I may or may not have integrated an RSS feed into the Slack group. This means that anytime a post is made in one of a selection of our web presences, a notification will pop up in the Slack group. Hopefully this should make us more responsive to people's discussions. This is a test post.
it'll still take time to implement, which could've been spend on other things
Adding gore of any kind will take time implement, which could've been spent on other things. I really don't understand the need for gore at all costs some of you have. Gore for gore's sake will do nothing for the game.
Since hhyyrylainen might be adding a few achievements into the game for the next release, I've decided to make some which work in the game as it stands right now. Of course, he might add some of his own anyway. I'm hoping Narotiza might pick these up to make more icons.
Sluuuuurp Engulf another microbe.
Sluuuuur-oh Die while engulfing another microbe.
Living in Harmony Listen to every piece of music in the game for at least 10 seconds in one play session.
Punctuated Equilibrium Enter and exit the editor without making any changes, then use up all 100 Mutation Points in your next editor session.
Flagellant Have 10 flagella on your microbe.
Huh, we didn't think the game was this stable yet Play for 15 minutes without crashing.
At some point in the near future, we’ll be implementing a behaviour tab to the microbe editor (currently an unselectable grey button in the new GUI). It might include options to synthesise and upgrade agents, but that’s a topic for another day. We have some ideas, but it’d be a good idea to have a discussion about it with the wider community to see what the general feeling is.
There's an existing thread on our dev forums which I recommend you read first. I don’t think there was really much of a conclusion there. Ages ago, right after this forum was created, Scottnov suggested an idea I quite like here as well.
Before I begin, I’ll point out this is the first of our so-called in-depth discussion threads. Anyone can participate, but moderation here will be stricter than usual to promote an environment the developers would want to join in with. Your post must contribute to the discussion, stay on topic and be linguistically coherent.
How much of an impact do we want the behaviour editor to have on gameplay? Is it only editing the behaviour of AI members of your species or are you affected by automated decisions as well? If so, to what extent? Somewhere in a past discussion someone suggested that another member of your species could come along and force you to bond to it for a few seconds using bonding agents. Is that a good idea for gameplay or just plain annoying? At the same time, auto-evo could affect species behaviour just as it does your own species. Mutations could involve changes to reflex actions or something.
As for the interface, I quite like the idea of having input blocks, process blocks and output blocks, a little like Scratch. Drawing wires between blocks to activate them would cost mutation points, so in some cases you’d have to choose between evolving a new organelle or upgrading your species’ intelligence. What would those inputs and outputs be? Is there a better solution to all of this?
Graphic design, XML and Lua scripting. We have a tutorial here which roughly guides you through adding GUI content to the game, but as I found, there are countless annoying bits off to the side you have to learn to work with for everything to function correctly. Plus, if you're not well versed in graphic design in the first place you can't exactly get anywhere.
We'll be attempting another livestream at 20:00 GMT this Saturday. I've updated the opening post with the info. At the moment, it looks like participants will be: me, seregon, TheCreator, hhyyrylainen, montiegm and maybe some others depending on whether they're available. The stream will appear here if you want to set a reminder.
The health bar is all the way at the opposite corner of the screen from the other bars, which makes it difficult to focus on them both (plus that DNA coloring is really off-putting and the numbers on all bars need to be bolded at the very least).
I'll concede it's difficult to focus on both, but in future the health bar will flash red whenever taking damage so the issue might be reduced a little. Where would you suggest the health bar and compound bars go, considering moving themwould involve displacing other buttons and breaking symmetry with the editor? I personally like the DNA fill but will make it a bit more transparent. Without it the health/mutation bars look bland. Emboldening the text is possible but tricky, since CEGUI needs an new font file, and a new font definition file for italic and bold variants.
Also, what is that tiny ATP tracker doing right down there by the menu button?
In future that lower bar will contain a horizontal scrollable list of all the organelle bars the player has selected to have close to hand (see here), so the tracker is supposedly temporary. Although now I think about it, a permanent mini ATP tracker next to the health bar might work.
I think that could be solved by shading their buttons different colors (green means health, purple means poison, blue means speed, etc.) as well as separating their costs and names by either color or font so they catch the eye better.
I see your point, but this risks confusing colours between compounds and organelles. We're having trouble finding enough distinct compound colours as it is. We will definitely have major guidance on organelle functions in the form of tooltips or info windows in future.
Finally, your tutorial popups are kinda hard to read given that they are white text on a light blue background and the environment is light blue with white bubbles.
Noted. I don't think black or bright colours would match the aesthetic, and I'm reluctant to use the blue of the rest of the buttons unless the panels are made to look like buttons - given the way the tutorial is coded with the tutorial panel changing size willy-nilly, this would wreak havoc with the bevel sizes unless the buttons were dynamically defined, and I don't know how to do that. I'll try working with other shades of white or blue.
TheGraveKnight: Mostly the Mario and Luigi games. I could never beat Bowser's Inside Story because I can't mash Y fast enough to swallow something that is necessary to swallow to beat the boss.
Mar 29, 2017 0:41:13 GMT
Atrox: what i do is i simultaneously pull apart my thumb and fingers and press them back together at the same time. Instead of just moving your thumb away move both of them apart it brings them apart quicker and pushing them both together in unison brings them
Mar 29, 2017 2:41:48 GMT
nihilbene: Play SSBM for a couple years and you'll have no troubles button mashing (or at least pressing buttons repeatedly, frame perfectly), ever...
Mar 29, 2017 10:16:54 GMT
TheGraveKnight: If anyone else here plays SMITE, do you think I should get back into it? I've always had a hard time playing MOBAs by myself and alot of the stuff in the game require the micro-transaction currency. But I remember having alot of fun with it.
Mar 29, 2017 18:50:33 GMT
serialkiller: Is anyone else hyped for the uncharted dlc ?
Mar 29, 2017 20:16:39 GMT
phantomhunter01: I never worry about micro managing. I just play the game.
Mar 29, 2017 22:26:01 GMT
phantomhunter01: In related news, I am now opening a salt shop.
Mar 29, 2017 22:26:14 GMT
TheGraveKnight: Are we talking bath salt, table salt or anger salt?
Mar 30, 2017 0:40:04 GMT