Making a Line For What Content Not to Include

oh yeah that’s never happeneing

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Also I wonder how will spiralling into unnecessary/negative selection-related features be handled in-game (like how peacocks have trouble lifting off due to the weight of their tails)…

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Or how bucks have started dying younger because of severe neck problems due to extra heavy antlers. I think there is an insect with long eye stalks with a similar issue.

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I suppose the editor will have certain limits relating to how much stress can you put on a bodypart to handle…

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Oof! That sounds terrible!

By the way, what animal do “bucks” refer to exactly?

Sorry, i meant Male Deer.

Is it like a slang item of some regional sort?

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Frankly I’m not sure where you’re from [1] that doesn’t refer to male deer as ‘bucks’. Here in the US, anyone who hunts will talk to you about scoring a buck. It’s not slang, it comes from the germanic ‘Buc’ meaning the same thing, and old english ‘bucca’ meaning male goat; buck can mean any male horned animal, and rabbits for some reason, I.E. Moose Buck or Antelope Buck.

Although calling a dollar ‘a buck’ is slang, and comes from using deerskins as in barter as currency. This so normalized it barely even thought of as slang anymore.


  1. Unless it’s not an english-speaking country I suppose ↩︎

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Welp I’m not from an english speaking country so that makes sense now.

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My only real concern with a lack of control over reproductive methodology comes from parasites, concerns about gore just strike me as out of place. You can’t have insects injecting eggs into hosts, or worm eggs getting eaten and taking over guts, or even a cordecyps like fungus taking over a creature’s musclature or nervous system without things that would qualify as gore and reproductive methods.

Honestly, the entire concept of the multicellular and awakening stages can’t function without something that would qualify as “gore;” you designing your organs, their placement and functions, and the layout of your body could qualify as gruesome from a particular point of view. After going through the effort of making those sacks of cells and arranging how all the parts interact, it would be downright odd to not include what happens when those parts are damaged. Why even have skin if not to hold your insides in?

If you go through the effort to build a stomach full of acid lined with specialized cells to stop it from digesting you, not including what happens when that sack is pierced and that acid leaks into places it shouldn’t be would be wasting the effort of making it in the first place. The same goes for blood, and nervous tissue, and musculature, and everything else; if you have to build it, why wouldn’t it be physically present and able to be acted upon?

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If EVERY organ system was to be simulated physically when in the proper game, the strain on the computer running Thrive would be immense. I suppose if at all they should only be simulated if something rather abnormal is happening with/to them.

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That would probably work better than actively simulating everything all the time; the game just keeps a record of creature body plans, and references them when something acts upon them. If sufficient damage is inflicted upon a surface layer, then the body plan is referenced to determine what should be uncovered and/or damaged below it. So you having a stomach in your thigh surrounded by arteries only really matters when you get stabbed there, much like how area cells work in larger games where the stuff is all registered but not loaded until it becomes relevant.

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Also remember we are supposed to have the youtubers play this game without having to censor stuff generally.

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That’s not really a problem for the most part. Youtube doesn’t care about depictions of nonhuman violence and nudity, and if a youtuber decides to go out of their way to make something that resembles real life sexual parts a bit too much for youtube’s taste, them getting demonitized is their problem. They can and do similar in existing games (spore, etcetera), and there are plenty of extremely graphicly violent games that have wide spread videos, so it shouldn’t be a big issue.

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I think it will be INCREDIBLY difficult to do, because you need to make algorithms that determine what a creature should look like in a cut, if its skin is removed and what the back of the skin will look like, muscles in a cut and without, bones in a cut and without, how the blood should flow, where the vessels and arteries should be, where the fat should be, what the skeleton should look like, what the organs should look like, how organs should look in cross-section, how bodily fluids should behave, how damaged limbs should behave, how damage to the exoskeleton should look and etc.
In addition, all this will be INCREDIBLY computationally expensive, in the example with the stomach that you gave, the game will have to calculate the interaction of the acid with the ENTIRE organism, as well as calculate the physics of liquids, which is incredibly expensive. The question also arises: what should the acid and the tissues that were exposed to it look like?
And no, the developers said that they will not provide the ability to super-deep edit with editing of each single cell. Therefore, the player will not be able to simply set the type of each tissue.
Besides, why does Thrive need this? How is this supposed to improve the gameplay? After all: why would a player need realistic violence in Thrive if there are already Doom and similar games where it is much better?

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I mean y’all seen horror games streamed, we don’t have to worry too bad

make a texture for what the cut surface looks like. yes, that’s complete underkill and we could go way harder, but do we have to?

if you’re pulling stuff apart at that level it’d probably become a bloody mess- for muscles we can more or less make textures that vary along a few different stats and just throw those on there. bones? easier. it’s bones, solid object! it doesn’t have to be perfectly simulated. if a parasite is borrowing through this stuff, having a different texture for way walls facing the grain of the muscle and not is pretty good visual feedback, and endoparasites aren’t visual, we don’t even need good visuals in there. if you’re wondering how we tell if a wall counts as facing the grain of fibers so it uses texture A or facing away so it uses texture be… Dot(float3,float3).

really? if we replace all the interactions with quick heuristics until a creature the player is touching has their stomach punctured, no, that’s pretty simulatable.

TRUE! This is the issue imo. The issue is that running physics on liquids, especially liquids INSIDE a SOFT BODY??? Game engines are not ready for that, hell, hardware likely isn’t either. I’d love this in game, but the performance would suck and our devs would have to work wayyyyyy too hard. Issue is… this also goes for blood. We want blood to be more than a splat, it would have to be at least sorta simulated. I don’t really know how to fix this, but i totally see the state of 3d simulations in games changing drastically over the next decade.

WHAT THE BELGIUM ??? DOOM??? doom is in a very different genre. Doom is going for impressive GORE, we want accurate injury and flesh damage. The issue for doom is making it look brutal and realistic enough to be gross. the issue for us is allowing players to drink blood or damage enemies weirdly or crawl below skin. if it doesn’t look very realistic, or even good, we still win. if doom looks lame or not gorey enough, what even was the point? it’s 100% aesthetic for doom, it’s 0% aesthetic for me. I’d like it to look good, yes, but it doesn’t have to, especially because visuals are common to mod and it would avoid grossing people out.

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However, there are still problems with how certain things should look in section. For example: how will it be determined how many bones will be in a limb when it is cut? If I cut a shoulder, what should it look like?
The problem is that this algorithm must anticipate every situation, which is simply impossible.

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Iirc currenty it is planned macro creatures will be ragdolls, which I’m not sure are exactly the same as regular softbodies.

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algorithm is a weird word for the creature editor. (as for cutting through a shoulder, which is a joint, yeah, that doesn’t sound pleasant, but if we pretend ligaments and whatnot don’t exist, all bones can be set to stick to each other within a given distance and it can be extrapolated from the animation bones where the real bones are. set the shoulder bones that stay in the shoulder relative to the ball joint, set the arm bones relative to the upper arm bone for animation. the shoulderblades will kinda suck a lot, honestly, but i don’t think anyone will mind much.)

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