Post by bandanasplitzzz on Feb 15, 2018 21:43:27 GMT
first post.
so i am more interested in the balance of this game and the ways possible to complete it, than the graphics and stuff. but with the proposal of "evolution" being the main focus of the game, i thought that thrive could bring something unique in terms of balance
ill categorize the ways possible that this game can turn out.
>the lame way
this way is more of a neutral way, kind of like what spore did. every single piece of equipment would be purposefully balanced as far as possible. this means that no strategy dominates the game and can be used to the players advantage. this does create a non-linear experience, but will ultimately be uninteresting and unoriginal
>the cool way
This way is much more complex and able to be bended in much more ways. what my idea would be to make certain items purposefully unbalanced to being too bad or too good in the situation. for example, one topic on the thrive discord was that you would have many choices in terms of what playstyle, that you could be a super big photosynthesizer with protection, or a tiny fast predator that can keep doing things untill it just works. this would mean that one of those playstyles would be purposefully weak, and if your species mutates enough, that playstyle will die out, and the other one will be the route your species takes, and the playstyle
the cool way presents a lot of problems for the non-linear style gameplay thrive boasts. this would create a more linear experience, since your creature would be more forced into one pathway in order to survive, and maybe that gameplay stinks. what i thought would be to make parts and abilities have a random mutation cost decided at the begining of the game, so that on blind playthroughs, you have to decide which part would be more advantageous to the situation
another way i thought of, and would be more likely, would be to have the enviroment change randomly. have the environment be filled with predator or prey to make each playstyle more effective depending on the situation. i also thought this was cool because the environment could change, also influencing the game at hand without directly telling the player "hey sucker, this bodypart is more expensive". unfortunately, this idea falls under the same problem the cool way suffers.
this thread is dedicated to ideas to make the cool way work, or the lame way to work either
so i am more interested in the balance of this game and the ways possible to complete it, than the graphics and stuff. but with the proposal of "evolution" being the main focus of the game, i thought that thrive could bring something unique in terms of balance
ill categorize the ways possible that this game can turn out.
>the lame way
this way is more of a neutral way, kind of like what spore did. every single piece of equipment would be purposefully balanced as far as possible. this means that no strategy dominates the game and can be used to the players advantage. this does create a non-linear experience, but will ultimately be uninteresting and unoriginal
>the cool way
This way is much more complex and able to be bended in much more ways. what my idea would be to make certain items purposefully unbalanced to being too bad or too good in the situation. for example, one topic on the thrive discord was that you would have many choices in terms of what playstyle, that you could be a super big photosynthesizer with protection, or a tiny fast predator that can keep doing things untill it just works. this would mean that one of those playstyles would be purposefully weak, and if your species mutates enough, that playstyle will die out, and the other one will be the route your species takes, and the playstyle
the cool way presents a lot of problems for the non-linear style gameplay thrive boasts. this would create a more linear experience, since your creature would be more forced into one pathway in order to survive, and maybe that gameplay stinks. what i thought would be to make parts and abilities have a random mutation cost decided at the begining of the game, so that on blind playthroughs, you have to decide which part would be more advantageous to the situation
another way i thought of, and would be more likely, would be to have the enviroment change randomly. have the environment be filled with predator or prey to make each playstyle more effective depending on the situation. i also thought this was cool because the environment could change, also influencing the game at hand without directly telling the player "hey sucker, this bodypart is more expensive". unfortunately, this idea falls under the same problem the cool way suffers.
this thread is dedicated to ideas to make the cool way work, or the lame way to work either