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| The instinct bar | |
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+7Albalrogue FrogEmpire US_of_Alaska Commander Keen Noitulove The Uteen kaosrain 11 posters | |
Author | Message |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: The instinct bar Sun Nov 28, 2010 5:26 pm | |
| I guess I've solen this in the ne GUI concept, for something different.
There is, though, no way we're letting AI take control of a player's creature if they don't want it to. I'm still not really sure what the original idea here was. | |
| | | kaosrain Newcomer
Posts : 58 Reputation : 3 Join date : 2010-11-21 Age : 25 Location : Dead frontier and civilization revolution
| Subject: Re:instinct bar Mon Nov 29, 2010 6:42 am | |
| The bar empties as the need empties | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: The instinct bar Mon Nov 29, 2010 5:41 pm | |
| - kaosrain wrote:
- The bar empties as the need empties
What? No! Positive should mean positive. Example. | |
| | | 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: The instinct bar Mon Nov 29, 2010 5:52 pm | |
| - Tenebrarum wrote:
- kaosrain wrote:
- The bar empties as the need empties
What? No! Positive should mean positive.
Example. Agreed. | |
| | | Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: The instinct bar Tue Nov 30, 2010 11:30 pm | |
| Throwing my two cents in: Bars... We do want to have a manageable amount. And I have a bit of an issue with the "fear" bars and AI taking over as the creature progresses towards sentience, because sentience implies that a creature has a choice over whether or not to obey some impulses that we are discussing as "instinctive," especially when facing fear. However, that's not to say that the creature shouldn't be somewhat able to care for itself. Fulfilling basic needs opportunistically (a sort of "free will" option) could work. I think it would be nice if creatures didn't have pre-set things (asides from the obvious, general death/destruction/predators) that set off their fear, but rather learned their fears as a species. A terrestrial species might fear hights (having fallen) in a way that a flying species just wouldn't. Of course, the feasability here is up to the programmers. I'm just a spare science officer here. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: The instinct bar Thu Aug 02, 2012 2:34 pm | |
| Bars should only be available to the AI. Instead of a Spore system, just have alerts. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: The instinct bar Thu Aug 02, 2012 3:28 pm | |
| - FrogEmpire wrote:
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- Quote :
- massively multiplayer online game.
That was one of my ideas I posted in the Sporum thread. I know this is OT, but in terms of Spore, I had the idea down. I imagine it as a game called Spore: Battle of Pyrosburg. You start with a massive amount of individual cells, WITHOUT cells growing as they eat. However you still must eat to progress. No AI cells. Then, in Creature, to avoid confusion, we got rid of the social factor, relying on killing. You, however, will have "allies" so you know when they will be attacked. However, you can betray them with no penalties. You can still have a pack of your own species. There will be no traits or AI creatures. In Tribe, instead of having FIVE villages, you will have m,any more. And again, no social and no traits. Not even AI tribes. In Civ, all the other nations will be different species, and there will be neither economics nor religion;neither traits nor AI cities. No space. | |
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| Subject: Re: The instinct bar | |
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| | | | The instinct bar | |
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