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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
Behaviour Editor Brainstorming - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
Behaviour Editor Brainstorming - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
Behaviour Editor Brainstorming - Page 2 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
Behaviour Editor Brainstorming - Page 2 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
Behaviour Editor Brainstorming - Page 2 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
Behaviour Editor Brainstorming - Page 2 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
Behaviour Editor Brainstorming - Page 2 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
Behaviour Editor Brainstorming - Page 2 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
Behaviour Editor Brainstorming - Page 2 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
Behaviour Editor Brainstorming - Page 2 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
Behaviour Editor Brainstorming - Page 2 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
Behaviour Editor Brainstorming - Page 2 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
Behaviour Editor Brainstorming - Page 2 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
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» Application of Sorts
Behaviour Editor Brainstorming - Page 2 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
Behaviour Editor Brainstorming - Page 2 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
Behaviour Editor Brainstorming - Page 2 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
Behaviour Editor Brainstorming - Page 2 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
Behaviour Editor Brainstorming - Page 2 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
Behaviour Editor Brainstorming - Page 2 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Behaviour Editor Brainstorming

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Deathbite42
~sciocont
Tenebrarum
MeowMan1
GamerXA
Brennus
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~sciocont
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~sciocont


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Behaviour Editor Brainstorming - Page 2 Empty
PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptySat Jul 28, 2012 6:11 pm

Deathbite42 wrote:
Perhaps a better idea is simply having a list of all available biomes. You are given a percent of time in each of them, from 0 to 100, but the total is always 100.
I' not quite sure I understand what you're trying to say.
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Deathbite42
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptySat Jul 28, 2012 6:16 pm

Carnodon
100% of time in desert
0% of time in jungle
0% of time in plains
Cannot survive in taiga!
Cannot survive in tundra!
Cannot survive in deep sea!
Cannot survive in coral reef!
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~sciocont
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptySat Jul 28, 2012 6:22 pm

Deathbite42 wrote:
Carnodon
100% of time in desert
0% of time in jungle
0% of time in plains
Cannot survive in taiga!
Cannot survive in tundra!
Cannot survive in deep sea!
Cannot survive in coral reef!
Ok, makes sense. the problem with ETOs isn't where they spend their time, its whose evolution they effect. See, since each biome is a self-contained stage for evolution, if you spend half of your time in one, and half in another, where do you evolve in? Where does your population really reside?
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Deathbite42
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptySat Jul 28, 2012 6:32 pm

You evolve in both. Your population really resides in both. They affect the evolution of both. Let me explain. Imagine you are a species whose lifespan lasts bilions of years. you also have a massive lab. In one, you put a self-contained jungle. It has many creatures, from monkeys to snakes. The other is a sea with even more. That makes for a LOT of wildlife. But one species is special. His name is The Saltwater Crocodile, and he can live in both. You give him a bridge they can use to freely move from vat to vat. You will see that there evolve both monkeys that crawl into trees to evade him, and fish with scales he cannot break. However, let's say there is a leopard with more bite power than him. It lives in the jungle. The prior mentioned fish will only withstand the crocodile's bite power, because it will never meeet a jaguar.
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~sciocont
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~sciocont


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Behaviour Editor Brainstorming - Page 2 Empty
PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyMon Jul 30, 2012 11:47 am

Deathbite42 wrote:
You evolve in both. Your population really resides in both. They affect the evolution of both. Let me explain. Imagine you are a species whose lifespan lasts bilions of years. you also have a massive lab. In one, you put a self-contained jungle. It has many creatures, from monkeys to snakes. The other is a sea with even more. That makes for a LOT of wildlife. But one species is special. His name is The Saltwater Crocodile, and he can live in both. You give him a bridge they can use to freely move from vat to vat. You will see that there evolve both monkeys that crawl into trees to evade him, and fish with scales he cannot break. However, let's say there is a leopard with more bite power than him. It lives in the jungle. The prior mentioned fish will only withstand the crocodile's bite power, because it will never meeet a jaguar.
The problem is that with our system, it gives ETOs an unfair advantage, because they have a chance to evolve in every biome that they pass through, making their mutation probability much higher. However, I think I've been overlooking an obvious solution, which is to divide their modified odds in step 3 by the number of biomes they inhabit.
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Deathbite42
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Behaviour Editor Brainstorming - Page 2 Empty
PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyMon Jul 30, 2012 5:24 pm

No, to be realistic, just make AI ETOs rarer, and player ETOs more expensive.
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Orygandian2
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Behaviour Editor Brainstorming - Page 2 Empty
PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyMon Aug 27, 2012 8:50 pm

Well, that actually can't happen, because if that ETO cannot live in a certain biome, it can't evolve there.

Let me explain:

Sardo

60% time in open ocean

30% time in coral reef

10% time in underwater cave (lays eggs there)

CAN'T SURVIVE ON BEACH!!

etc...
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Brennus
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 10:57 am

I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings.
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ido66667
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 11:50 am

Brennus wrote:
I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings.

The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it?
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~sciocont
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 12:21 pm

ido66667 wrote:
Brennus wrote:
I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings.

The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it?
For the few that do. If we make it easy enough to understand, more people will utilize it.
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ido66667
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ido66667


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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 3:06 pm

~sciocont wrote:
ido66667 wrote:
Brennus wrote:
I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings.

The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it?
For the few that do. If we make it easy enough to understand, more people will utilize it.

Please note that we need stuff simple, not for the few that want something...
We need to program what most people like first, Than talk about what few people like.
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~sciocont
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 5:31 pm

If we program in simple ways to change AI without hard coding, it will greatly improve gameplay, since there will be more options, and it will save coders time by letting all of the other developers and players build AI.
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Calfeggs
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 7:49 pm

Please don't quote the entire OP
~scio



For the use a part to do an action, add 'attack' as an option. I have a species in mind that has a hook-like tail for dragging dead animals and scratching stuff.
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NickTheNick
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 8:20 pm

Please don't quote such long posts next time. Also, I don't believe we have met. Are you new?
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Deathbite42
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 8:27 pm

About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag"
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~sciocont
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyTue Aug 28, 2012 10:27 pm

Deathbite42 wrote:
About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag"
Interesting
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NickTheNick
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PostSubject: Re: Behaviour Editor Brainstorming   Behaviour Editor Brainstorming - Page 2 EmptyWed Aug 29, 2012 5:38 pm

Deathbite42 wrote:
About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag"

Yeah I was actually just reminded of that as well when I read his post. It is a very interesting idea because by defining several "base" verbs you can create a whole array of complex actions through different combinations. Different organism parts could even unlock different verbs.
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