Thrive Game Development
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  Latest imagesLatest images  SearchSearch  RegisterRegister  Log inLog in  
Welcome new and returning members!
If you're new, read around a bit before you post: the odds are we've already covered your suggestion.
If you want to join the development team, sign up and tell us why.
ADMIN is pleased to note that this marquee has finally been updated.
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: The Microbe Stage GUI is under heavy development
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Quick Links
Website
/r/thrive
GitHub
FAQs
Wiki
New Posts
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 1675 registered users
The newest registered user is dejo123

Our users have posted a total of 30851 messages in 1411 subjects
Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest

None

Most users ever online was 443 on Sun Mar 17, 2013 5:41 pm
Latest topics
» THIS FORUM IS NOW OBSOLETE
 Awakening Summary - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
 Awakening Summary - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
 Awakening Summary - Page 2 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
 Awakening Summary - Page 2 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
 Awakening Summary - Page 2 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
 Awakening Summary - Page 2 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
 Awakening Summary - Page 2 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
 Awakening Summary - Page 2 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
 Awakening Summary - Page 2 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
 Awakening Summary - Page 2 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
 Awakening Summary - Page 2 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
 Awakening Summary - Page 2 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
 Awakening Summary - Page 2 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
 Awakening Summary - Page 2 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
 Awakening Summary - Page 2 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
 Awakening Summary - Page 2 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
 Awakening Summary - Page 2 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
 Awakening Summary - Page 2 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
 Awakening Summary - Page 2 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
 Awakening Summary - Page 2 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

  Awakening Summary

Go down 
+12
Xenopologist
Slathazer
Noitulove
Commander Keen
eumesmo
DragonEye4
PaperGrape
Angelic
US_of_Alaska
Falthron
~sciocont
Invader
16 posters
Go to page : Previous  1, 2
AuthorMessage
Xenopologist
Learner



Posts : 107
Reputation : 3
Join date : 2010-08-07

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyWed Oct 13, 2010 9:51 pm

Everything that could be considered technology, including Spore's buildings, vehicles and props, will be created with the technology editor. The TE can create anything from a stone club to a spaceship; all you need are the right function parts, which are unlocked by researching technologies.
Back to top Go down
toxiciron
Newcomer
toxiciron


Posts : 73
Reputation : 0
Join date : 2010-10-06
Age : 30
Location : coLation

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 12:55 am

would tech objects within the tech editor give certain objects specific functions? say, a bed and a cube shape makes a house, but replace the bed with an engine and four wheels and you have a blind scion?
Back to top Go down
Slathazer
Newcomer
Slathazer


Posts : 47
Reputation : 1
Join date : 2010-10-13
Age : 28
Location : Usually at the computer

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 1:07 am


That would make sense... seems like in the tech editor there would be a series of parameters(parts) to place in game. so... if you wanted to make a spaceship, you would apply the space engine, etc. seems much like OE. I like it. assuming I have the concept right... correct me if I'm wrong.
Back to top Go down
Xenopologist
Learner



Posts : 107
Reputation : 3
Join date : 2010-08-07

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 6:41 am

Slathazer wrote:

That would make sense... seems like in the tech editor there would be a series of parameters(parts) to place in game. so... if you wanted to make a spaceship, you would apply the space engine, etc. seems much like OE. I like it. assuming I have the concept right... correct me if I'm wrong.

Pretty much. Research unlocks function parts like the engine, which you can then add to anything created in the TE to use it. Use the engine with the right other FPs, and you can build a spaceship.
Back to top Go down
toxiciron
Newcomer
toxiciron


Posts : 73
Reputation : 0
Join date : 2010-10-06
Age : 30
Location : coLation

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 10:28 am

but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.
Back to top Go down
The Uteen
Sandbox Team Lead
The Uteen


Posts : 1476
Reputation : 70
Join date : 2010-07-06
Age : 27
Location : England, Virgo Supercluster

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 11:56 am

toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.
I wouldn't have a problem with that, as long as every one you make you have to pay more for the additional resources. Anyway, it is made out out bricks, not any form of armour, so it would fall apart pretty fast. Combining everything will probably end up with some weaknesses like this.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 1:48 pm

The Uteen wrote:
I wouldn't have a problem with that, as long as every one you make you have to pay more for the additional resources. Anyway, it is made out out bricks, not any form of armour, so it would fall apart pretty fast. Combining everything will probably end up with some weaknesses like this.

Add physics to that and you have got the worst TO ever seen.
Back to top Go down
GamerXA
Regular
GamerXA


Posts : 285
Reputation : 12
Join date : 2010-07-06
Age : 35
Location : Australia, Queensland

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 5:27 pm

The materials used in a TO should be based on the amount of resource available and possibly the cost and difficulty of producing certain materials and items.

Also, the cannon might make the house fall apart upon firing. We should undergo stress tests in the Physics-Mode by activating each FP in different combinations and orders. Another Longevity test should gauge if it could hold together for a long period of time.
Back to top Go down
Slathazer
Newcomer
Slathazer


Posts : 47
Reputation : 1
Join date : 2010-10-13
Age : 28
Location : Usually at the computer

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 8:04 pm

toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 9:21 pm

Slathazer wrote:
toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
Nope. All is compatable with all. The quality of the work is another issue entirely.
Back to top Go down
Slathazer
Newcomer
Slathazer


Posts : 47
Reputation : 1
Join date : 2010-10-13
Age : 28
Location : Usually at the computer

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyThu Oct 14, 2010 9:48 pm

Tenebrarum wrote:
Slathazer wrote:
toxiciron wrote:
but it would be cheap if someone made a cube with tunnel windows, a giant cannon sticking out of one window, a bed in one corner, and rotatable wheels on the bottom.

it would be like a motor home tank. players could just continually add parts until you have the most bizarre, but most powerful object on the planet. unless part numbers are limited, or everything can only have ONE specific function.

Indeed. some parts would be incompatable with each other. a bed may be compatible with wheels, but a kitchen(or whatever) would not.
Nope. All is compatable with all. The quality of the work is another issue entirely.

how could it be regulated? quality that is.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyFri Oct 15, 2010 2:32 am

Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.

how could it be regulated? quality that is.
Big ultimate-i-can-do-everything things won't be made in the game for the same reason they aren't made on earth. They are either not good at anything they are designed to do, or require too much resources to be worthwhile.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptyFri Oct 15, 2010 4:16 pm

Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.
how could it be regulated? quality that is.

Well, in the TO, you have to test it out first before you save it, so as to calculate animations. In here, physics would play a role. Let's look at your TO.

It's a house, right? I beleive you mentioned it's built with bricks? The force of any oversized cannon would knock apart the walls.
Back to top Go down
The Uteen
Sandbox Team Lead
The Uteen


Posts : 1476
Reputation : 70
Join date : 2010-07-06
Age : 27
Location : England, Virgo Supercluster

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptySat Oct 16, 2010 5:36 am

Tenebrarum wrote:
Slathazer wrote:
Tenebrarum wrote:
Nope. All is compatable with all. The quality of the work is another issue entirely.
how could it be regulated? quality that is.

Well, in the TO, you have to test it out first before you save it, so as to calculate animations. In here, physics would play a role. Let's look at your TO.

It's a house, right? I beleive you mentioned it's built with bricks? The force of any oversized cannon would knock apart the walls.

What about a nuclear bomb shelter with tank tracks that has a house-like layout inside and cannons stuck on outside, along with the option to add small nuclear missiles to launchers on the thing if you wanted?

Or is there actually a downside to that too, apart from obvious inevitable expense that you would also come across making the individual parts anyway (but you get what you pay for!)?
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 30
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 EmptySat Oct 16, 2010 8:55 am

The Uteen wrote:
What about a nuclear bomb shelter with tank tracks that has a house-like layout inside and cannons stuck on outside, along with the option to add small nuclear missiles to launchers on the thing if you wanted?

Or is there actually a downside to that too, apart from obvious inevitable expense that you would also come across making the individual parts anyway (but you get what you pay for!)?

The weight would make it very difficult to move, but other than that, (And the expence) it sounds fesable.
Back to top Go down
Sponsored content





 Awakening Summary - Page 2 Empty
PostSubject: Re: Awakening Summary    Awakening Summary - Page 2 Empty

Back to top Go down
 
Awakening Summary
Back to top 
Page 2 of 2Go to page : Previous  1, 2
 Similar topics
-
» Awakening Stage Progress Report
»  Aware Summary
»  Society Summary
»  Industrial Summary
»  Space Summary

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development :: Development :: Design :: Gameplay Stages :: Awakening-
Jump to: