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Post by Deleted on Feb 26, 2017 20:02:52 GMT
Hello people! I've been wondering lately, wether the CPA system will actually be connected to the gameplay (no really?). Basically what I mean by "connected" is the gameplay (outside of the editor) influences the CPA system and the other way round.
I think it's just logical that what happens in the CPA system would affect what microbes you see when playing around, but the opinions are probably a little more divided on the other way round. I'd personally really like it if what you did in the environment as a single organism would have a pretty big impact on your species as a whole. It wouldn't be very realistic that the life death of a single microbe would affect how its entire species is doing, but from a gameplay perspective it would be important that the environment is more than just playing around a bit with what you created, I feel like anything other than the editor would seem redundant if it doesn't affect how well you're doing at the game.
What are you're opinions on this? (Also this is the first time I've created a thread so please correct me if I did something wrong)
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Post by crodnu on Feb 26, 2017 20:54:18 GMT
I think the idea is to assume that whatever you do (and you get done to you) while playing as your microbe is what happens with the rest of the microbes of your species (on average).
That way, if for example, you kill some members of species A for compounds it's assumed that your species hunted species A, and so the CPA system will act accordingly (making their population count decrease while your species populations increase, in this case). The reverse would happen if they kill you.
However i'm not a theorist, so they could have some other design in mind for the player.
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Post by tjwhale on Feb 26, 2017 22:43:52 GMT
So the idea we have been working with up to now is that the editor is the only way that you could influence the CPA system. So basically it's a bit like a robot wars type system where you design your microbe and then send it out to sink or swim on it's own.
Then the idea is to have what you encounter when you swim around be a very close approximation for what is happening to your species. So when you make choices in the editor whatever helps you swim around better also helps your species do better in the CPA.
The plan has been to have a strategy style map where you have to conquer the ocean by sending branches of your species off to each patch in each type of biome.
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Post by Deleted on Feb 27, 2017 9:02:39 GMT
So the idea we have been working with up to now is that the editor is the only way that you could influence the CPA system. So basically it's a bit like a robot wars type system where you design your microbe and then send it out to sink or swim on it's own. Then the idea is to have what you encounter when you swim around be a very close approximation for what is happening to your species. So when you make choices in the editor whatever helps you swim around better also helps your species do better in the CPA. The plan has been to have a strategy style map where you have to conquer the ocean by sending branches of your species off to each patch in each type of biome. So you're saying that what you do in the enviromrnt doesn't really affect what happens in CPA? I like the idea of a strategy map, but like I said, isn't the environment going to feel like it isn't really needed? I'm afraid that people are gonna say that they might as well just skip organism-mode entirely.
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Post by mirrormonkey2 on Feb 27, 2017 21:43:07 GMT
Maybe organism mode could have a bigger effect when your species is going through an evolutionary bottle neck? Like if there are only a few microbes of your species left and you'd have to reproduce to ensure the species survival. I'd imagine it to be thrilling to play the last living member of your species and if you don't manage to reproduce in time you will go extinct. In later stages, when you maybe produce sexually and you play the last member of your species I imagine that to be quiet depressing but definitley an interesting experience.
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Post by tjwhale on Feb 27, 2017 22:20:08 GMT
Interesting points. The modes do need to be meshed together well.
Two examples I can think of are total war games and JRPG's. In both you play an overarching game and then get sucked into combat at a smaller scale. I guess the outcomes of the combat affect the rest of the game.
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Post by serialkiller🌴 on Feb 28, 2017 0:01:45 GMT
Maybe organism mode could have a bigger effect when your species is going through an evolutionary bottle neck? Like if there are only a few microbes of your species left and you'd have to reproduce to ensure the species survival. I'd imagine it to be thrilling to play the last living member of your species and if you don't manage to reproduce in time you will go extinct. In later stages, when you maybe produce sexually and you play the last member of your species I imagine that to be quiet depressing but definitley an interesting experience. That sounds amazing
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phantomhunter01
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Post by phantomhunter01 on Feb 28, 2017 4:39:20 GMT
I think that you don't want organism mode to be detached from the CPA system. It creates this, well, detachment from the overall state of the species. If you see a cell in the environment and it tries to attack you but never succeeds, and then in the next editor session you see it as your species' biggest predator, this is, seemingly, a contradiction in the game. It being your biggest predator might be what's predicted based on the math, but if it's not what you experience then to the player then it's wrong. Interactions between other cells wouldn't be as important because it's not something the player could see, but since both the player's species and organism are personal, it's important to have consistency between the two. Not that the player's actions should completely drown out the model, but the information on what the player was killed by and who the player killed should have a medium to large effect on the calculations of the CPA system.
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Post by Immortal_Dragon on Mar 1, 2017 17:17:23 GMT
Interesting points. The modes do need to be meshed together well. Two examples I can think of are total war games and JRPG's. In both you play an overarching game and then get sucked into combat at a smaller scale. I guess the outcomes of the combat affect the rest of the game. As the purchaser of a number of total war games, yes, yes the battle outcomes affect the overall strategic game. For example if you lose your general (or kill the enemy's) in battle, that character is lost in the overarching game. Depending on the era of the game in question, this can have various effects from simply losing a commander to losing a member of your nation's family tree which can itself be rather bad if said general/commander was the heir to the throne. If you utterly destroy or otherwise severely damage the opposing army then that army will have its losses on the strategic map. So it pays to destroy as much of the opposing army as possible in battle, since your enemy will have to replenish those numbers. You have to do the same when your own armies suffer damage.
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