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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
A Brief Summary of Issues with the Current NE 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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» Achieving Sapience
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A Brief Summary of Issues with the Current NE Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 A Brief Summary of Issues with the Current NE

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3 posters
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Tenebrarum
Society Team Lead
Tenebrarum


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A Brief Summary of Issues with the Current NE Empty
PostSubject: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptyThu Dec 09, 2010 5:44 pm

Alright, just a quick post here.

We need to discuss the Culture Tab's flowchart mechanic more-in-depth-ly so we can finish that up and add it to the official concept.

We need to discuss currency in terms of 1 Unit vs. Multiple Units vs. Decimal System.

There are a few issues regarding the interpretation of crime. Unless solved, we'll have several weird situations that will arise if a player goes into org mode post-sapiance. This may be more suited to discussion in the Strat Mode subforum.
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US_of_Alaska
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US_of_Alaska


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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptyThu Dec 09, 2010 10:24 pm

Tenebrarum wrote:
Alright, just a quick post here.

We need to discuss the Culture Tab's flowchart mechanic more-in-depth-ly so we can finish that up and add it to the official concept.

We need to discuss currency in terms of 1 Unit vs. Multiple Units vs. Decimal System.

There are a few issues regarding the interpretation of crime. Unless solved, we'll have several weird situations that will arise if a player goes into org mode post-sapiance. This may be more suited to discussion in the Strat Mode subforum.
Okay, what flowchart mechanic?

I don't see why we need to specify anything beyond what resource or TO is the currency.

I think that we can demonstrate crime into Org Mode just using some universal animations like run past, grab object, run away. We can figure out how often this happens through the disorder value of the SC.
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Tenebrarum
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Tenebrarum


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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptyFri Dec 10, 2010 6:50 pm

US_of_Alaska wrote:
Okay, what flowchart mechanic?
Dude. Remember the longpost I made about the culture tab in the NE? Remember half of it was planning out the life orgs will go through in that culture? Flowchart mechanic.

US_of_Alaska wrote:
I don't see why we need to specify anything beyond what resource or TO is the currency.
Those are defining factors of currency efficiency.

US_of_Alaska wrote:
I think that we can demonstrate crime into Org Mode just using some universal animations like run past, grab object, run away. We can figure out how often this happens through the disorder value of the SC.
What about firearms? Murder? Speeding? Reckless TO use? Streaking?

These are things the player can and will do in org mode.
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US_of_Alaska
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US_of_Alaska


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PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptyFri Dec 10, 2010 10:03 pm

Tenebrarum wrote:
Dude. Remember the longpost I made about the culture tab in the NE? Remember half of it was planning out the life orgs will go through in that culture? Flowchart mechanic.
I don't remember it at all. The only thing i can remember that's anything like that is your years old one from the Svenolutions forums.

Tenebrarum wrote:
Those are defining factors of currency efficiency.
Yeah...

Tenebrarum wrote:
What about firearms? Murder? Speeding? Reckless TO use? Streaking?

These are things the player can and will do in org mode.
Well killing people or destroying TOs by any means would also be able to be procedurally animated. Are you trying to ask what would be people's reactions to it, and what would happen in reply, like guards or police?

As for the player doing it, i again don't know what you are discussing. Is it about people trying to stop you again?
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Tenebrarum
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Tenebrarum


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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptyFri Dec 10, 2010 10:24 pm

US_of_Alaska wrote:
I don't remember it at all. The only thing i can remember that's anything like that is your years old one from the Svenolutions forums.
*Sigh*

I didn't want to do this, but you leave me no choice.

Spoiler:

US_of_Alaska wrote:
Yeah...
Meaning?

US_of_Alaska wrote:
Well killing people or destroying TOs by any means would also be able to be procedurally animated. Are you trying to ask what would be people's reactions to it, and what would happen in reply, like guards or police?

As for the player doing it, i again don't know what you are discussing. Is it about people trying to stop you again?
Yes. Reactions. I mean by player the fact that even if we set up the AI to never do this, the player will do it anyways.
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US_of_Alaska
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PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptySat Dec 11, 2010 1:49 am

Tenebrarum wrote:
[/longspoiler]
Well i really don't know. I don't know how you imagine setting this out or how it affects the gameplay (in Org Mode, will you be forced to do this because that's what the Culture Tab says? In Strat Mode does it mean more specialists in certain areas?)
Tenebrarum wrote:
Meaning?
Meaning, what is your point? I know that the resource or TO of the currency is defining, i don't know why any more needs to be said on the matter.
Tenebrarum wrote:
Yes. Reactions. I mean by player the fact that even if we set up the AI to never do this, the player will do it anyways.
I imagine we can just have military specialists come onto the scene and 'neutralise' the offender, to whatever degree is acceptable by the personal freedoms slider or something.
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Tenebrarum
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Tenebrarum


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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptySat Dec 11, 2010 11:38 am

US_of_Alaska wrote:
Well i really don't know. I don't know how you imagine setting this out or how it affects the gameplay (in Org Mode, will you be forced to do this because that's what the Culture Tab says? In Strat Mode does it mean more specialists in certain areas?)

In defines how easily the population can enter certain specialist positions, and defines alot of behaivior in org. mode.

US_of_Alaska wrote:
Meaning, what is your point? I know that the resource or TO of the currency is defining, i don't know why any more needs to be said on the matter.
Okay, I made a point in favor of a more complex system. You said Yeah. You didn't expand. I'm confused now.

US_of_Alaska wrote:
I imagine we can just have military specialists come onto the scene and 'neutralise' the offender, to whatever degree is acceptable by the personal freedoms slider or something.
Yes, but we also need to know what is or is not against the law.
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Djohaal
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PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptySat Dec 11, 2010 11:24 pm

I was thinking about this for a while... what about a node-connection network (which would be presented to the player) demonstrating the workings of your nation (on most regards such as currency, culture, etc)
We'd need to think out the elements that would make such node network, but I beleive this would be a very powerful tool to represent the many aspects of a given society.
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US_of_Alaska
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US_of_Alaska


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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptySat Dec 11, 2010 11:43 pm

Tenebrarum wrote:
In defines how easily the population can enter certain specialist positions, and defines alot of behaivior in org. mode.
Okay, well then i think it's a good idea and you should flesh it out. Using things other than examples would be a good start...
Tenebrarum wrote:
Okay, I made a point in favor of a more complex system. You said Yeah. You didn't expand. I'm confused now.
I thought you were talking about the resources or TOs being the foundations, and i said 'Yeah...' as in i don't see what else is needed. Let's just start over.
Tenebrarum wrote:
Yes, but we also need to know what is or is not against the law.
I think for this we can just assume things like injuring/attacking/killing people and damaging/destroying TOs that are not yours is against the law. Other than that, i don't know.
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Tenebrarum
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Tenebrarum


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Join date : 2010-10-01
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A Brief Summary of Issues with the Current NE Empty
PostSubject: Re: A Brief Summary of Issues with the Current NE   A Brief Summary of Issues with the Current NE EmptySun Dec 12, 2010 10:49 am

US_of_Alaska wrote:
Okay, well then i think it's a good idea and you should flesh it out. Using things other than examples would be a good start...
Alright, well, I have a few ideas. Will start new thread.

US_of_Alaska wrote:
I thought you were talking about the resources or TOs being the foundations, and i said 'Yeah...' as in i don't see what else is needed. Let's just start over.
Okay, I meant to say that currency efficiency is, to my knowledge, heavily influenced by whether the currency is single-unit (Most in-game currencys), multi-unit (English standard until recently), or decimal system.

US_of_Alaska wrote:
I think for this we can just assume things like injuring/attacking/killing people and damaging/destroying TOs that are not yours is against the law. Other than that, i don't know.
Well let's brainstorm then!

Also, in certain areas it may be appropriate to destroy TOs and attack people, how do we deal with that?
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