| God Mode Summary | |
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+10Tarpy timetraveler Mysterious_Calligrapher zotobom Bashinerox Waap ~sciocont US_of_Alaska DragonEye4 Invader 14 posters |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: God Mode Summary Mon Jul 12, 2010 5:20 pm | |
| In God Mode, you will be given control of the powers of the gods- you can create planets, species, spawn disasters and other major events and even boost existing species to new stages of development.
In this mode, the universe (or, well, your galaxy) will be your sandbox.
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DragonEye4 Regular
Posts : 220 Reputation : -1 Join date : 2010-07-14 Location : Somewhere
| Subject: Re: God Mode Summary Wed Jul 14, 2010 6:03 pm | |
| So how shall god mode be unlocked? By reaching a certain level in another game? | |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: God Mode Summary Wed Jul 14, 2010 6:22 pm | |
| - DragonEye4 wrote:
- So how shall god mode be unlocked? By reaching a certain level in another game?
I beleive so, though I am not certain. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: God Mode Summary Wed Jul 14, 2010 6:39 pm | |
| If we are still in agreement, then yes. Unlocked by reaching a research level that makes your people godly. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: God Mode Summary Thu Jul 15, 2010 11:22 am | |
| Good, we are still in agreement about that. | |
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Waap Newcomer
Posts : 77 Reputation : 1 Join date : 2010-07-20 Age : 26 Location : Waap. HQ
| Subject: Re: God Mode Summary Wed Jul 21, 2010 2:28 am | |
| Actually, I'm not that fond of having to go through so much of the game to get God Mode. I'm not sure if anyone else shares that opinion with me, though. I do have to say, I can't think of an awesomer way of unlocking God Mode, so until someone else does(If they do), I suppose I'll have to agree. But I'm not happy about it. :/ -Waap.
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Bashinerox Programming Team lead
Posts : 238 Reputation : 8 Join date : 2010-07-07 Age : 35 Location : Australia
| Subject: Re: God Mode Summary Wed Jul 21, 2010 5:35 am | |
| The engine we are writing is keeping modularity in mind. In fact, i just spent an entire day staring at class diagrams to figure out how to have the game as flexible as possible when it comes to behaviours and so on. Essentially, you can enable or disable features at will (technically speaking.) Of course we probably won't allow the general player to messa bout with the game by providing some config options or anything like that, but a modder can enable or disable anything, including physics, at any time while the game is running.
To explain it in a bit more detail, everything is set up as a module called a state. Any number of these states can be active at one time, and the same state can be loaded more than once as well. (such as a planet state being loaded twice if you are viewing two planets.)
The physics engine is a state. The rendering is a state. The behaviour of creatures is a state evolution is controlled by a state. etc.
All you have to do is call statemanager->enable("somestate") from the code and the state comes into being. and viceversa to disable it.
This means, I can build several versions of the game (or even have one release with several "config mods" or something) that each act differently, weither that is slightly, or a total conversion of the game. You want god mode from the start? you get a mod. You want darwinian evolution only? get a mod. In fact, for technicalities sake, if we implement two different evolution modes, you can switch between the two IN-GAME. Even have both of them running at once if you so wish :/.
NOTE: to reiterate, I am not saying that just anyone can modify the game's behaviour. Only that the engine is capable of doing so. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: God Mode Summary Wed Jul 21, 2010 9:50 am | |
| - Bashinerox wrote:
- *win*
Bashi, that's exactly what you need. Just letting people play how they want is really what we're trying to do here. I AM SO GLAD YOU'RE HERE! Don't work too hard now. | |
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zotobom Newcomer
Posts : 83 Reputation : 2 Join date : 2010-09-26 Age : 33 Location : The Netherlands
| Subject: Re: God Mode Summary Sun Sep 26, 2010 7:13 am | |
| Oh....my......god! (Litterly in this case :P)
This is sooooooooo epic! I can imagine myself creating a planet,watching them evolve and then wipe out the whole civilization with a huge earthquake! | |
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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: God Mode Summary Fri Dec 03, 2010 1:02 am | |
| Complete epicness. And beautifully simple, too. I also continue to be blown away by the amount of code Bashi's already created.... | |
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timetraveler Newcomer
Posts : 11 Reputation : 1 Join date : 2013-11-17 Location : Somewhere
| Subject: Re: God Mode Summary Tue Nov 26, 2013 6:59 pm | |
| Now will I be able to walk on these planets? Like in organism mode? i think good mode should an option in the menu as a sandbox version(think Galactic Adventures from Spore). That, I'd think will be my most used part of the game. | |
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Tarpy Strategy Team Lead
Posts : 337 Reputation : 23 Join date : 2013-03-08 Location : Here
| Subject: Re: God Mode Summary Tue Nov 26, 2013 7:10 pm | |
| - timetraveler wrote:
- Now will I be able to walk on these planets? Like in organism mode? i think good mode should an option in the menu as a sandbox version(think Galactic Adventures from Spore). That, I'd think will be my most used part of the game.
I repeat, like in the introductory thread, no. In an extremely simplified form, yes, but being able to control vehicles and go inside buildings is completely unnecessary and extremely hard to implement. The reasons why: 1. You would have to design interiors, which is probably the biggest drawback 2. Cities and other urban areas would look relatively bad from this view. Since they would be designed to look nice from a birds eye view, since they would appear in RTS mode only, they would really just look low-res and messy close-up. 3. You would have to completely redesign the way vehicle movement/combat works during these stages. In some sort of very simple form, e.g. literally just being able to walk around a planet, it would be plausible to implement, but dont expect it to be a space GTA. Also, do not necropost. Look at the date of the last post. Ask misc. questions on the misc. bugs and questions thread. | |
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timetraveler Newcomer
Posts : 11 Reputation : 1 Join date : 2013-11-17 Location : Somewhere
| Subject: Re: God Mode Summary Tue Nov 26, 2013 9:37 pm | |
| Thank you, I don't need to go in buildings, my thing is creating natural worlds. Without buildings and such. | |
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XeroJoy Newcomer
Posts : 5 Reputation : 0 Join date : 2013-11-26
| Subject: Re: God Mode Summary Wed Nov 27, 2013 7:42 am | |
| What if the inside of the city boundaries was a different "state" as Bashinerox said above, and when you walked inside, it would load the specific city, with only some small features as it's not the main game. However in God mode it would allow you to view each species' specific practices and cultures within their civilizations. The city itself could just be pleasing to the eye, so possibly just allowing cars to drive around, seeing other creatures, not going inside buildings, but being able to observe and possibly interact in some ways from inside the city. | |
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penumbra espinosa Learner
Posts : 139 Reputation : 5 Join date : 2010-09-10 Age : 32
| Subject: Re: God Mode Summary Wed Nov 27, 2013 8:56 am | |
| no necroposting please......people needs to keep focused in the cell stage prototype...... | |
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Deathtrooper Newcomer
Posts : 10 Reputation : 1 Join date : 2013-10-23
| Subject: Re: God Mode Summary Fri Dec 06, 2013 2:54 pm | |
| I like the idea of having a God mode in THRIVe like having the ability to create planets and transform solar systems and create interstellar empires by yourself.
But what about the idea of having a somewhat challenging God mode. Like you start off with a alien race that believes in you and they worship you and you gain power. BUT, you control them indirectly, for example they have their own AI and build on their own and construct their own types of cities without your control.
But, you can influence them by assigning priests, preachers, or types of religious leaders that would listen to your ideas and would preach to the people. Like for example if you want your civilization to be warlike, your priests would tell the people to ready for War and get ready to launch invasions against other rival civilizations. Or if you want to be peaceful, your priests would assign missionaries to convert other civilizations to your religion.
But if we create badass AI, (If about a few years i'm going to college and study up on C++ and on computers i might help you guys if i join a company and help you on the free time) we can have rival gods from other civilizations fight against you and have massive wars on galactic scale and have massive wars of gods fight across the universe and have massive battles of RELIGION. (i'm christian). | |
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NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: God Mode Summary Fri Dec 06, 2013 3:07 pm | |
| You misunderstand the meaning of "God Mode". You do not literally become a deity or god, if you want something like that look at Black and White or Populous.
Also, please do not necropost, especially as your suggestions are quite inconsistent with the planned nature of the game. | |
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Deathtrooper Newcomer
Posts : 10 Reputation : 1 Join date : 2013-10-23
| Subject: Re: God Mode Summary Fri Dec 06, 2013 3:18 pm | |
| sorry my bad i kinda rushed in here and thought it was like that, i just thought that it would be a good idea since Religion is a focus in the nation editor. | |
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