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Post by NickTheNick on Oct 30, 2017 6:10:14 GMT
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SteamBun
Multicellular
Excited for Thrive 0.4.0!
Posts: 21
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Post by SteamBun on Nov 3, 2017 3:59:18 GMT
This is nice, I particularly like the light and heat concept video, it looks awesome. One suggestion I might add is to do something Flow did, which is make the center of the background darker while keeping the outer rims of background on the screen lighter. I feel like this adds a lot of the immersed in water feeling we are trying to accomplish here.
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Post by QuantumCrab of '18 on Nov 3, 2017 4:26:29 GMT
These mods look amazing! It really wish I was a help in the development of the game. Speaking of which, which area of profession is this game's development most in need of?
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Post by NickTheNick on Nov 3, 2017 5:08:23 GMT
SteamBun : Yeah I think proper lighting will make a big difference to the overall appearance. QuantumCrab of '18 : I would say our bottleneck is usually with programmers, especially since we handle so much with procedural generation so we need programmers for graphics and animations on top of the game engine, game features, UI, etc.
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Post by QuantumCrab of '18 on Nov 3, 2017 10:30:14 GMT
NickTheNick : Wait, do you man graphic programmers as in code implementing it into the game, or just general graphic artists?
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Post by NickTheNick on Nov 3, 2017 14:55:20 GMT
The first
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Post by QuantumCrab of '18 on Nov 3, 2017 21:08:24 GMT
Darn tootin rootin.
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Post by SirBuscheese the Third on Jan 4, 2018 18:09:18 GMT
The blur effects are a really interesting idea, and the light/heat is too. They'd both add to the aesthetic of the game.
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Post by February Steam of Foushoo on Jan 16, 2018 4:58:13 GMT
Does Thrive having chloroplasts as an organelle and light to give it a purpose mean that sedentary life(such is common for most multicellular chloroplast-users) may be possible in future thrive stages?
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Post by StealthStyleL on Jan 16, 2018 11:10:08 GMT
Yes, Thrive will have sedentary life, although the gameplay will probably have to be different than animal gameplay to make it fun. No idea has been settled on yet, but one example is making as a kind of city-building game; instead of adding buildings to your city, you'd be adding plant features like leaves and thorns. I'll try and find a link to the thread if I can. Edit: Found the thread. thrivegame.freeforums.net/thread/348/plants-funGeez, it's been two years, almost! Time moves quick. Anyway, if you want to continue talking about plants, I suggest continuing it there.
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Post by greatolaf5 on Jan 18, 2018 16:06:08 GMT
Tree building simulator. Sounds awesome! I'm looking forward to the next update. Either diary or code. Though, has there really been no progress since October? I enjoyed that two updates in a month thing. I could handle once a month or every other month, even just something saying, "We've had no progress since the last update. But we're still alive and working on it."
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Post by StealthStyleL on Jan 18, 2018 16:22:34 GMT
Yeah, you're right, we should have done more to keep the community updated, but like you said, we''be had very little progress to discuss recently. We've had a tough winter. We will aim to bring you more updates on progress as much as we can.
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Post by colassal on Jan 21, 2018 20:32:32 GMT
Hey all;
I'm new here, stumbled on this game and this thread in particular and I think I might have a good idea on how to create this.
What if you added a grid mesh on 3 layers and treat them as such:
Layer 0 (Top layer) - clear light refractory cloth entity above player, creates ripple effect, delay from player pos/velocity by maybe 800ms.
Layer 1 (entity layer) - player goes here and the grid is treated like individual points that when the player passes through/around the object, connect the moving points to above layer at decreased velocity to create wave cast. Also create a blur on this layer that warps the below layer slightly.
Layer 2 (parallax background layer) - background on a more stable grid that is delayed as the player moves and uses velocity to increase offset as speed increases then when a change in velocity occurs (stopping, slowing changing directions) it takes a moment to realign with the player.
Just an idea, might not be the best explanation let me know if you need/want more detail.
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