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
Complex Damage System - Page 3 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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» Application of Sorts
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» Music List Thread (Post New Themes Here)
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» Application: English-Spanish translator
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» A new round of Forum Revamps!
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 Complex Damage System

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BastianKraft
Pyrotin
Poisson
Waap
Invader
Djohaal
andry796
Noitulove
Albalrogue
Tenebrarum
The Uteen
~sciocont
US_of_Alaska
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Tenebrarum
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Tenebrarum


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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySun Mar 06, 2011 11:52 pm

I'm with Keen. Combat is more complex than it appears.
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyMon Mar 07, 2011 4:19 am

Thank you, Rex.

Having the game done faster is a valid point, but unless we want to hardcode your system and make simulated damage impossible to do without lots of rewriting in the source code, we will still have to lay basics for it.

On the processing side of things, it isn't that bad. We can ignore small damage (even a thousand of machinegunners is never going to destroy a tank), there's not that much to simulate during the course of a battle (they are going to last a few hours at most), and of course simulating every little thing on the TO would be extreme - just the important things for running it. The point is not in what is simulated, but how it is simulated.
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Mar 10, 2011 4:25 am

OK, this topic is getting lost again, but we still haven't settled any solution. Now, I want everyone to say what they think, to vote here.

There are three main options:

1. - Hardcode Scio's system into the game.

Pros - Fastest development
Cons - Implementing complex damage later will require large source code rewrites


2. - Implement complex damage before releasing the game.

Pros - Best possible connection with other parts of the game
Cons - Will delay the game release a bit


3. - Implement Scio's system, lay basics to complex damage and release it as an addon.

Pros - Players will be able to choose, doesnt hurt initial game release much
Cons - Takes the most work in total


I really want everyone to vote on this topic. I want to see your opinion on how should it be developed.
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The Uteen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Mar 10, 2011 2:30 pm

I vote two, because the first will still delay it later, and three takes more work.
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US_of_Alaska
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Mar 10, 2011 5:05 pm

2
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySat Mar 12, 2011 12:31 pm

Bringing Up The Post (B. U. M. P.)
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Poisson
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySat Mar 12, 2011 1:41 pm

I vote for two.
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The Uteen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyWed Mar 16, 2011 12:25 pm

Bumping. I was sure we had more than four users.


Commander Keen wrote:
Bringing Up The Post (B. U. M. P.)
Did you mean 'Bringing Up My Post'? BUTP?
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyWed Mar 16, 2011 3:27 pm

The Uteen wrote:
Commander Keen wrote:
Bringing Up The Post (B. U. M. P.)
Did you mean 'Bringing Up My Post'? BUTP?

My stupidity just doesn't have a limit.

The Uteen wrote:
Bumping. I was sure we had more than four users.

If no one votes here in a day, I'm going to make a Devblog.
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The Uteen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Mar 17, 2011 11:33 am

Commander Keen wrote:
The Uteen wrote:
Commander Keen wrote:
Bringing Up The Post (B. U. M. P.)
Did you mean 'Bringing Up My Post'? BUTP?

My stupidity just doesn't have a limit.

The Uteen wrote:
Bumping. I was sure we had more than four users.

If no one votes here in a day, I'm going to make a Devblog.

Not looking promising, the twenty four hours is almost up. Out of curiosity, I checked how many people have been online since you made that post... It's twenty seven. One ninth of those responded.
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Mar 17, 2011 3:56 pm

People just see "Complex damage system" and skip the topic entirely. If a devblog doesn't help here, nothing will.
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Tenebrarum
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyFri Mar 18, 2011 4:02 pm

Commander Keen wrote:
People just see "Complex damage system" and skip the topic entirely. If a devblog doesn't help here, nothing will.

... ...

P.S. My vote goes with yours Keen. Complex Damage from the start.
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Pyrotin
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Aug 04, 2011 11:21 am

I vote option 2! The include complex damage one.

Also, Just to make sure...
Will the game be released piece by piece, like it was first said, or all at once?
Because all at once seems like it would take a bit too long, and releasing bit by bit would get us more attention.
Thank you.
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~sciocont
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyThu Aug 04, 2011 12:34 pm

Pyrotin wrote:
I vote option 2! The include complex damage one.

Also, Just to make sure...
Will the game be released piece by piece, like it was first said, or all at once?
Because all at once seems like it would take a bit too long, and releasing bit by bit would get us more attention.
Thank you.
Bit by bit.
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BastianKraft
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySat Aug 06, 2011 11:41 am

I also have to vote for option 2
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Zetal
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyMon Dec 19, 2011 1:00 am

I don't know if this vote is still up, but to be honest I'd prefer to just vote for option 1... because I'm just of the opinion that Thrive isn't a standard Strategy game, and it could have different technology limits as a result... and I think that it's safer to go with the less intensive option first, and then when the game has all of it's other intensive features finished, it still runs exceptionally, the smart complexity can be added. Besides, as far as Thrive as an evolution game is concerned, it should be a higher priority to focus on other aspects of the game rather than military strategy...for now. I'm not saying it isn't important- this decision could directly impact the 'fun' of the strategy mode, but at the very least it wouldn't hurt to get the game much more publicity faster, and then code it later.
If, however, everyone is of the opinion that without the smartfire code the publicity would result in negative feedback, then it would most certainly be worth the wait. I leave it up to you, since I'm outvoted either way.
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Tenebrarum
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyMon Dec 19, 2011 5:13 pm

Zetal wrote:
I don't know if this vote is still up, but to be honest I'd prefer to just vote for option 1... because I'm just of the opinion that Thrive isn't a standard Strategy game, and it could have different technology limits as a result... and I think that it's safer to go with the less intensive option first, and then when the game has all of it's other intensive features finished, it still runs exceptionally, the smart complexity can be added. Besides, as far as Thrive as an evolution game is concerned, it should be a higher priority to focus on other aspects of the game rather than military strategy...for now. I'm not saying it isn't important- this decision could directly impact the 'fun' of the strategy mode, but at the very least it wouldn't hurt to get the game much more publicity faster, and then code it later.
If, however, everyone is of the opinion that without the smartfire code the publicity would result in negative feedback, then it would most certainly be worth the wait. I leave it up to you, since I'm outvoted either way.
The thing I personally am afraid of isn't that it needs focus now nearly as much as it is that complex damage will be very difficult to implement later on if we don't include it, if only partially, from the start.
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Zetal
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyMon Dec 19, 2011 5:53 pm

Tenebrarum wrote:
Zetal wrote:
I don't know if this vote is still up, but to be honest I'd prefer to just vote for option 1... because I'm just of the opinion that Thrive isn't a standard Strategy game, and it could have different technology limits as a result... and I think that it's safer to go with the less intensive option first, and then when the game has all of it's other intensive features finished, it still runs exceptionally, the smart complexity can be added. Besides, as far as Thrive as an evolution game is concerned, it should be a higher priority to focus on other aspects of the game rather than military strategy...for now. I'm not saying it isn't important- this decision could directly impact the 'fun' of the strategy mode, but at the very least it wouldn't hurt to get the game much more publicity faster, and then code it later.
If, however, everyone is of the opinion that without the smartfire code the publicity would result in negative feedback, then it would most certainly be worth the wait. I leave it up to you, since I'm outvoted either way.
The thing I personally am afraid of isn't that it needs focus now nearly as much as it is that complex damage will be very difficult to implement later on if we don't include it, if only partially, from the start.

Right- and I'm not disagreeing with that fact, only saying that if we can't use it, it would effectively have just been a waste of the programmers time. And I don't think anyone wants that. Implementing something later on, albeit difficult, is of much less concern to me personally than actually getting the basis of the game functioning.
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Commander Keen
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyTue Dec 20, 2011 1:41 pm

Don't worry, we don't have to implement the complex damage right from the start. Something extremely simple (a hitpoint system) could be used at first and then replaced when we start progressing further.
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Zetal
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptyTue Dec 20, 2011 2:02 pm

Commander Keen wrote:
Don't worry, we don't have to implement the complex damage right from the start. Something extremely simple (a hitpoint system) could be used at first and then replaced when we start progressing further.

That would be much more acceptable, I think.
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MeowMan1
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySun May 20, 2012 10:28 am

~sciocont wrote:
I'm wondering if this is a bit too complex- when exactly will you need to know that your left leg has moderate damage, and what (as an organism) are you supposed to do about it? As an organism that isn't sapient, all you can do is rest, so your recouperation for all injuries is the same, which begs the question: why differentiate between them?

if we decide that we do need a complex damage system, that's fine, but I'd rather not have it on my screen at all times. I'd say bring up the wireframe only if you click on your basic damage bar.
I agree, I'd like it only shown when we choose to, unless it's critical, then It should come up automatically.
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Daniferrito
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySun Oct 14, 2012 11:42 am

I vote for option 2, making the complex system from the start. If we do ane phase after another, we will alredy have the complex damage system made for creature mode, and aplying that to strategy mode will be more or less easy. And as long as we dont try to represent on the screen every single damage, the only resource that will take a hit is RAM.
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Rorsten594
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PostSubject: Re: Complex Damage System   Complex Damage System - Page 3 EmptySun Oct 14, 2012 5:50 pm

use the damage system from overgrowth if they allow it


don't know how to put links
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