37 am

Music is a must. Of course people will turn it off, but screw them. On the idea of filtering, i believe we should do it if possible. And by possible i mean possible to do it well.

Looking through the forums, i think that this conversation should continue here:
https://thrivegame.canadaboard.net/organism-f11/emotion-how-will-we-make-the-player-feel-it-t264-15.htm
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Commander Keen
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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 12:27 pm

US_of_Alaska wrote:
Of course people will turn it off, but screw them.

Screw 50% of our players? Oh god...

Of course music is a must, but it would better be combined with something.
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The Uteen
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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 1:11 pm

We could warp their faces and make them zoom up on you.

Warping them into something like this would get a general effect:

The instinct bar _44542872_screamface226ind
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Noitulove
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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 2:23 pm

The Uteen wrote:
We could warp their faces and make them zoom up on you.

Warping them into something like this would get a general effect:

[OHDEARBELGIUM.jpg]

Now, now, we don't want this game to turn into one of those "screamers" your so-called (usually former) friend sent to you as an E-mail prank that ended up almost giving you a heart attack and nightmares for weeks.

Then again, I have no real suggestions to contribute.


Last edited by Noitulove on Fri Nov 26, 2010 2:53 pm; edited 1 time in total
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FrogEmpire
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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 6:28 pm

Quote :
massively multiplayer online game.

That was one of my ideas I posted in the Sporum thread.
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US_of_Alaska
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PostSubject: Re: The instinct bar   The instinct bar EmptyThu Nov 25, 2010 7:37 pm

Commander Keen wrote:
US_of_Alaska wrote:
Of course people will turn it off, but screw them.

Screw 50% of our players? Oh god...

Of course music is a must, but it would better be combined with something.
Yes, screw 50% of our players. If we can do the filters, we can. If not, then they are screwed.
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Commander Keen
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PostSubject: Re: The instinct bar   The instinct bar EmptyFri Nov 26, 2010 11:01 am

US_of_Alaska wrote:
Yes, screw 50% of our players. If we can do the filters, we can. If not, then they are screwed.

If we are making the game in 2003/newer graphics (and I'm 100% sure we are), we can use shaders.
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Albalrogue
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PostSubject: Re: The instinct bar   The instinct bar EmptyFri Nov 26, 2010 1:33 pm

Do forgive me, but I've just come back from school and I was just to lazy to read the entire topic. So if this has already been stated then you are alowed to punch me in the face.

From what I know, instinct is based on the organisms senses and memory. Having ancestors learn, a part of there knowlege will be given to their ofspring. Therfore when they are in a place that their ancestors have been (example : mating ground), it will look familiar to them and they will know that here is where they should mate. Same for other senses. This would implement a certain behaviour to the organism when it evolves.

Know, since we don't need to implement this for the player, I say we don't give any bar or indication to the player, since he or she will remeber that this is where and when to go to it.
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kaosrain
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PostSubject: re   The instinct bar EmptyFri Nov 26, 2010 4:43 pm

Lets just put it in the AI editor
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~sciocont
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PostSubject: Re: The instinct bar   The instinct bar EmptyFri Nov 26, 2010 11:04 pm

I'll leave spaces for a few extra bars in my upcoming GUI design.
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The Uteen
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PostSubject: Re: The instinct bar   The instinct bar EmptySat Nov 27, 2010 6:24 am

~sciocont wrote:
I'll leave spaces for a few extra bars in my upcoming GUI design.

Looking forward to seeing it.
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kaosrain
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PostSubject: Re:instinct bar   The instinct bar EmptySun Nov 28, 2010 12:12 am

you all went offtopic
the bar means that when you dont move the creature it will go for food,water,nest but when the bar is full it doesnt matter what you press the creature will go for food ,water ,place to hide
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Commander Keen
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PostSubject: Re: The instinct bar   The instinct bar EmptySun Nov 28, 2010 5:38 am

kaosrain wrote:
the bar means that when you dont move the creature it will go for food,water,nest but when the bar is full it doesnt matter what you press the creature will go for food ,water ,place to hide

We will have hunger, thirst and energy bars, but that's it, anything more is unneeded. And we certainly aren't going to give controls of the player's creature to AI, that's the best way to annoy the player.

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The Uteen
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The Uteen


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PostSubject: Re: The instinct bar   The instinct bar EmptySun Nov 28, 2010 9:41 am

Commander Keen wrote:
kaosrain wrote:
the bar means that when you dont move the creature it will go for food,water,nest but when the bar is full it doesnt matter what you press the creature will go for food ,water ,place to hide

We will have hunger, thirst and energy bars, but that's it, anything more is unneeded. And we certainly aren't going to give controls of the player's creature to AI, that's the best way to annoy the player.

Might be good if the bar empties, though... They wont really have any reason to object to that, especially if their organism is dying of thirst/hunger.
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Albalrogue
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PostSubject: Re: The instinct bar   The instinct bar EmptySun Nov 28, 2010 9:43 am

Any one read my suggestion on instinct? It's simple and doesn't need to be programmed.
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Commander Keen
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PostSubject: Re: The instinct bar   The instinct bar EmptySun Nov 28, 2010 12:22 pm

Albalrogue wrote:
Any one read my suggestion on instinct? It's simple and doesn't need to be programmed.

I did, and I agree.
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