That does seem strange…
Branches are a way to work on new features without affecting other developers. After the feature is complete the branch is merged to master to have the new feature available to others. If a branch is stale but not merged then it is probably an abandoned feature or an experimental change that didn’t work out. I haven’t bothered to delete all the old branches.
Ah alright that clears things up, thanks for the brief answer.
When do you think thrive will finish
XXXX, XXX of XXXXXXXXXX.
That’s when Thriv release
Serious
We don’t know
following the way Thrive is currently being developed, I feel like it would still take about 10-100 years time
Serious: I think it might be something around 20 years from now (not entirely sure how I got to that conclusion though, but a while ago someone made a graph displaying the amount of time between each update and somehow that’s where I got the 20 years from)
Hope that there no one thinking of the same idea of making a game like this hopefully
How many volunteers do you currently have?
Oh, we have some competition. Except the other “Evolution”-named ripoffs don’t have the most charismatic leadership: either Sven, or some spanish youtubers.
We have lots of people associatied with the project, but I’d put the amount of active ones somewhere around 15.
How do you define active? Based on my criteria of posting something on slack or the dev forums in the past six months we only have 8 or 9 active people.
The deadness of this section of the forum is saying something heh. However, the likes on our most recent podcast seems to indicate people are just kinda waiting.
Waiting for what, Half Life 3?
For thrive 0.4.0 we still got tons of likes on our most recent podcast
I can’t blame em, this is ‘Thrive Massive Update’ #4
I feel like this thread got lost in time so here’s me trying to jump start it
what are your guy’s plans for after 4.0 whats the next big implement going to be and do you think updates will be coming out faster after 4.0 and the new engine switch?
0.4.1 is planned to be a much smaller release with mainly small tweaks that we don’t want to put in to 0.4.0 as it has already taken a while. The engine change was / is what is taking the longest so based on that future releases should be faster.
I can taste 1.0 already!
I was thinking more on the side of big changes like 0.4.5 or 0.5.0. Whats your guy’s goal like how 0.4.0 is about combat and compounds.
I was going to link this:
But now after looking through that doesn’t have much information. Perhaps there is something written down somewhere but I can’t remember anything else right now, there might be something on the wiki: http://thrivegame.wikidot.com/home.
0.4.0 details:
We have completely reworked how the compound processing system works. We have gotten rid of a lot of “useful in visual only” compounds, and removed O2 and CO2 as clouds (they are now represented as a percentage of oxygen/carbon dioxide diffused in the water)
We have also Added Phosphate and Hydrogen Sulfide as clouds . Also we have attempted to make it more generalized (each organelle processes a certain amount per second now)
We have chemoplasts as an organelle now.
(Nitrogen fixing plastids will hopefully also be added as an organelle)
Growth has been changed to require ammonia and phosphates.
Health is no longer connected to reproduction, and you regenerate a certain amount of health per second (when you have atp)
cells now flash when damaged or engulfing so you can see whether you are in engulf mode or not. Flagella have been rebalanced . And we are adding pilus as a weapon
We have added bacteria to the game (which do a whole bunch of things)
Etc.
For more details see this thread:
After the new update:
After 0.4.0 we plan to flesh out gameplay, at some point we will make it so you start as a single hex of cytoplasm for example, we will flesh out bacteria, we will add organelle unlocking back (tied to bacteria now), we will make it so you can move to new biomes. Etc.