Post by xerojoy on Jan 21, 2018 21:39:50 GMT
Hey, long time lurker here, just re-created an account. This is a small suggestion/discussion opener:
Suggestions:
possibly lower the amount of stages to 4 and make them similar to the following:
1.) microbe stage
-Start as single Cell consuming raw nutrients (basically a bacteria)
-Can upgrade to add better/more organs both internally and externally
-2D top down graphics
-Can become multi-cellular (via upgrade) but the stage ends when your creature reaches a certain physical size
2.) Creature stage
-Start in tide pool as a small 3D creature. (roughly the size of an ant or squirrel, whichever is easiest to implement)
-Swim around, consuming smaller animals, or go on land if you've upgraded your creature to physically withstand surviving on land.
-Can upgrade your creature to work together with others as a "horde" with other creatures to hunt/attack together. Nothing complex though.
-This stage continues until you research civilization
3.) Civilization stage
-Start in a group, specialization should be possible here with some creatures fighting, others building, etc...
-upgrades such as farming and new tools should become available.
-Top down rts styled
-Some events that can send you back to stage two should be present (nuking everything, screwing with the ice caps, attacking the local aliens)
-Fight with other members of your race/other random creatures that have entered this stage.
-The user doesn't directly control cities and their buildings. Instead, production buildings are added depending on nearby resources.
-In later stages, cities can shift their focus to producing certain resources. All buildings could be procedurally generated based on existing building files.
-The user can also add "expansions" to cities, allowing them to grow (literally expanding the border, then the inside might slowly be filled with buildings automatically)
-This stage ends when the civilization has some form of FTL travel and the world is united (either via militaristic or peaceful means).
4.) Space Stage
-Start on your home planet in a rudimentary explorer ship.
-The galaxy is a pseudo 2d environment, the galaxy is for all general purposes, flat, but looks 3d visually.
-Planets are now just menu screens with lists of resources that they produce/habitability/upgrade options.
-Might still have a small 2d picture of what the planet kind of looks like (i.e. covered in cities or a lush landscape of nature)
-Can be similar to the Civ stage in that you command armies of ships of different sizes/types and use them to expand.
-Other civilizations/habitable planets are sparse (not like spore where 9/10 planets were populated and they spread like rabbits)
-An area of local territory spanning multiple systems is created surrounding the systems where colonies are established. (places where others won't establish colonies)
-Can research and create new and more powerful ships/weapons/means of transport, each type with its own negatives
-Can create standing armies to fight in case of physical invasion
-Ends when the Galaxy is yours.
-Greatly helped by researching ascension, the godmode thing.
5.) ?
-God mode, in the space stage.
-Start in space stage, able to create new life on any habitable planet (allowing you to start the game again, but with new upgrade options)
- Not technically a stage since you've beaten the game.
Research changes:
Possibly make only 5 general categories for creature upgrades:
1.) Physical
-The "tools" your creatures use to interact with the world.
-The cell creator/creature creator in the early stages
-Could change what your creature looks like/its appendages
-Later, it could allow upgrades to vehicles/tools
-Mostly limited by Intelligence.
2.) Intelligence
-Main upgrade needed to get though the game
-Could upgrade your creature's ability to think, process information (i.e. allowing it to use certain physical appendages), and work together
-Later upgrades could create various research technologies such as calculators/computers.
-Mostly limited by Energy production (i.e. a certain threshold is required)
3.)Energy production
-Could deal with how your creatures interact with the environment to stay alive
-Upgrades/allows the use of organs that deal with producing energy/converting things into energy
-Allows you to change what you can consume for food. Many of these upgrades could have various levels.
-This could be a requirement for upgrades in intelligence.
-Could later upgrade how resources are produced/used in civilizations/on planets
4.)Damage response
-Could upgrade/allow your creature to heal and sustain more damage without dying.
-Deals with things like cell membranes, bones, skin, and immune response (for poison/sickness).
-Later upgrades things like city walls, defenses, armor, etc...
5.) Reproduction
-Could primarily deal with the production of new things and how they're handled. (to provide bonuses when upgrading/during gameplay)
-Could upgrade/change how your creature reproduces, changing how much you can upgrade your species in the next generation.
-Deals with sexual(more variablity) vs. asexual (more safety) reproduction, reproduction using eggs/parasitic methods, etc...
-Later upgrades things like methods of ruling, ideologies, and social constructs.
Why tho?
Well, right now the game looks and plays in a way that is super complicated. Right off of the bat, players have to learn about the colors of the fog that is food, learn what each fog represents, and learn what combination of this fog that we need in order to generate ATP. By the time that this has happened, they're idly waiting for their cell to die because their ATP just sunk to 0. If they continue, they also have to keep track of how much ATP they'll have post reproduction, and more. This hurts the core game loop. We want an action that leads to a reward that leads back to the same action (only better). Eat food, get larger and more powerful so you can eat larger/more powerful things. It's a loop since eating allows you to eat more in a cycle. In this case the opposite happens. Everything you do sucks away ATP.
By simplifying this process, the game loop becomes both more understandable and more accessible. Imagine this. The player starts as a bacteria. There's some RNA in the middle, some chemical receptors for sight, and a flagella. The goal is to eat and upgrade so you can eat more. In an almost tutorial-like fashion, you go to an un-moving cell, eat it (kill it, eat nutrients), and are placed in the cell editor using the chemicals gained. Instead of being shown a bunch of different organelles and having to guess at their effectiveness/what they all do (if more alien ones are added), the user can upgrade certain aspects of their cell in a menu screen. The only organs that should be added via the cell editor are external ones (flagella/poison output...things). Instead, visual updates to the inside of the cell can happen after upgrades are made in a menu. So if you upgrade nutrient production, you might gain an extra mitochondria (visually). If you upgrade nutrient storage space, you might gain a vacuole. When you play again, instead of only eating/reproducing using immobile/weak cells, you can now eat raw nutrients (via mitochondria), notice that it's "nutrients" in the generic sense, i.e. we assume that the chemicals are grouped together as one massive fog of useful chemicals that directly increase ATP. Maybe later on you might need a second resource, but otherwise it gets too complicated for the loop. If I wanted to wait for the reward for my actions, I'd be doing actual work.
Once you reach the max cell size (after multiple iterations of growth), a player can become multi-cellular. The loop can simply continue with more and more upgrades (i.e. adding organs/ appendages, etc...). Since no significant game-play changes are present, there's no reason to make this a new stage. Instead of compounds, there's just various sizes of plant cells that drift around.
In the creature stage (after reaching a certain size), the player gets to start over with a twist. The world is now 3D, they can now walk on land if they want to or go to the ocean. The core loop is still there though. Kill/subjugate things/survive so you can gain more mutagen, so that you can reproduce/grow/upgrade to kill/subjugate/survive more easily. Upgrades allow your creature to become stronger and smarter, allowing you to hunt in packs, become physically larger, consume less food, and more. It's essentially your typical upgrade everything game but within some type of scientific reason. At the same time, you start off heavily outmatched with strong species all around you.
Once again, in the aware/awakening stage, there's virtually no differences between the core loops. You control one of your species, fight and kill for fun so you can fight and kill better than before. Once again, organs could be added using menu upgrades.
In the civilization stage, we start again. Once again, you're a small player in a big world. You fight, you win a battle, then you upgrade, to fight and win some more. But it's with a twist, your civilization can literally die forcing you back into the creature stage and removing valuable research-based upgrades. In the space stage you do the same thing. You fight/act diplomatic, succeed in conquering, so you can continue forward...you get it.
The idea of thrive is to...grow and thrive. Right now there's a system that's quite complicated and stifles game-play. In addition, there's some kind of crazy attention to detail above the core game loops. Add the evolution system of enemies in after you have an AI that actually tries to eat you/does more than sit still in the current. Add the parallax graphic blur visual magic in after you've managed to make game-play loop fun and engaging. While I admire the desire to remain scientifically accurate, it absolutely HAS to be integrated into a core game loop in order for it to be fun. I seriously think that this can be done well, but even if you have no sound and your art is just a bunch of squares, you have to have a core game loop. Start with something simple that works, then add all of the complicated stuff.
What do you guys think though?
Suggestions:
possibly lower the amount of stages to 4 and make them similar to the following:
1.) microbe stage
-Start as single Cell consuming raw nutrients (basically a bacteria)
-Can upgrade to add better/more organs both internally and externally
-2D top down graphics
-Can become multi-cellular (via upgrade) but the stage ends when your creature reaches a certain physical size
2.) Creature stage
-Start in tide pool as a small 3D creature. (roughly the size of an ant or squirrel, whichever is easiest to implement)
-Swim around, consuming smaller animals, or go on land if you've upgraded your creature to physically withstand surviving on land.
-Can upgrade your creature to work together with others as a "horde" with other creatures to hunt/attack together. Nothing complex though.
-This stage continues until you research civilization
3.) Civilization stage
-Start in a group, specialization should be possible here with some creatures fighting, others building, etc...
-upgrades such as farming and new tools should become available.
-Top down rts styled
-Some events that can send you back to stage two should be present (nuking everything, screwing with the ice caps, attacking the local aliens)
-Fight with other members of your race/other random creatures that have entered this stage.
-The user doesn't directly control cities and their buildings. Instead, production buildings are added depending on nearby resources.
-In later stages, cities can shift their focus to producing certain resources. All buildings could be procedurally generated based on existing building files.
-The user can also add "expansions" to cities, allowing them to grow (literally expanding the border, then the inside might slowly be filled with buildings automatically)
-This stage ends when the civilization has some form of FTL travel and the world is united (either via militaristic or peaceful means).
4.) Space Stage
-Start on your home planet in a rudimentary explorer ship.
-The galaxy is a pseudo 2d environment, the galaxy is for all general purposes, flat, but looks 3d visually.
-Planets are now just menu screens with lists of resources that they produce/habitability/upgrade options.
-Might still have a small 2d picture of what the planet kind of looks like (i.e. covered in cities or a lush landscape of nature)
-Can be similar to the Civ stage in that you command armies of ships of different sizes/types and use them to expand.
-Other civilizations/habitable planets are sparse (not like spore where 9/10 planets were populated and they spread like rabbits)
-An area of local territory spanning multiple systems is created surrounding the systems where colonies are established. (places where others won't establish colonies)
-Can research and create new and more powerful ships/weapons/means of transport, each type with its own negatives
-Can create standing armies to fight in case of physical invasion
-Ends when the Galaxy is yours.
-Greatly helped by researching ascension, the godmode thing.
5.) ?
-God mode, in the space stage.
-Start in space stage, able to create new life on any habitable planet (allowing you to start the game again, but with new upgrade options)
- Not technically a stage since you've beaten the game.
Research changes:
Possibly make only 5 general categories for creature upgrades:
1.) Physical
-The "tools" your creatures use to interact with the world.
-The cell creator/creature creator in the early stages
-Could change what your creature looks like/its appendages
-Later, it could allow upgrades to vehicles/tools
-Mostly limited by Intelligence.
2.) Intelligence
-Main upgrade needed to get though the game
-Could upgrade your creature's ability to think, process information (i.e. allowing it to use certain physical appendages), and work together
-Later upgrades could create various research technologies such as calculators/computers.
-Mostly limited by Energy production (i.e. a certain threshold is required)
3.)Energy production
-Could deal with how your creatures interact with the environment to stay alive
-Upgrades/allows the use of organs that deal with producing energy/converting things into energy
-Allows you to change what you can consume for food. Many of these upgrades could have various levels.
-This could be a requirement for upgrades in intelligence.
-Could later upgrade how resources are produced/used in civilizations/on planets
4.)Damage response
-Could upgrade/allow your creature to heal and sustain more damage without dying.
-Deals with things like cell membranes, bones, skin, and immune response (for poison/sickness).
-Later upgrades things like city walls, defenses, armor, etc...
5.) Reproduction
-Could primarily deal with the production of new things and how they're handled. (to provide bonuses when upgrading/during gameplay)
-Could upgrade/change how your creature reproduces, changing how much you can upgrade your species in the next generation.
-Deals with sexual(more variablity) vs. asexual (more safety) reproduction, reproduction using eggs/parasitic methods, etc...
-Later upgrades things like methods of ruling, ideologies, and social constructs.
Why tho?
Well, right now the game looks and plays in a way that is super complicated. Right off of the bat, players have to learn about the colors of the fog that is food, learn what each fog represents, and learn what combination of this fog that we need in order to generate ATP. By the time that this has happened, they're idly waiting for their cell to die because their ATP just sunk to 0. If they continue, they also have to keep track of how much ATP they'll have post reproduction, and more. This hurts the core game loop. We want an action that leads to a reward that leads back to the same action (only better). Eat food, get larger and more powerful so you can eat larger/more powerful things. It's a loop since eating allows you to eat more in a cycle. In this case the opposite happens. Everything you do sucks away ATP.
By simplifying this process, the game loop becomes both more understandable and more accessible. Imagine this. The player starts as a bacteria. There's some RNA in the middle, some chemical receptors for sight, and a flagella. The goal is to eat and upgrade so you can eat more. In an almost tutorial-like fashion, you go to an un-moving cell, eat it (kill it, eat nutrients), and are placed in the cell editor using the chemicals gained. Instead of being shown a bunch of different organelles and having to guess at their effectiveness/what they all do (if more alien ones are added), the user can upgrade certain aspects of their cell in a menu screen. The only organs that should be added via the cell editor are external ones (flagella/poison output...things). Instead, visual updates to the inside of the cell can happen after upgrades are made in a menu. So if you upgrade nutrient production, you might gain an extra mitochondria (visually). If you upgrade nutrient storage space, you might gain a vacuole. When you play again, instead of only eating/reproducing using immobile/weak cells, you can now eat raw nutrients (via mitochondria), notice that it's "nutrients" in the generic sense, i.e. we assume that the chemicals are grouped together as one massive fog of useful chemicals that directly increase ATP. Maybe later on you might need a second resource, but otherwise it gets too complicated for the loop. If I wanted to wait for the reward for my actions, I'd be doing actual work.
Once you reach the max cell size (after multiple iterations of growth), a player can become multi-cellular. The loop can simply continue with more and more upgrades (i.e. adding organs/ appendages, etc...). Since no significant game-play changes are present, there's no reason to make this a new stage. Instead of compounds, there's just various sizes of plant cells that drift around.
In the creature stage (after reaching a certain size), the player gets to start over with a twist. The world is now 3D, they can now walk on land if they want to or go to the ocean. The core loop is still there though. Kill/subjugate things/survive so you can gain more mutagen, so that you can reproduce/grow/upgrade to kill/subjugate/survive more easily. Upgrades allow your creature to become stronger and smarter, allowing you to hunt in packs, become physically larger, consume less food, and more. It's essentially your typical upgrade everything game but within some type of scientific reason. At the same time, you start off heavily outmatched with strong species all around you.
Once again, in the aware/awakening stage, there's virtually no differences between the core loops. You control one of your species, fight and kill for fun so you can fight and kill better than before. Once again, organs could be added using menu upgrades.
In the civilization stage, we start again. Once again, you're a small player in a big world. You fight, you win a battle, then you upgrade, to fight and win some more. But it's with a twist, your civilization can literally die forcing you back into the creature stage and removing valuable research-based upgrades. In the space stage you do the same thing. You fight/act diplomatic, succeed in conquering, so you can continue forward...you get it.
The idea of thrive is to...grow and thrive. Right now there's a system that's quite complicated and stifles game-play. In addition, there's some kind of crazy attention to detail above the core game loops. Add the evolution system of enemies in after you have an AI that actually tries to eat you/does more than sit still in the current. Add the parallax graphic blur visual magic in after you've managed to make game-play loop fun and engaging. While I admire the desire to remain scientifically accurate, it absolutely HAS to be integrated into a core game loop in order for it to be fun. I seriously think that this can be done well, but even if you have no sound and your art is just a bunch of squares, you have to have a core game loop. Start with something simple that works, then add all of the complicated stuff.
What do you guys think though?