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Post by seregon on Jan 18, 2016 17:26:34 GMT
As Atrox mentioned, the plan is not to remove compounds from the later stages, but for them to scale up as your organism does, so that you (and the game) only keep track of those compounds that are relevant to you.
The idea is that the game transitions smoothly from tracking the individual compounds you use as a cell, through more complex compounds as an animal (e.g.: meat, bone, vegetable matter), through to resources (e.g.: wood, metal, stone) in the society stages. Some compounds will exist in multiple (or all stages), oxygen and water being obvious examples.
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Post by seregon on Jun 5, 2015 20:07:36 GMT
It's worth noting that in most real world examples, carnivorous plants gain very little, if any, of their energy from eating insects. They do so mostly for nutrients (to make up for living in nutrient poor soils, which are typical in tropical rainforests, for example).
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Post by seregon on May 31, 2015 22:09:34 GMT
Also note that in the original thread, we've largely agreed that underwater cities/civs are possible, but that they will not advance beyond what is essentially the stone age. They cannot develop metalworking, advanced science, and will be unable to reach the space stage.
edit - to clarify this and the above. You don't need to convince us that underwater cities are possible, we agree, though we have yet to decide whether they will be included in the game (and probably won't decide until we start developing the civilisation stage). What the devs don't agree with is the possibility of metalworking or advanced civilisation, and while your free to try and prove that's possible, we've heard it so many times by now that you shouldn't expect any enthusiasm on our part.
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Post by seregon on May 27, 2015 3:33:51 GMT
We're not sure if the game would ever make it onto steam, as its entirely free/open-source, there's no potential revenue for Valve. With that in mind, I don't think any of us have looked into steam workshop integration, which might be something to consider a very long way down the line.
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Post by seregon on May 22, 2015 15:52:59 GMT
There are several levels at which the game may be moddable, with varying levels of difficulty: - For stuff like new parts, we will probably develop a pipeline for the parts we create for the game, and anyone will eventually be able to create new parts and add them to the game themselves using that pipeline.
- Some parts of how the game work are controlled by data files, most of which should be relatively simple to edit. This should make it possible to change the stats of existing parts, define new AI species, define new resources, or entirely change the game's biochemistry.
- Slightly more challenging than the above, large parts of the game will be controlled by scripts (written in Lua), which may be used for setting up custom scenarios, or changing world generation.
- Beyond that, the whole source code will be open source, so anyone can potentially modify any part of the game to do whatever they like. Stuff like adding a new editor, a new game stage, or significantly changing how a stage is played (e.g.: turning the aware stage into a tactical squad based strategy) are all possible at this level, but will require significant programming skill and effort. If you want to make changes at this level (and you have, or want to gain, the skill necessary to do so), your best bet is to join the dev team, rather than wait to mod it into the game later. That doesn't mean we'll add any idea to the game just because a dev suggested it, it still has to fit the overall design - but working on the game will significantly improve your understanding of how it works, and how to potentially mod it later.
We don't currently know which parts of the game will be scriptable, vs. which will require modifying the source code. The aim is to allow as much modification as possible, without sacrificing performance (any code that interacts with a script is potentially going to be slower than if it didn't).
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Post by seregon on May 20, 2015 3:21:47 GMT
In no particular order:
- Dark void
- Spacechem
- Morrowind
- X3 Reunion (and most of the other X games, especially for the ambient nature of the music)
and my current favorite: - Ori and the blind forest
I'll also second the FTL ost.
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