My Own System of Organism Part Categorization.
Nov 12, 2017 23:37:51 GMT
Narotiza, mitobox, and 7 more like this
Post by February Steam of Foushoo on Nov 12, 2017 23:37:51 GMT
These two posts inspired me to try myself to make a system of how the parts of thrive organisms should be formed:
This one:


As of this edit, this is the most recent mockup.
Hi! I figured it wouldn't hurt to throw together some concept art and mockups of possible layouts for the Organism Editor, so I did. I'm aiming for a basic design idea that can be altered to fit all planned editors, similar to how Spore's editors all share basic unifying design concepts.
Most of the buttons and tabs in these are described in the Organism Editor page of the Thrive wiki.
I'm using Paint.NET and a low resolution, primarily to make alignment of various components easier.
Below are the old concept interations, from oldest to newer.




And this one:
I have created yet another concept for a Thrive organism editor.
I know that the other guy with the pixel art beat me to it, but i have ideas of my own.
Here's the idea:
imgur.com/a/Lk8Wo
I pretty much reused some of the content from my old concept but tried to make it more like the idea people have for Thrive.
Also:
THE DNA STRAND BACKGROUND WILL BECOME A THING DAMMIT
Thanks for your time![]()
I liked these two but I felt both relied to much(in my opinion) on earth kingdoms of taxonomy.
Instead I attempted to create something more global to multi-cellular organisms as a whole. I originally based my system on Kevin Lynch's "The Image of the City"(one of my favorite non-fiction books) though it had quickly diverged from that. I am no artist so I've simply made a list with definitions and examples of each.
My System:
Pathways: Pathways are systems that move materials (and sometimes electricity) from one structure (or receptor) to another.
In-game: point a to point b connection of one structures/receptors to a structure/receptor/gland
(like the measure distance or draw line tool of google maps).
Ex.: (veins, arteries, nerves, lymphatic vessels, spinal cord, notochord, phloems, xylems, bronchioles)
Orifices: Orifices are the natural holes in and out of the body.
In-game: formed from connecting pathway to outside the body instead of a structure or
receptor.
Ex.: (mouth, anus, animal reproductive organs, plant reproductive organs)
Structures(Viscera): Hollow organs which serve as areas where bodily substances collect and or meet.
In-game: 3D blob shaped structures that can be molded or formed from a connecting spheres(like how the cell stage looks).
Ex.: (stomach, heart, gallbladder, bladder, plant vacuoles)
Structures(Locomotive): tissue that are used to maintain structure, basic protection of organs, and the mechanical movement of an organism.
In-game: point a to point b connection of one joint to another or between two structures(Locomotive).
Ex.: (bones, cartilage, muscles, tendons)
Structural Clusters: Structures(Locomotive) that function not directly with a system and instead serve purely for
maintaining shape and structure and give basic protection of organs.
In-game: 3D sheet like paint brush that allows layering.
Ex.: (fat deposits, skin, exoskeleton)
Joints: points where structures(Locomotive) meet to allow and or regulate
mechanical movement.
In-game: euclidean points in the 3D space where two structures(Locomotive) meet.
Ex.: (gliding joints, hinge joints, pivot joints, ellipsoid joint, saddle joint, ball & socket joint)
Clusters: An organization of similar or identical structures(general) that in their numbers serve a combined systematic purpose.
In-game: paintbrush like system of painting on clusters on to existing structures(Locomotive or Viscera).
Ex.: (hair, feathers, fur, scales)
Receptors: clusters used to gain information from an environment to allow adequate response to stimuli.
In-game: same as clusters but may connected with other parts through pathways.
Ex.: (photoreceptors clusters(eyes), plant stomata, taste bud clusters, alveoli clusters,
neuron clusters(brains), intestinal cilia clusters, nasal cilia clusters)
Glands: clusters that release materials or chemicals from a connected part of the organism.
In-game: same as receptors.
Ex.: (sweat glands, oil glands, fundus glands, salivary glands, nectaries, plant salt glands)
Though I feel it is a good start, I understand their are some inconsistencies and possible miscategorized parts that may require deeper thought.
Constructive criticism and additive ideas, information, and opinions are highly appreciated.
Thanks for reading.
This one:


As of this edit, this is the most recent mockup.
Hi! I figured it wouldn't hurt to throw together some concept art and mockups of possible layouts for the Organism Editor, so I did. I'm aiming for a basic design idea that can be altered to fit all planned editors, similar to how Spore's editors all share basic unifying design concepts.
Most of the buttons and tabs in these are described in the Organism Editor page of the Thrive wiki.
I'm using Paint.NET and a low resolution, primarily to make alignment of various components easier.
Below are the old concept interations, from oldest to newer.




And this one:

I know that the other guy with the pixel art beat me to it, but i have ideas of my own.
Here's the idea:
imgur.com/a/Lk8Wo
I pretty much reused some of the content from my old concept but tried to make it more like the idea people have for Thrive.
Also:
THE DNA STRAND BACKGROUND WILL BECOME A THING DAMMIT
Thanks for your time
I liked these two but I felt both relied to much(in my opinion) on earth kingdoms of taxonomy.
Instead I attempted to create something more global to multi-cellular organisms as a whole. I originally based my system on Kevin Lynch's "The Image of the City"(one of my favorite non-fiction books) though it had quickly diverged from that. I am no artist so I've simply made a list with definitions and examples of each.
My System:
Pathways: Pathways are systems that move materials (and sometimes electricity) from one structure (or receptor) to another.
In-game: point a to point b connection of one structures/receptors to a structure/receptor/gland
(like the measure distance or draw line tool of google maps).
Ex.: (veins, arteries, nerves, lymphatic vessels, spinal cord, notochord, phloems, xylems, bronchioles)
Orifices: Orifices are the natural holes in and out of the body.
In-game: formed from connecting pathway to outside the body instead of a structure or
receptor.
Ex.: (mouth, anus, animal reproductive organs, plant reproductive organs)
Structures(Viscera): Hollow organs which serve as areas where bodily substances collect and or meet.
In-game: 3D blob shaped structures that can be molded or formed from a connecting spheres(like how the cell stage looks).
Ex.: (stomach, heart, gallbladder, bladder, plant vacuoles)
Structures(Locomotive): tissue that are used to maintain structure, basic protection of organs, and the mechanical movement of an organism.
In-game: point a to point b connection of one joint to another or between two structures(Locomotive).
Ex.: (bones, cartilage, muscles, tendons)
Structural Clusters: Structures(Locomotive) that function not directly with a system and instead serve purely for
maintaining shape and structure and give basic protection of organs.
In-game: 3D sheet like paint brush that allows layering.
Ex.: (fat deposits, skin, exoskeleton)
Joints: points where structures(Locomotive) meet to allow and or regulate
mechanical movement.
In-game: euclidean points in the 3D space where two structures(Locomotive) meet.
Ex.: (gliding joints, hinge joints, pivot joints, ellipsoid joint, saddle joint, ball & socket joint)
Clusters: An organization of similar or identical structures(general) that in their numbers serve a combined systematic purpose.
In-game: paintbrush like system of painting on clusters on to existing structures(Locomotive or Viscera).
Ex.: (hair, feathers, fur, scales)
Receptors: clusters used to gain information from an environment to allow adequate response to stimuli.
In-game: same as clusters but may connected with other parts through pathways.
Ex.: (photoreceptors clusters(eyes), plant stomata, taste bud clusters, alveoli clusters,
neuron clusters(brains), intestinal cilia clusters, nasal cilia clusters)
Glands: clusters that release materials or chemicals from a connected part of the organism.
In-game: same as receptors.
Ex.: (sweat glands, oil glands, fundus glands, salivary glands, nectaries, plant salt glands)
Though I feel it is a good start, I understand their are some inconsistencies and possible miscategorized parts that may require deeper thought.
Constructive criticism and additive ideas, information, and opinions are highly appreciated.
Thanks for reading.