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Post by Oliveriver on Jul 27, 2015 16:40:30 GMT
Wait, v1.0 will only have the microbe stage? That would mean a loooot of development to go. It will be, but that doesn't mean there'll be 76 updates from 0.2.4 to reach it. My guess is it would take 5 to 6 updates to get the main features in, then a few more for extraneous stuff like extra agents, more organelles and game balancing.
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Post by Oliveriver on Jul 24, 2015 17:40:58 GMT
I'm probably not going to participate much here as it seems a little too intense and difficult to follow for me, but I'll create a few creatures anyway to be part of the ecosystem. Feel free to have them interact with your own organisms.
Name: Vermis Lacerta Description: A metre long snake-like reptile which, despite appearances, is actually herbivorous. It spends its time crawling along the shoreline in search of berries from the Ajen Tabyri plant (Cobalt's organism), which it has developed immunity to. The Vermis uses the berries' poison to manufacture its own toxin, making it poisonous for predators, inducing massive hallucinations followed by death. The Notdrownasaurs (Mitobox's organism) have learnt not to eat the Vermis, so they generally just ignore each other.
Name: Retrogibbus Description: A small (cat-sized) migratory animal with heavy armour, chameleon-like eyes and squid-like tentacles. Though also herbiviorous, its defences make it a tough foodstuff for predators. At this time of year, the Retrogibbus live in the rainforest. Jungulooths (another of Mitobox's organisms) can crush the Retrogibbus' armour with their jaws, but only if they can catch them near the water's edge and pull them underneath.
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Post by Oliveriver on Jul 23, 2015 17:00:57 GMT
It's unlikely for roleplay type things to gain as much traction here as places like the Sporum, so separate boards aren't really necessary. Still, maybe a sub-board here covering both wouldn't hurt. On your point about policing game rules: that'll be up to the original poster of each thread.
EDIT: The new board is up, but I'll keep this thread here anyway.
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Post by Oliveriver on Jul 23, 2015 11:36:47 GMT
Yeah, roleplays and things probably fit best here. Maybe if they're less collaborative they might fit here instead, but the line between them is a bit fuzzy so it's up to you.
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Post by Oliveriver on Jul 23, 2015 11:32:41 GMT
I've been playing a bit of Agar.io recently, and I think the gameplay aesthetic is just the kind of thing we might strive for with Thrive. You can move about and decide to flee from predators, chase prey, or hide out somewhere and have a (slightly) more peaceful experience. There's action in some places but also the option to play more passively. Obviously in Thrive there'll be a lot more abilities to choose from, so your options with each strategy won't be so limited.
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Post by Oliveriver on Jul 8, 2015 18:38:58 GMT
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Post by Oliveriver on Jul 4, 2015 18:15:15 GMT
The old easter eggs forum thread was locked a while ago, but that was on the development forums. Now we have the community/fan forums, I think it's fine to go a little bit nuts with easter egg suggestions. Here are a couple I've come up with, relating solely to the microbe stage: - When the player starts a new game, their initial ATP level is always 42. Similarly, the words ‘Don’t Panic’ need to appear somewhere in the in-game text.
- If the main menu is left alone for long enough, a spaceship will fly across the screen quite far away, but close enough for the player to read ‘Uteen Toothbrush Supplies’ on the side.
- On incredibly rare occasions, the player may find a rock in the environment in the shape of a microbe, with two googly eyes drawn on it.
What are your thoughts?
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Post by Oliveriver on Jul 3, 2015 21:04:02 GMT
By the power of Moopli, we now have a shoutbox.
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Post by Oliveriver on Jun 29, 2015 17:59:55 GMT
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Post by Oliveriver on Jun 28, 2015 20:47:54 GMT
Really it's just every possible thing we'd want in version 1.0 (the first full microbe stage release) to act as solid documentation for people finding the project for the first time.
And yeah, it could be split in separate pages with the GDD page itself as the contents. When it's done I might do that.
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Post by Oliveriver on Jun 28, 2015 18:18:30 GMT
For anyone who doesn't know, right now we're writing up a full Game Design Document for the Microbe Stage. It's nowhere near done yet, but all the essential sections and headings are in place. thrivegame.wikidot.com/microbe-stage-gddSuggestions? Things we might have missed?
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Post by Oliveriver on Jun 25, 2015 13:09:55 GMT
Evolutions! was certainly the origin of Thrive, and we still credit them whenever the project's history is discussed: revolutionarygamesstudio.com/faq/where-did-this-project-begin-and-how-has-it-evolved/Basically a group of developers split off from the Evolutions! team because they didn't like Hirnausen's way of running things, forming Thrive. A lot of the ideas were inherited, as at first the two concepts were pretty much identical, only a project logistics divide between the two. When the Evolutions! forum was overrun by spam bots, Hirnausen (or Sven as he's also known) was forced to abandon the project, leaving Thrive as the only place where the ideas still lived. We've even seen the old glimpse of Sven since then: davoonline.com/phpBB3/viewtopic.php?t=4544#p16313After a bit of digging I even found ParadoxJuice on our own forums, and he didn't seem to have a problem with the project using many of his old ideas: thrivegame.canadaboard.net/t322-i-m-simultaneously-the-newest-and-oldest-member-hereUnfortunately we don't know the names of anyone specific from the old days, beyond people like ~sciocont or The Uteen who joined Thrive. It may be that there aren't many left who we don't know anyway, as I remember quite a few introductions on the forums from people who had been working on Evolutions! and joined Thrive at a later date, so they're already credited for much of our work anyway. One member who you might remember is Inca, who gave his own account of the events in the Evolutions!-Thrive transition: thrivegame.canadaboard.net/t1216-its-been-a-few-years-but-i-m-back-with-forum-suggestions
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Post by Oliveriver on Jun 20, 2015 16:32:06 GMT
I was looking up tidepools and found this quote from John Steinbeck's The Log from the Sea of Cortez which kind of relates to the concept of Thrive:
“[...] it is a strange thing that most of the feeling we call religious, most of the mystical outcrying which is one of the most prized and used and desired reactions of our species, is really the understanding and the attempt to say that man is related to the whole thing, related inextricably to all reality, known and unknowable. This is a simple thing to say, but the profound feeling of it made a Jesus, a St. Augustine, a St. Francis, a Roger Bacon, a Charles Darwin, and an Einstein. Each of them in his own tempo and with his own voice discovered and reaffirmed with astonishment the knowledge that all things are one thing and that one thing is all things—plankton, a shimmering phosphorescence on the sea and the spinning planets and an expanding universe, all bound together by the elastic string of time. It is advisable to look from the tide pool to the stars and then back to the tide pool again.”
Just an slightly interesting, pointless little tidbit for your possible amusement.
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Post by Oliveriver on Jun 17, 2015 13:51:02 GMT
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Post by Oliveriver on Jun 16, 2015 7:16:08 GMT
Multiplayer is unfortunately unlikely to be able included in the game, at least in its initial state. If it's possible to make it work it'll be added at some later point.
Of your suggestions, creature sharing is a definite anyway (you can even share saved games, planets or whatever to challenge your friends for survival), and the only other one I could see working is symbiosis. Players would be limited to a single stage, and even then issues with entering the editor at different times would make it difficult to run.
Still, it isn't ruled out completely. We just need to find a viable way of making it work.
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Post by Oliveriver on Jun 5, 2015 15:24:05 GMT
Hmm, I don't think a walking plant is really possible. Plant cells have cell walls, making them heavier to move but having more advantages such as being stronger and more resistant to osmosis. Photosynthesis (in conjunction with respiration) also can't produce energy quickly enough for movement, especially for the heavier cells with cellulose walls. As a real world example, venus fly traps (relevant to a topic on carnivorous plants) are capable of brief rapid movement, but only because they get glucose from the insects they digest instead of purely from photosynthesis.
Perhaps it might be possible if gravity was weaker and therefore movement required less energy?
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Post by Oliveriver on Jun 5, 2015 14:48:06 GMT
Good idea! It appears I can't set it up, so it must be a feature unlocked for only the global administrator. In which case, Moopli will have to add it.
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Post by Oliveriver on Jun 1, 2015 6:13:06 GMT
I know they're taking it seriously, I never said they weren't. I guess I'm not cut out for talking about such serious topics, huh? Was it that obvious? ;v; My post wasn't directed at you, just at anyone who planned to post here as a bit of prior information. You're perfectly fine to talk about it if you wish.
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Post by Oliveriver on May 31, 2015 18:34:41 GMT
Welp, that topic didn't take long to come up... While we're obviously allowing unrestrained community discussion here as it doesn't detract from development, please bear in mind that few developers will want to take this topic very seriously, even if you think you've come up with a great solution. We're not trying to discourage anyone, just warning people that if they expect anything to filter through into the development side of things from here, it's incredibly unlikely. But hey, there's always the possibility of mods utilising your ideas or something similar. Anyway, I'd suggest people who want to post here read this thread first as it'll underline some of the ideas already discussed: thrivegame.canadaboard.net/t543-implementing-underwater-civilizationsEDIT: A side note on re-reading that thread: the harshness of its initial edited post and final few posts are indicators of just how resistant the devs will be to any suggestions.
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Post by Oliveriver on May 28, 2015 20:46:26 GMT
A hard mode with faster NPC evolution (and a higher chance of natural disasters) is definitely planned. You'll need to think extra carefully about how to survive and evolve to keep up with other species.
Also, would this thread fit better in 'The Idea' section? I know it started off with a Spore reference but it appears you're discussing ideas more than anything right now. Nothing wrong with that, of course.
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