Surprised that actually a developer had replied, so here are a few more ideas regarding a level editor. I definitely agree with hhyyrylainen that such an advanced level editing feature would be quite difficult to implant inside of the Thrive game itself, but that is pretty much what continues a game to remain alive for a long time. That’s why Spore still isn’t dead after being released and abandoned in the early 2000’s; because players were given the opportunity to create their own adventures after finishing their game and conquering the galaxy. When a player would become bored of Spore, there’s always an opportunity for them to create an adventure that allows other player’s captains beam down and partake on a quest. Despite being abandoned by Electronic Arts and Maxis… still, 15 to 20 adventures are being uplaoded to the Sporepedia every day and that amount isn’t lowering.
The premise is simple; a level editor simply is not yet implemented within the game right away after release, but then comes as a major paid update later on after a year or two after the main Thrive game is released, because the developers deserve it after such hard work. It’s definitely a lot of hard work, but with enough developers focusing on the next major paid update, teamwork is always what makes the project perfect. I myself used to become so bored of Spore until that Galactic Adventures update was released and then I was no longer bored, spending 8 to 24 hours straight in an entire day working in the Adventure Editor. Even in the 1990’s, level/map editors in games like Doom were popular and allowed players to download maps built by other players and quite frankly that’s why Doom today, despite being a 1990’s game, is still popular; because players can make their own maps and share it to other players who can download the map right inside of the game without having to use external software.
Blockquote hhyyrylainen but a level editor with probably some scripting (I don’t know how the galactic adventures worked) is a huge amount of work.
(how do I properly bock-quote someone? sorry, i’m new to the forum)
Speaking of scripting, I’m not so much a fan of programming-language type scripting within the editor because learning to program is difficult (it’s like trying to learn a different verbal language from another country) but this could be compensated for by having things like a simplified creature/captain advanced behaviour editor within the editor that consists of clickable buttons rather than consisting of programming language, like this: