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Post by Omicron on Nov 8, 2017 14:52:08 GMT
TIL if you zoom out enough with google maps, you can start exploring some moons and planets. You can also tour a bit of the ISS. The most fascinating part is that you can click on craters and stuff like that and it will explain where the name comes from. www.google.nl/maps/space/mars/@23.3859806,27.8433483,22671583m/data=!3m1!1e3 Huh.. I knew that you could do that using Google Earth, but no for Maps. How do you get to Google Maps; Space?
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Post by Omicron on Oct 19, 2017 7:54:02 GMT
I always wanted to create some sort of otter/carnivore cat mix . The females would be smaller and be able to almost fly and the males would be much bigger and stronger but could only glide . (First I wanted to create a realistic Griffin but when I started drawing the first prototype it looked more like an otter and I kinda liked it lol ) That's probably how everyone's playthroughs will go, but instead of drawing having the creature editing.
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Post by Omicron on Oct 17, 2017 11:03:07 GMT
Well, there is of course the species I mentioned a couple threads before, the species , and maybe have a massive amount of castes, creating something like the Zerg from Starcraft. I probably won't be able to make them through normal gameplay, as I have a tendency to, just like StealthStyleL, make everything practical, not pretty or something.
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Post by Omicron on Oct 16, 2017 8:31:28 GMT
Ahem: - Rope
- Pulley
- Lever
- Hinge/joint/swivel joint
- Grip pads (could just be replaced with a material with high grip)
- Lever
- Spring (Will probably be replaced by pistons later game)
- Handle (For manually powering something/the more precise things (I.E. steering))
- Gears
- Decoupler
- Suspension
- slider-joint-thingy (For sliding along something, a track or something)
- Tube (For fluids)
- Blade
- Spike
- Circular blade
The blades can maybe have jagged edges or not, maybe have it as an option? - Tank (For storage of fluids)
- Balloon
- Low grip pads (for making sleds or something)
One quick remark: cookieingotbr , you do know guns don't use pistons for firing bullets?
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Post by Omicron on Oct 13, 2017 7:44:09 GMT
This looks cool, but wouldn't a lot of cultural traits differ from species to species? Take blackink 's idea for example, a species using a caste-system (I.E. insects) probably wouldn't have "families", only for maybe the kings/queens of the group. I kind of feel like a lot of the things that are going to be suggested here just don't apply to a lot of species. Or, a species that goes "quantity over quality" (I.E. insects (again)) that have thousands of unimportant creatures probably wouldn't have ceremonial ways of dealing with their dead, they'll most likely just left there.
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Post by Omicron on Oct 12, 2017 12:27:37 GMT
I don't think it's an internet issue, because for some reason, I haven't been able to see jojishi's profile picture for a couple weeks now. The issue is only for jojishi, and for no others.
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Post by Omicron on Oct 12, 2017 12:23:19 GMT
Quick hint: at the first paragraph of the compound rebalance part, it saayys However, it never says who wrote the devblog, it only says "Revolutionary Games" as the author. I'd advise replacing it with either "we" or the name of the maker of the mod.
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Post by Omicron on Oct 7, 2017 8:48:52 GMT
Looks cool, But are you sure it's "procedurally generated"? Because it doesn't say anything about how it works, and as the creatures don't need to do anything to survive, there aren't really any criteria, and therefore there should be a lot of really weird things. I don't see any though...
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Hints
Oct 6, 2017 7:35:09 GMT
Post by Omicron on Oct 6, 2017 7:35:09 GMT
This isn't a hint for in the game, but maybe add an option to disable the hints? I'd prefer not to have a hint saying I (for example) need to collect chloroplast, even when I'm trying a chloroplast-free run, or just happened to not have found any or something.
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Post by Omicron on Oct 2, 2017 11:34:06 GMT
Looks amazing, but I do have a question: Why does the ascension stage have an icon? I thought it was just that the player had unlocked sandbox tools, not that it was its own stage.
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Post by Omicron on Sept 29, 2017 10:10:33 GMT
Basically the ascension gate will be made by the player so it's up to them on how it will look like. but i did make a concept model for the part that would make it function. imgur.com/a/EeMnuLooks amazing, but I do have a question: Why the tesseract (that's what it's called right?) in the middle?
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Post by Omicron on Sept 26, 2017 7:27:48 GMT
In the microbial stage, a way compound clouds could be improved is maybe having them more distinct than the backgrounds. Although I rarely have trouble with finding them, this would give this stage a more appealing look. An idea that I really liked from the spore cell stage was having little water currents run through out the area, to further emphasise the fact that you are in water. Currents will be added in the future update (Well, they already are here, but now they'll affect the cells too) Also, compound clouds will be revamped for a part in the next update if I remember correctly. For example, oxygen will be replaced by a bacteria that excretes oxygen instead of a massive cloud that magically appears. Let's just wait a while and look at how they'll look afterwards first. (Shouldn't this be placed in future game>microbe stage ideas though?)
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Post by Omicron on Sept 25, 2017 9:43:58 GMT
Do any of you realise how difficult it can be to translate a text between languages? Shaka, when the walls fell. Isn't it "die Wendung" or something?
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Post by Omicron on Sept 20, 2017 20:31:16 GMT
I think that is a good time, and I would suggest Sundays because typically in many countries it's the day most people are home and don't have school or work. But wouldn't that create an issue with Christians? EDIT: Wait no I'm a Belgiuming idiot, I don't think you'll see a lot of Christians on a forum about simulating evolution. (But still, maybe some people live in religious areas and have to be quiet on Sunday or something)
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Post by Omicron on Sept 20, 2017 20:30:42 GMT
I think that happens if you or the forums have a crappy internet connection and while the images don't load they're replaced with "Oliveriver Avatar" or something like that. I don't think that's it, because right now I can't see NickTheNick's avatar, but I can see all the others (spanning multiple threads)
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Post by Omicron on Sept 16, 2017 15:10:40 GMT
I usually just click the quote button, copy the BBCode, go back, quote the next person, go to BBCode, and paste the code. Repeat for all the people you want to quote
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Post by Omicron on Sept 14, 2017 18:46:23 GMT
Firstly, the mitochondria. There was a thread I remember (Or maybe I'm making it up) where it was discussed that you would not start with mitochondria; instead, you'd perform a different form of energy production before oxygen-based respiration occurs via mitochondria. Whether they've decided one or the other depends on the date of these threads you've encountered. Well, the issue is that I don't think the devs are entirely even about it either, but that if you spawned without, the nucleas would be able to perform glycosism, just WAY less than a mitochondrion. There's also but 4 days in between both edits, so not really a big enough difference to be able to take a conclusion.
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Post by Omicron on Sept 14, 2017 15:28:50 GMT
I got bored and went to the dev forums. There, I saw that the GDD was rewritten again. So, I went and read it (I was very bored). I then read this part
So, I thought that it was finally settled by the dev's whether you start with a mitochondria or not. However, later I read this part in the "Microbe progression page", where it said: This, of course, was not very consistent. So, my question is: Will we start with mitochondria or not? (Also, if we do, I feel like the chance to assimilate one should be much higher at first, as you're mostly subjected to the currents, so it'll just be too annoying too just hope to find one, and when you finally manage to catch up to it after missing a couple, not even getting anything out of it.) (I myself kinda feel like you shouldn't, purely for because of the fact that it will be more accurate, maybe add spawning with mitochondria as an option) (Also, one last question: In the progression page, it said one will have to mutate a predatory pilus in the tutorial. I thought we had to mutate them ourselves a bit later in the game, or was I mistaken?(again, I feel like we should mutate it ourselves, even if it's only for the extra playtime))
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Post by Omicron on Sept 13, 2017 19:24:32 GMT
Sorry for necroposting tjwhale, but since you mentioned the disasters I ought to ask, what about the players that decide to stick to the microbe stage instead of evolving? Given the time simulation (which is faster in microbe stage because of evolution complexities), it may come a point where the star which the homeworld planet orbits starts to die for example or an asteroid comes crashing, is it really game over? I would propose that if such a situation arose, then maybe you could create spawn points for small rocks (with a low set probability), the player could swim to them before a counter runs out and if they arrive they get sent to another world inside the asteroid (panspermia). This would allow for the player to start in anew but bringing his upgrades with him (a kind of newgame+). Well, in this thread, it was decided (mostly) that it'll most likely just be an option you can toggle on, for a kind of speedrun challenge. (Also, I think it would've been better if you made a different thread about this instead of using this old thread, as this isn't what this thread is about)
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Post by Omicron on Sept 11, 2017 11:49:33 GMT
I'm mostly hyped for the behaviour editor. I once thought of a way one could (sorta) make a kind of hivemind, with phallic-shaped creatures firing pheromones (or just coloured liquids), and "lesser" creatures (made using the caste system) that will then attack whatever hit it (Or maybe move to that location or something). I'd like to make this a reality in Thrive once. (I also want to see how another creature might evolve into a certain clour and have my troops refuse to attack them as the colour corresponds to the "pacify" command or something)
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