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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
Organ Design - Page 11 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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» Application (programming)
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» Achieving Sapience
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» Microbe Stage GDD
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» A new round of Forum Revamps!
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 Organ Design

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Cobalt58
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyThu May 30, 2013 10:16 am

Here is an Idea:
Radial Mouth
System: Digestive/Mouth
Description: Opens like a Bud, great for catching lots of small objects
Use: Catching lots of small animals or mincing up fruit
Details:Mouth opens in a cross shape when the mouth opens, but closes into a pyramid shape when closed, teeth in rows on the inside with small bone spikes in the corners of the mouth, the mouth flaps are very flexible

This mouth (in my opinion) is made so that users can give their creature a more alien look, and is inspired by SPORE's 'Dietrap' mouth, because that was one of the best and imaginative mouths in the game. During the Awakening Stage onwards (as described by the wiki), creatures using this mouth would have a lot of clicking noises in their speech, and can manipulate the flaps into various shapes to express emotions.
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WilliamstheJohn
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyThu May 30, 2013 1:20 pm

I like that idea.

Heres my idea about one other mouth:

Mosquito mouth
System: Mouth
Description: Tall, bar shaped and hollow. Has smal hollow spike on top connecting to other hollow parts inside it.
Use: Sucking fluids (Water, blood,...), filter eating (Plankton,...)
Details: Hollow spike on top is used to suck fluids if they are unacessible without breaking, hollow inside so fluids/filter eated organisms can pass to digestive parts. Organisms with this mouth make sounds similiar to wind instruments.
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Cobalt58
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyThu May 30, 2013 5:35 pm

Another interesting Idea:

Metallic Skin
System: Skin
Description: Shiny, Hard and Durable Metallic Skin
Use: More Durable and environmentally adaptable Skin, doesn't cut or Break as easily, but when damaged it takes a while to heal over and can make the creature slow and heavy if there aren't strong enough.
Details: Gives a shiny layer to the paint/coat style of the creatures skin and outermost bone areas, can drastically increase weight depending on the thickness of the skin (more weight if there is a shell or bony scales), and jagged cuts if the creature is drastically injured.

This is useful if you want to make robotic creatures or creatures that can live in the harshest of environments, however, it makes the creature less mobile on places like trees due to weight, so it will further specialise or open up what biomes your creature lives in.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyThu May 30, 2013 6:16 pm

Here's a few;

Generic Orifice
System: Orifice
Description: a generic orifice that playes can modify the shape of.
Use: A generic orifice to link to any number of organs requiring on orifice for import or eport of material.
Details: It's an orifice.

Generic Orifice is very Generic. .3.

Primitive Nocturnal Eye
System: Nervous
Description: Eyes like an owl's
Use: vision
Details: Like the other one, but less efficient.

Cockatiel Dispaly
System: Peripherial
Description: A cockatiel-like display for communication, or mating display.
Use: Communication/mating display
Details: May be formed of bone, flesh, membrane, fur, scales, feathers, quills, etc. Or any combination, depending on player's choice.
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyThu May 30, 2013 6:31 pm

I don't think orifices will be implemented as organs, and same bird plumages, which aren't organs. Also, its shouldnt be named after an organism on Earth, that makes it too terra-centric. Something I always disliked about Spore was how creature parts were blatant replicas of present-day organisms, and named so too.

For the middle one, we already have eyes, and primitive-ness is not something that can be applied to organs, since all organs can range in how much they have been "levelled up". Also, I don't know whether each type of vision requires a whole type of eye in and unto itself.
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Cobalt58
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 2:40 pm

NickTheNick wrote:
I don't think orifices will be implemented as organs, and same bird plumages, which aren't organs. Also, its shouldnt be named after an organism on Earth, that makes it too terra-centric. Something I always disliked about Spore was how creature parts were blatant replicas of present-day organisms, and named so too.

For the middle one, we already have eyes, and primitive-ness is not something that can be applied to organs, since all organs can range in how much they have been "levelled up". Also, I don't know whether each type of vision requires a whole type of eye in and unto itself.

On the Cockateil note, I think it would be a detail part, that would increase mate finding success (if that variable is implemented), or could help with socialising, but not called Cockateil plumage, try something more latin based, like 'Pennashow, a compound of 'pennas', the latin for plumage, and 'show', what birds would do with it
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Aiosian_Doctor_Xenox
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 6:53 pm

Well, I was thinking more about doctor Zoidberg when I suggested it.

As I stated;
Quote :
May be formed of bone, flesh, membrane, fur, scales, feathers, quills, etc. Or any combination, depending on player's choice.

Basically it was a generic type of display that was based on the shape and motion of a cockatiel's crest, though maybe calling it "Display Crest" would be better.


Last edited by Aiosian_Doctor_Xenox on Fri May 31, 2013 6:55 pm; edited 1 time in total (Reason for editing : unfinished post)
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 10:22 pm

Aiosian_Doctor_Xenox wrote:
Well, I was thinking more about doctor Zoidberg when I suggested it.

As I stated;
Quote :
May be formed of bone, flesh, membrane, fur, scales, feathers, quills, etc. Or any combination, depending on player's choice.

Basically it was a generic type of display that was based on the shape and motion of a cockatiel's crest, though maybe calling it "Display Crest" would be better.

But it's still not an organ, and that was my main point.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 10:49 pm

But, if I remember right, the second post ~sciocont made here has this little bit;
~sciocont wrote:
APPROVED SKIN & DETAILS LIST
Here are the various body coverings and detail parts that can be placed on the outside of a creature.
And I do believe it would fit in there.


Last edited by Aiosian_Doctor_Xenox on Fri May 31, 2013 10:50 pm; edited 1 time in total (Reason for editing : fixing spelling)
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 10:54 pm

Read the OE CC. Bones crests are shaped, and feathers are brushed on. What you quoted are things like spikes, that are clearly distinct parts of a creature.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 11:30 pm

Aiosian_Doctor_Xenox wrote:
But, if I remember right, the second post ~sciocont made here has this little bit;
~sciocont wrote:
APPROVED SKIN & DETAILS LIST
Here are the various body coverings and detail parts that can be placed on the outside of a creature.
And I do believe it would fit in there.

I designed it to be for the above bit of the list sciocont made.
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyFri May 31, 2013 11:43 pm

That is already covered in the OE CC.
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untrustedlife
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySat Jun 01, 2013 11:15 am

Calm down nick, don't be so harsh. This is a discussion thread not a argument thread.
----------------------------------------
Feathers and other coverings will be brushed on.

One of the new people came up with this idea:
we allow the player to upgrade the brain like any other organ and specialize it to say, sight smell etc. via upgrades.
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySat Jun 01, 2013 1:25 pm

I apologize if I came off as harsh, but I am not upset or angry. As far as I am aware I did not post anything inflammatory, but I will still give the benefit of the doubt. My point is that, according to the CC, details are brushed or procedurally placed on your creature, whereas organs fall into a different category as things that enable/disable processes, change your creature's stats, level up, etc. The former falls into sexual selection while the latter is the normal natural selection.

Yes the brain idea was interesting, but I was waiting for a response from someone who knew the current concept on how brains will work to respond to that to see if it can fit it.
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Seregon
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySat Jun 01, 2013 2:21 pm

I think the idea of modifying the brain to change behaviour would be covered by the behaviour editor. I really don't know much more about it, other than it was discussed in that and possibly other threads, and would give you some influence over your own species members' AI.
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 6:37 am

IMMUNE SYSTEM
System: Uhhh, immune?
Description: Includes skin, lymph nodes that produce lymphocytes, etc
Use: Defends organisms' cells against harmful microorganisms. That is, if diseases will be implemented
Details: Isn't this the same thing as description..? Well I'll put more Belgium stuff:
Also includes maybe:
A spleen/bone marrow to produce phagocytes
Macrophages to destroy cancerous cells and other cellular debris.
Probably some other crap.
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Cobalt58
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 6:45 am

DesertBeagle wrote:
IMMUNE SYSTEM
System: Uhhh, immune?
Description: Includes skin, lymph nodes that produce lymphocytes, etc
Use: Defends organisms' cells against harmful microorganisms. That is, if diseases will be implemented
Details: Isn't this the same thing as description..? Well I'll put more Belgium stuff:
Also includes maybe:
A spleen/bone marrow to produce phagocytes
Macrophages to destroy cancerous cells and other cellular debris.
Probably some other crap.

I think that might be covered but it's a good Idea, Details however is for extra things that affect the creature as a whole, or what it could lead to, for example:

Details: the Immune System can adapt to different diseases, allowing creatures to be able to live in more biomes, it can extend their lifespan, and can be evolved into poison or radiation resistance, or Negligible Senescence, greatly extending the creature's lifespan by allowing it to revert the ageing process
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DesertBeagle
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 1:30 pm

Cobalt58 wrote:

-snip-

I think that might be covered but it's a good Idea, Details however is for extra things that affect the creature as a whole, or what it could lead to, for example:

Details: the Immune System can adapt to different diseases, allowing creatures to be able to live in more biomes, it can extend their lifespan, and can be evolved into poison or radiation resistance, or Negligible Senescence, greatly extending the creature's lifespan by allowing it to revert the ageing process
Ahhh, okay, thanks.
Also, immunity to extreme heat/cold? Idk, I guess that would involve fur so probably not.
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Cobalt58
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 6:07 pm

DesertBeagle wrote:
Cobalt58 wrote:

-snip-

I think that might be covered but it's a good Idea, Details however is for extra things that affect the creature as a whole, or what it could lead to, for example:

Details: the Immune System can adapt to different diseases, allowing creatures to be able to live in more biomes, it can extend their lifespan, and can be evolved into poison or radiation resistance, or Negligible Senescence, greatly extending the creature's lifespan by allowing it to revert the ageing process
Ahhh, okay, thanks.
Also, immunity to extreme heat/cold? Idk, I guess that would involve fur so probably not.

Actually that can work, as you get a cold, from getting to cold and your immune system weakens, so you could develop a creatures immune system to survive in hot/cold biomes where there could be dangerous extremophiles
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NickTheNick
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 6:38 pm

I don't think an immune system can be abstracted into one "organ" that just be placed in your organism. However, I do not know the current concept on this.
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptySun Jun 02, 2013 8:56 pm

I thought when he meant brain upgrading you could say, upgrade your sight system so you can see better, or update your smell to smell better (in the brain) . And it would act like a modifier on top of the part you are using so you have a decent nose, can detect 50% of smells, by adding more space to the brain so that you can smell better, add another section for smell it could add half of what the part adds. so it would be 75% (so you can see 75 percent of the Oder trail instead of 50. (this was how we were going to handle smell anyway, right?)
This would NOT be covered in the behavior editor.
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WilliamstheJohn
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyMon Jun 03, 2013 2:00 am

That could be system like:

You can make bigger brain to have more space for some more improved functions,
or you can change size portion of brain. ''Neighborging'' parts of brain would decrease if you make that part bigger, or increase if you make that part smaller.
So if you dont care about smell, but want good sight, you make bigger eye part of brain, and smaller smell (auto decreased if you have big sight).
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyMon Jun 03, 2013 11:18 pm

Exactly what I was going for
It seems to me like a good idea (maybe the player could open up areas of the brain to higher functioning if they choose as-well), we will have to limit it somehow so maybe as you get more intelligent you cant give as much of the brain to say, smell or any other sense.

edit:
and of course we limit the size of the whole brain based on intelligence.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyMon Jun 03, 2013 11:55 pm

brain size doesn't really mean much. It's the density and capacity that it has that really matters, heck, there are animals out there with brains the size of dinner plates that show next to no intelligence. .3.

Or, look to the skies, parrots, crows, ravens, etc. are really quite intelligent, and their brains are around the size of our thumb. .3.
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PostSubject: Re: Organ Design   Organ Design - Page 11 EmptyTue Jun 04, 2013 12:55 am

Scientists believe that is because most of the brain is actualy used to control the body and its functions (even though that is not conscious), and so, there is not much brain left for higher brain functions.

That is, the more brain weight to body weight ratio usually means the creature is more inteligent. However, small animals, which usually have high ratios dont show much inteligence, ans the brain they have "left" for thinking isnt much. More on that on this wikipedia article.

Oh, and xenox, please edit your signature so it doesent take so much vertical space. It streches your posts way too much
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