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Post by Oliveriver on May 27, 2015 11:10:55 GMT
The only thing I can think of would be if you linked to the image page instead of the image itself (the URL you paste when inserting images should have .png or .jpg or whatever at the end).
Maybe try searching for other people having the same problem on Proboards forums?
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Post by Oliveriver on May 19, 2015 16:20:26 GMT
I like this idea, and the pre-made blocks for certain behaviours are a nice touch. Somewhere this has already been discussed, though I'll be damned if I have to go hunting through the misc thread to find it. Someone suggested that it should be laid out on a hex grid, with hexes being either inputs or outputs and wires linking between them to program behaviours.
My own personal idea is that creating the wires costs Mutation Points, just like adding parts to your creature (the behaviour editor would be a subset of the organism editor, so changes in AI behaviour would count towards evolution just like physical changes). You'd start off with all the basic ones for free - if afraid, run away; if hungry, eat something; if itchy, scratch yourself - and could program more from there each time you enter the editor. Adding new creature parts might unlock more options for inputs and outputs. For instance evolving a tongue would give the input "Poison Detected" and output "Lick". Blocks like "Predatory" or "Prey" would cost the total of all the wires inside them, would require all their inputs and outputs to be unlocked, and would create wires between the hexes on the screen automatically.
Also I assume this is all to do with the rest of your species' AI, as obviously you'll be controlling your own creature. With this in mind the behaviour editor adds another level to population dynamics, as you have to make them better at surviving with intelligence as well as features.
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Post by Oliveriver on May 17, 2015 11:25:13 GMT
Although I'm fairly busy at the moment so can't contribute much to development, I'm still posting this in the hope of creating some more activity here. As the head composer for Thrive, I've been wondering - what are everyone's favourite game soundtracks? Personally, I'm partial to the soundtrack for ParaWorld, an RTS from 2006 about a parallel dimension filled with dinosaurs. It has an epic orchestral score with Asian and African influences. (Playlist: www.youtube.com/watch?v=nNRCs1FBW5g&list=PLZIF5KwSY-Wd7I1zn5fwFGLSlg6iDZ2mT&index=23) A close second would be the FTL soundtrack, which couldn't be more different. Ambient electronica creates the perfect soundscape for space voyages in just as epic a manner. (Playlist: www.youtube.com/watch?v=nFSHrnqQyV4&list=PLDWrj6ynqDMGiREzFXF_JkuwBi3-pUKJH)
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Post by Oliveriver on May 13, 2015 15:27:04 GMT
Hi McDerp,
Right now we don't need extra moderators as the forum's small enough to police ourselves, but hopefully soon there'll be more activity which the devs won't necessarily want to deal with. I'd suggest practicing mod duties beforehand (answer questions, help keep things on topic where needed, etc.) so we know you'll be a responsible community manager when the time comes.
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Post by Oliveriver on May 11, 2015 14:43:16 GMT
Things applying to all stages would just be posted in "The Idea" itself - new threads don't have to be posted in a further subforum.
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Post by Oliveriver on May 9, 2015 14:22:04 GMT
It would definitely be useful for planets with large amounts of water, as building space on land would be limited. Although I'm not sure how society centres can be constructed (I'm assuming by placing individual buildings instead of Spore's system). There was some discussion on floating cities (on both water and in the sky) here, but there was never really a proper conclusion. For one thing I recall someone on the team supporting real world sky cities on Venus, but I don't know how that relates to the game.
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