Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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 organs, and explanation of possible use

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jaws2blood
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jaws2blood


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PostSubject: organs, and explanation of possible use   organs, and explanation of possible use EmptySun Dec 18, 2011 11:29 pm

excuse me if this is a bad idea but, i think really low poly organs inside of organisms would be a cool feature. I mean, Spore creatures had spines, why not give body parts really low poly bones, muscles, etc. The reason i think these should be implemented is because they can add realistic gore and creature operation with proper situations.

For example

~cuddles the alien bunny gets his arm clawed and has his muscles hit
~his low poly arm muscles lose all of their "health"
~cuddles can't use that damaged arm for attacking, defending, eating, etc.

or

~Dooky Destroyer of Worlds gets stabbed in his low poly gut in fierce combat
~The organ(s) stabbed lose their health
~If Dooky doesn't get his gut replaced, he dies of infection/starvation/bleeding

as for gore, i suppose you could have scripted gashes open up on the creature when stabbed
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Zetal
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Zetal


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PostSubject: Re: organs, and explanation of possible use   organs, and explanation of possible use EmptyMon Dec 19, 2011 12:23 am

EDIT: I've been lurking the forums a bit more, and there is already a thread on this under Gameplay -> Modes -> Organisms titled Complex Damage System. I'm not sure if it's exactly the same as what you're asking yet, but it certainly seems like it, at any rate.


jaws2blood wrote:
excuse me if this is a bad idea but, i think really low poly organs inside of organisms would be a cool feature. I mean, Spore creatures had spines, why not give body parts really low poly bones, muscles, etc. The reason i think these should be implemented is because they can add realistic gore and creature operation with proper situations.

For example

~cuddles the alien bunny gets his arm clawed and has his muscles hit
~his low poly arm muscles lose all of their "health"
~cuddles can't use that damaged arm for attacking, defending, eating, etc.

or

~Dooky Destroyer of Worlds gets stabbed in his low poly gut in fierce combat
~The organ(s) stabbed lose their health
~If Dooky doesn't get his gut replaced, he dies of infection/starvation/bleeding

as for gore, i suppose you could have scripted gashes open up on the creature when stabbed


I'm not too sure about this idea for two reasons. Before I start, though, keep in mind that I'm new here.
So- I'm not too keen on how combat works quite yet for Thrive, but if I make the basic assumption that it works identically to Spore combat, this system would likely bring the game down more than it would actually help raise it up. By implementing another feature for combat that the player has no control over, ie what is essentially a random chance at taking muscle/organ damage or dealing muscle/organ damage, it only serves to point out that lack.

In a different situation, where combat is far more player controlled, this would be possible. However, the logistics and coding behind a player controlled combat situation would be, if I have the computer logic correct, extremely taxing on the computer. Not because of the additional player input, but because the AI controlling the other organisms would have to account for this system, and be far more advanced than the spore-esque combat AI. This could, potentially, result in a serious detriment to frame rate or even playability.
Would this system be more realistic? Of course. Would it be realistic to implement? Maybe. Maybe not. I'm leaning towards 'maybe not'.

Besides that, I'm not sure how it would control. There would need to be a fixed hud of some sort, or perhaps a merging of the two systems, in which instead of targeting an organism as a whole, individual pieces of the creature (ie arm, leg, torso) would be targetable. This as well, however, would be more taxing, and in a game where there is already so much going on, I have to question the usefulness of a system like this, especially when combat would, in my opinion, wind up being mediocre anyway. If the combat was fantastic, it would be much more complex, and different than Spore in almost every way. This requires discussion though, I think.
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jaws2blood
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PostSubject: Re: organs, and explanation of possible use   organs, and explanation of possible use EmptyMon Dec 19, 2011 1:29 am

im not sure if this damage system would be very demanding. the organs can be essential to doing different interactions (exactly like keys in some games) so if x organ's health percentage is above 0% (or 50%, or 30%, or whatever) the organism can do go on and do whatever it is that the organ allows. however if that health percentage is at 0% or some low number, that organs job(s) cannot be done.

so basically

~fred the 3 eyed dino approaches a stick
~fred attempts to pick up stick
~health of arm muscles and bones are quickly checked
~if above x%, fred picks up stick
~if below x%, interaction with stick cancelled (fred no pick up stick)

or

~Harold the Bibedal cat falls from a somewhat high altitude and lands on his feet
~Harolds leg muscles and leg bones are now at 10%
~Harold can no longer walk, on top of that he can recieve an infection for his fall taking away at least x% of health away
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~sciocont
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~sciocont


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PostSubject: Re: organs, and explanation of possible use   organs, and explanation of possible use EmptyMon Dec 19, 2011 7:33 pm

Already covered by complex damage system. Good ides though, we've just had them already.
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Zetal
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Zetal


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PostSubject: Re: organs, and explanation of possible use   organs, and explanation of possible use EmptyMon Dec 19, 2011 7:34 pm

~sciocont wrote:
Already covered by complex damage system. Good ides though, we've just had them already.

Yea... I noticed that about an hour after I posted here. =x Oops. I did edit that into my post, though.. I guess nobody saw it.
Sorry, at any rate!
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~sciocont
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PostSubject: Re: organs, and explanation of possible use   organs, and explanation of possible use EmptyMon Dec 19, 2011 7:36 pm

Zetal wrote:
~sciocont wrote:
Already covered by complex damage system. Good ides though, we've just had them already.

Yea... I noticed that about an hour after I posted here. =x Oops. I did edit that into my post, though.. I guess nobody saw it.
Sorry, at any rate!
I saw it. Good catch!
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