MouthwashSentiant : I'd definitely agree with you. The the thing is though that for a lot of the mechanics we want to implement, we just need programmers to take up the task of implementing them. Also as Atrox said many of the people who work on the graphics are not also part of the team working on programming new features into the game. But nevertheless I think something like bacteria or agents or combat improvements would be really important for the next update.
In fact I think bacteria was scheduled for the last release, but we simply don't have a programmer working on it. The art and design behind them are pretty much complete. If any of you guys can code and want to take up the task or know someone who can please don't hesitate to ask.
I'll do what I can... which really isn't much. Are you guys doing outreach at all?
I think I've made my point in the release thread, but I also want to say that I think that stuff like graphics or performance enhancements really need to be put on the backburner in favor of mechanics. The game isn't even a proof-of-concept for microbe stage yet.
1. Are the compound quantities rounded from more precise numbers? When a player sees their cell absorbing oxygen, no matter how little, he should expect his oxygen level to rise.
2. Amino acids play zero role in the game right now, and I've never seen the AA bar rise at all. Even if there will eventually be a good reason for them, they needn't have been included in this release.
3. The ingame music is way too soft compared to the menu's.
Then you didn't look very hard, the first google search result for "civ 5 ui mod" brings you to EUI, a major improvement over the default Civ V UI.
I will concede that, yes.
But like I said, I had other reasons for wanting to show an ideal GUI.
EUI provides a good deal more information than vanilla Civ 5, including a leaderboard on par with modded Civ IV's.
No game I've ever played has even approached Civ IV's leaderboard in terms of quality (and in my opinion, Thrive's compound bars don't need to be much different). Here's EUI's. It shows a small picture of each leader with their civilization's insignia on it, and next to that is their score in white text (which easily blends in to clouds and ice). All in all, a perfect example of art over functionality. The only thing you can defend are the resource icons next to the Moroccan leader, which I assume are the ones you're currently trading with him.
I gives more information than Civ IV despite being for a slightly less complicated game, especially with regards to cities (before even entering the city screen). EUI's science, resource, golden age, and Great Person displays are definitely superior in information and readability compared to Civ IV.
I'm assuming that the science and great person displays are off in the upper-left corner? You're off your rocker if you think those are more readable than the ones in Civ IV. Besides, I think that part of the problem is the art design- big, clunky, stylized. It's fun to look at but it really can't do heavy lifting. Keep in mind that Thrive is an extremely complex game and is real-time, making the GUI much more important for gameplay.
You just press it to enter engulfing mode. You should experience some speed decrease in that mode. You do need to be bigger than other cells to eat them, and they can try to eat you if they're bigger than you.
I used cytoplasm to get as big as possible and it worked. Personally, I think some notification on the screen rather than a graphical change on the cell itself would work better.
Engulfment is still a thing, it's just that the cell doesn't change colours anymore due to graphical glitches.
I don't know if pressing G one time puts you in 'engulfing mode' or whether you have to keep it pressed but neither one works for me. Do you have to be substantially bigger than your prey for it to work?
Well, your language is quite harsh, Mouthwash, but I have to agree with many of your points. However, I welcome organelle division. Even though protozoa aren't all time undergoing binary fission, when they do organelles divide, and as reproduction is your main goal in the phase, I would say it would be boring to be doing other things as a player.
I suppose it depends on how heavily the customization aspect is emphasized in microbe stage. If it's just a prelude game to set you up on the planet than I'll concede cell division doesn't matter that much... but I still think it goes against the most basic element of gameplay: that you design your own creature.
They both look like they give mostly the exact same information (civ4 being a little more specific on Great Persons, and having the other civs information being the most relevant differences).
CiV has a *drop-down list* for when you want to contact a civ and it shows their attitude and score (whereas Civ IV actually shows changes in score, how far along they are with their research, what religion they are, whether you have open borders or not, whether you have a peace treaty, who is a vassal of whom, and other things BEFORE YOUR EYES). In CiV tech progress is much harder to see, the diplomacy screens take you completely out of the game, and let's not even start on the advisors.
Plus it's a little bit unfair to compare MODDED civ 4 to vanilla civ 5, modded civ 4 wouldn't have the great person information for example.
I couldn't find CiV mods that substantially improve the GUI and the Civ IV interface improvements are so ubiquitous that almost nobody plays in the Civ community without them these days. Besides, I wanted to show what a proper GUI was like.
Many of the artists working on Thrive seem to take their inspiration from Civilization V, but I think that this is a mistake. CiV was far and away the best-selling installment of the franchise, but that doesn't make it the best game.
Here's a (modded) example of Civ IV's GUI:
And here is CiV's:
Which one is more thematic and appealing to casual players? And which one conveys needed information more effectively?
1. The health bar looked awful to my eyes when I first saw it, but I have to admit that it works very well when actually playing the game. I don't have any trouble focusing on it (at least outside of the darker environments; it does need to be made lighter).
2. Organelle division is a completely unneeded and unwelcome mechanic. It totally ruins the point of designing your own cell, and it isn't even realistic since AFAIK protists don't spend most of their lives undergoing binary fission (much less swimming around and dodging predators). Why not just have the player collect a certain amount of compounds and then begin the process (i.e. fade to the editor)?
3. I have encountered CTDs both with and without admin privileges. However, they are much less frequent with privileges enabled, so I assume there is a separate cause for them.
4. The oxytoxy bar seems pointless since toxins can be generated directly from oxygen.
5. Toxins are generated much too far away from the cells and don't have any correlation to where their toxin vacuoles are actually located. This makes evading danger much more frustrating and arbitrary. 'Surprise toxin in the face' really isn't all that fun.
6. Engulfing appears to have been removed from the game, so why not remove it from the instructions as well?
7. The GUI does not hold up well. The list of bars is extremely intrusive and the numbers are placed too far to the right of the screen, making them hard to see at a glance. You see that ATP measure beside the health bar? That's where they all should be, and color-coded as well.
8. The absolute worst issue with the game is that there is zero transparency. I can't tell what anything does anymore. Most of the time my ATP is caught at a certain threshold, but oxygen, glucose and ammonia don't seem to go down when I swim. What causes health to regenerate? What do organelles DO? What causes you to divide (it certainly isn't what the tutorial claims)? Here are the three main issues:
(A) Health only appears to go up when I collect either ammonia or glucose, regardless of how much I already have of those. It doesn't do so consistently- it's either one or the other, and nothing tells me what circumstances change this. However, occasionally my health shoots back up the instant I get damaged, presumably using a stored compound. Why not just make health go up according to a fixed rate of conversion?
(B) Most of the time my ATP is caught in the early teens, flipping back and forth between two numbers. I originally assumed that glucose was being converted to ATP only when a certain threshold was met and so that canceled out the consumption, but this is not true. I've looked at my compounds and none of them change in the slightest while this is happening. The only thing that lets me accumulate ATP is reaching a certain amount of mitochondria or vacuoles (don't know which) and then I can easily get into the hundreds and never fear starvation again. How can this possibly be deliberately coded in? The only sensible thing to do, like health, is to convert glucose to ATP at a fixed rate according to how many mitochondria you have.
(C) Cell division does seem correlated with glucose and ammonia, but it only seems to happen when I actually collect those compounds and doesn't care about what I already have. Also, I can see that organelles grow larger before dividing, but what does it mean when the nucleus grows?
Conclusion: This is a very bad release. I don't understand the team's claims of being ready for more outreach. Whatever improvements there are in 3.3, the gameplay itself has regressed substantially and is certainly not presentable to a critical audience. The most frustrating thing here is that most of these problems are easily fixable and sometimes (in the case of the GUI) required more work to have reached this state than they would have to be done properly.
tammio: but I saw my friends get in the booth to vote today
Mar 15, 2017 23:03:57 GMT
tammio: what is it with nuclear weapons and classical music? I mean watch a video on nuclear explosions and the only fitting music really is classicaly stuff. Like the Reciem Lacrimosa by Mozart.
Mar 18, 2017 23:56:52 GMT
tammio: don't get me wrong usally I'm all for (punk) rock but I think if nuclear weoons being deployed had any kind of theme-music in real life it'd be Classic
Mar 18, 2017 23:58:21 GMT
TheGraveKnight: What about the 1812 Overture?
Mar 19, 2017 6:15:13 GMT
Le_Duc: It's because a nuclear weapon, when you see it from far away, is relatively slow, a speedy rhythm wouldn't fit
Mar 19, 2017 7:01:21 GMT
Le_Duc: And maybe also because classic fits very well with shear power xD
Mar 19, 2017 7:02:10 GMT
tammio: Yea I mean imagine a nuclear weapon goes of to Life is Life? Just wouldn't fit the mood would it
Mar 19, 2017 11:03:11 GMT
RoboTranic: what happened to discord
Mar 20, 2017 18:59:06 GMT
Omicron: technical difficulties
Mar 20, 2017 20:08:05 GMT
Omicron: it's up again btw
Mar 20, 2017 20:08:10 GMT
serialkiller: I hope the British users are safe right now
Mar 22, 2017 18:35:10 GMT