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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
What i did over the weekend 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!
What i did over the weekend Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 What i did over the weekend

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Poisson
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koiboi59
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Bashinerox
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What i did over the weekend Empty
PostSubject: What i did over the weekend   What i did over the weekend EmptySun Jul 25, 2010 8:36 pm

Just a quick update here, i'm about to leave for college.

Over the weekend I worked out a heirachy system for the engine.

This required me to figure out the best way to implement creatures, which in turn affected what was available to the any evolution engines to be built.

Originally, i had the idea of having premade parts (arm legs hands fingers etc) with templates that are stored on eevryones computer.

This is a pain for a few reasons:

1. someone creating a custom part will have to give that part to anyone that wants to use that creature.
2. Editing a part template and saving it will break other creatures that are based on that part.

Instead, i'm implementing creatures as a sort of "package"

when the engine saves a creature, it saves all the spline information along with the bones, skin, organs, etc, without being dependant on the template parts.
f the completed
Effectively, you have a copy of the original part templates.

This also allows for a smoother morph chain, as the patches apply only to a single creature object, and doesnt patch back as far as the templates.


By the end of today, I will upload a class diagram of the initial proposed heirachy of the completed engine. (including all of the game-based modules) Once we have all possible dependancy issues ironed out, work can continue happily.
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Invader
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptySun Jul 25, 2010 8:42 pm

Well, that sounds pretty nice!

So, will you still be able to check in about as frequently since you're going to college? I just want to know how much I can expect to see you around here.
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koiboi59
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptySun Jul 25, 2010 9:25 pm

seems interesting. i can't wait to see it.
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~sciocont
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptySun Jul 25, 2010 9:53 pm

This is exciting stuff, bashi.
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Poisson
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 2:05 am

Not to sound needy, but like the others said, how will this affecct your being here and programming?
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Bashinerox
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 2:42 am

Poisson wrote:
Not to sound needy, but like the others said, how will this affecct your being here and programming?


It's slowing things down drastically, but I'm trying
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Invader
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 3:52 am

Bashinerox wrote:
Poisson wrote:
Not to sound needy, but like the others said, how will this affecct your being here and programming?


It's slowing things down drastically, but I'm trying


That's just fine!
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Commander Keen
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 3:39 pm

Yes, no need to hurry with the development, we will all live long enough to see the game complete.
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koiboi59
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 4:21 pm

Commander Keen wrote:
Yes, no need to hurry with the development, we will all live long enough to see the game complete.

don't be to sure on that, i don't think most of us can survive the next 100 years. really banshi, take all the time you need.
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Commander Keen
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 4:53 pm

koiboi59 wrote:
Commander Keen wrote:
Yes, no need to hurry with the development, we will all live long enough to see the game complete.

don't be to sure on that, i don't think most of us can survive the next 100 years.

Don't forget we are talking about Thrive here, not Sven's Evo! .
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koiboi59
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 5:09 pm

Commander Keen wrote:
koiboi59 wrote:
Commander Keen wrote:
Yes, no need to hurry with the development, we will all live long enough to see the game complete.

don't be to sure on that, i don't think most of us can survive the next 100 years.

Don't forget we are talking about Thrive here, not Sven's Evo! .

so fifty then right?
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Invader
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 5:49 pm

koiboi59 wrote:
Commander Keen wrote:
koiboi59 wrote:
Commander Keen wrote:
Yes, no need to hurry with the development, we will all live long enough to see the game complete.

don't be to sure on that, i don't think most of us can survive the next 100 years.

Don't forget we are talking about Thrive here, not Sven's Evo! .

so fifty then right?

If Bashi can get some prototypes running, the coding community should take us seriously and we should get some more coders- which should cut about forty of those years off.
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koiboi59
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 7:20 pm

InvaderZim wrote:
koiboi59 wrote:
Commander Keen wrote:
koiboi59 wrote:
Commander Keen wrote:
Yes, no need to hurry with the development, we will all live long enough to see the game complete.

don't be to sure on that, i don't think most of us can survive the next 100 years.

Don't forget we are talking about Thrive here, not Sven's Evo! .

so fifty then right?

If Bashi can get some prototypes running, the coding community should take us seriously and we should get some more coders- which should cut about forty of those years off.

i know, i know, i just love teasing. although i believe this will the farthest we have ever gone with this project.
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Noitulove
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Jul 26, 2010 11:54 pm

Bashinerox wrote:
Just a quick update here, i'm about to leave for college.

Over the weekend I worked out a heirachy system for the engine.

This required me to figure out the best way to implement creatures, which in turn affected what was available to the any evolution engines to be built.

Originally, i had the idea of having premade parts (arm legs hands fingers etc) with templates that are stored on eevryones computer.

This is a pain for a few reasons:

1. someone creating a custom part will have to give that part to anyone that wants to use that creature.
2. Editing a part template and saving it will break other creatures that are based on that part.

Instead, i'm implementing creatures as a sort of "package"

when the engine saves a creature, it saves all the spline information along with the bones, skin, organs, etc, without being dependant on the template parts.
f the completed
Effectively, you have a copy of the original part templates.

This also allows for a smoother morph chain, as the patches apply only to a single creature object, and doesnt patch back as far as the templates.


By the end of today, I will upload a class diagram of the initial proposed heirachy of the completed engine. (including all of the game-based modules) Once we have all possible dependancy issues ironed out, work can continue happily.

I'll admit, I sound somewhat dumb here,here, but I don't know what you mean, exactly. Are you saying that instead of a part being based off of an edited part template you're making the part be saved as a part in its own?
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Invader
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Jul 27, 2010 12:05 am

Noitulove wrote:
Bashinerox wrote:
Just a quick update here, i'm about to leave for college.

Over the weekend I worked out a heirachy system for the engine.

This required me to figure out the best way to implement creatures, which in turn affected what was available to the any evolution engines to be built.

Originally, i had the idea of having premade parts (arm legs hands fingers etc) with templates that are stored on eevryones computer.

This is a pain for a few reasons:

1. someone creating a custom part will have to give that part to anyone that wants to use that creature.
2. Editing a part template and saving it will break other creatures that are based on that part.

Instead, i'm implementing creatures as a sort of "package"

when the engine saves a creature, it saves all the spline information along with the bones, skin, organs, etc, without being dependant on the template parts.
f the completed
Effectively, you have a copy of the original part templates.

This also allows for a smoother morph chain, as the patches apply only to a single creature object, and doesnt patch back as far as the templates.


By the end of today, I will upload a class diagram of the initial proposed heirachy of the completed engine. (including all of the game-based modules) Once we have all possible dependancy issues ironed out, work can continue happily.

I'll admit, I sound somewhat dumb here,here, but I don't know what you mean, exactly. Are you saying that instead of a part being based off of an edited part template you're making the part be saved as a part in its own?


He's saying that if you create a part, put it on an organism, and delete the part/someone who doesn't have the part downloads the organism, the organism is unaffected.
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~sciocont
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~sciocont


Posts : 3406
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What i did over the weekend Empty
PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Jul 27, 2010 11:13 am

InvaderZim wrote:
Noitulove wrote:
Bashinerox wrote:
Just a quick update here, i'm about to leave for college.

Over the weekend I worked out a heirachy system for the engine.

This required me to figure out the best way to implement creatures, which in turn affected what was available to the any evolution engines to be built.

Originally, i had the idea of having premade parts (arm legs hands fingers etc) with templates that are stored on eevryones computer.

This is a pain for a few reasons:

1. someone creating a custom part will have to give that part to anyone that wants to use that creature.
2. Editing a part template and saving it will break other creatures that are based on that part.

Instead, i'm implementing creatures as a sort of "package"

when the engine saves a creature, it saves all the spline information along with the bones, skin, organs, etc, without being dependant on the template parts.
f the completed
Effectively, you have a copy of the original part templates.

This also allows for a smoother morph chain, as the patches apply only to a single creature object, and doesnt patch back as far as the templates.


By the end of today, I will upload a class diagram of the initial proposed heirachy of the completed engine. (including all of the game-based modules) Once we have all possible dependancy issues ironed out, work can continue happily.

I'll admit, I sound somewhat dumb here,here, but I don't know what you mean, exactly. Are you saying that instead of a part being based off of an edited part template you're making the part be saved as a part in its own?


He's saying that if you create a part, put it on an organism, and delete the part/someone who doesn't have the part downloads the organism, the organism is unaffected.
Don't worry too much if this doesn't sound like our OE plan, it is, it's just techie-speak about an editor in its infancy.
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Falthron
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Jul 27, 2010 5:24 pm

Speaking of which wht steps are we going to take after Bashi is done? Are we going to see how his works or are we going to start on the stages?
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Invader
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Jul 27, 2010 7:14 pm

Falthron wrote:
Speaking of which wht steps are we going to take after Bashi is done? Are we going to see how his works or are we going to start on the stages?


We'll likely move onto the Tech Editor, and after that start on Cell "Stage" (the simplest stage).
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~sciocont
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptySun Aug 01, 2010 10:02 pm

We should definitely release editors first, so people can learn how to use them and how awesome they are.
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptySun Aug 01, 2010 11:20 pm

~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.


I agree. I can't wait to make my existing Spore critters in non-cartoon form!
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~sciocont
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyMon Aug 02, 2010 12:14 pm

InvaderZim wrote:
~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.


I agree. I can't wait to make my existing Spore critters in non-cartoon form!
That's my wish, too.
Spoiler:
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koiboi59
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Aug 03, 2010 11:17 am

~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.

it would probably be the best solution as we want to give them something to them but a stage would be to long, and how many default parts will we be using?
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~sciocont
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Aug 03, 2010 11:18 am

koiboi59 wrote:
~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.

it would probably be the best solution as we want to give them something to them but a stage would be to long, and how many default parts will we be using?
According to the OE concept, probably 0, but Bashi might be changing it a bit.
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~sciocont
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyTue Aug 03, 2010 11:18 am

~sciocont wrote:
koiboi59 wrote:
~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.

it would probably be the best solution as we want to give them something to them but a stage would be to long, and how many default parts will we be using?
According to the OE concept, probably 0, but Bashi might be changing it a bit for the alpha build.
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Bashinerox
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PostSubject: Re: What i did over the weekend   What i did over the weekend EmptyFri Aug 06, 2010 1:23 am

~sciocont wrote:
~sciocont wrote:
koiboi59 wrote:
~sciocont wrote:
We should definitely release editors first, so people can learn how to use them and how awesome they are.

it would probably be the best solution as we want to give them something to them but a stage would be to long, and how many default parts will we be using?
According to the OE concept, probably 0, but Bashi might be changing it a bit for the alpha build.

I'm not an artist. :P, so 0.

I'm pretty sure i have most of the framework done now, all that needs finishing is the asset manager, and then I can start working on the generator modules. I've left my laptop with the latest source on it at my friends house though, and she live about half an hour away and i cant find money for fuel anywhere :/ Progress is still steady..

But yeah, back on topic, I'm trying to build it from a generation perspective, in that the system should be able to actually create a complete creature given the right inputs, as with the whole evolution idea, that is the point. So yeah, ive changed the idea of manually creating the bones point by point, you give a bunch of inputs and it will create a bone model for you. Otherwise i'm basically coding in the wrong direction. And i dont mean you choose things like "size" i'm thinking more complicated algorithms here Thinking along the lines of werkkzueg's procedural texure generation in that you layer effects to create what you want (The full game would create and modify these "effect layers" to achieve mutation of the models in the evo concept)
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