Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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 Evolution tree

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+4
~sciocont
Invader
US_of_Alaska
koiboi59
8 posters

good idea
good, put it in the game
Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c42%Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 42% [ 8 ]
bad i hate it
Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c26%Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 26% [ 5 ]
i guess its cool
Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c16%Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 16% [ 3 ]
too complicated
Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c0%Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 0% [ 0 ]
i don't know
Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c16%Evolution tree Viewfull?fguid=1049e16a-dab1-102d-a9f3-0030488e168c
 16% [ 3 ]
Total Votes : 19
 

AuthorMessage
koiboi59
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koiboi59


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Evolution tree Empty
PostSubject: Evolution tree   Evolution tree EmptyTue Jul 20, 2010 6:13 pm

sorry if this topic was already posted (i didn't see any as far as i know) but an idea for the editor is an evolution tree. my idea goes like this:

you have a few limited parts to choose from, for example lets go with mouths. you start out with say a suckermouth (like the kind on fish like astaspis), a beak, mandibles, and a jaw. lets say you pick beak.

cut to next generation. now you have for choices are slightly longer pointer beak, slightly more hook-like beak (terror birdish), and a beak with a few teeth at the back of the mouth. and lets say we pick the long beak.

next genration. parts are more longer straighter beak, a more longer curved beak, a longer more thicker beak, and a longer hooklike beak. and you pick one of them and the list goes on.

(note the parts are used as examples and are not parts i sugest for the game).

so you see the point now? whatever you pick effects the next set of parts you pick later on. what do you guys think (and if this topic has been posted then sorry.
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US_of_Alaska
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US_of_Alaska


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyTue Jul 20, 2010 9:15 pm

Hmm... I really don't like how much control the player has over evolution with this. I prefer the method of having random mutations that are pitted against the organism's lifestyle. Or having a bunch of random mutations each generation, and the player gets to choose one.
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Invader
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyTue Jul 20, 2010 9:36 pm

Sorry, but I prefer the existing method.
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US_of_Alaska
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US_of_Alaska


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyTue Jul 20, 2010 9:38 pm

And could you change the poll options, koiboi? I want to vote for 'Existing method is better', but the only way to do that would be to say that i hate your idea. And that would be lying.
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~sciocont
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~sciocont


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyWed Jul 21, 2010 10:04 am

I don't hate it, but i don't support it so that was the only opinion. It's a good idea, but we already have a better one.
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koiboi59
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koiboi59


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PostSubject: Re: Evolution tree   Evolution tree EmptyWed Jul 21, 2010 10:16 am

oh ok then. sorry. but where is the existing method forum cause i didn't see it.
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US_of_Alaska
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyWed Jul 21, 2010 6:15 pm

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Waap
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Waap


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PostSubject: Re: Evolution tree   Evolution tree EmptyThu Jul 22, 2010 12:16 am

The existing method is better, but I see this method as being really good. Great idea.
-Waap.
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koiboi59
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Jul 22, 2010 6:48 am

yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo).
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US_of_Alaska
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US_of_Alaska


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Jul 22, 2010 6:14 pm

koiboi59 wrote:
yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo).
So you mean this would be an option for direct editing? This could very well be worth trying out...
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koiboi59
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koiboi59


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Jul 22, 2010 6:32 pm

US_of_Alaska wrote:
koiboi59 wrote:
yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo).
So you mean this would be an option for direct editing? This could very well be worth trying out...

yes thats exactly what it is, a limited version of the direct evolution editor.
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Mysterious_Calligrapher
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Mysterious_Calligrapher


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyWed Dec 01, 2010 7:32 pm

so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut?
Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D
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US_of_Alaska
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Dec 02, 2010 5:47 pm

Mysterious_Calligrapher wrote:
so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut?
Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D
This is direct editing. It is basically Guided Design. Like intelligent design, but with constraints to how much you can chage per generation.
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~sciocont
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~sciocont


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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Dec 02, 2010 5:52 pm

I think the current editor should be used for direct edits. Complexity changes will be restricted.
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Mysterious_Calligrapher
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptyThu Dec 02, 2010 11:58 pm

US_of_Alaska wrote:
Mysterious_Calligrapher wrote:
so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut?
Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D
This is direct editing. It is basically Guided Design. Like intelligent design, but with constraints to how much you can chage per generation.
Cool.
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gario10
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Evolution tree Empty
PostSubject: Re: Evolution tree   Evolution tree EmptySat Jun 18, 2011 8:59 am

I don't know if this idea already exists:

The first time you get into the editor, you can put some parts on your creature. Lets say you choose some sort of beak.
It starts as a small beak. When you in-game eat a lot of hard things or use you beak a lot in fighting or breaking things open, your beak will automaticly(or something) evolve into a long, sharp beak, but it takes some generations to do this.
But if you instead eat a lot of fruit, you beak will become soft and do less damage in fighting.

Lets say you can go into the editor every 10 generations, then you add some spikes.
Again: they start small, but if you use them a lot, they will get larger and stronger every generation. But if you don't use them, they will stay small.


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~sciocont
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PostSubject: Re: Evolution tree   Evolution tree EmptySat Jun 18, 2011 1:00 pm

gario10 wrote:
I don't know if this idea already exists:

The first time you get into the editor, you can put some parts on your creature. Lets say you choose some sort of beak.
It starts as a small beak. When you in-game eat a lot of hard things or use you beak a lot in fighting or breaking things open, your beak will automaticly(or something) evolve into a long, sharp beak, but it takes some generations to do this.
But if you instead eat a lot of fruit, you beak will become soft and do less damage in fighting.

Lets say you can go into the editor every 10 generations, then you add some spikes.
Again: they start small, but if you use them a lot, they will get larger and stronger every generation. But if you don't use them, they will stay small.


That's been around. That was the main idea of this thread.
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gario10
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PostSubject: Re: Evolution tree   Evolution tree EmptySat Jun 18, 2011 4:05 pm

woops
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Deathbite42
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PostSubject: Re: Evolution tree   Evolution tree EmptyThu Aug 02, 2012 1:03 pm

No, the main idea was simply choosing "soft beak" or "hard beak", but this new idea is better. Instead of evolution independent from use, similar to Spore, it makes evolution IDENTICAL to use, similar to reality. But for example, eating fruits should give it's own bonus, such as color vision. The wrld, and Spore, always has trade-offs.
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