The Species ALRE Roadmap

Announcements and infodumps from the Species dev team.
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magmacube_tr
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Re: The Species ALRE Roadmap

Post by magmacube_tr » Fri Nov 16, 2018 5:09 pm

How camofluage is going to be implemented :?: Is it going to be like the sneak ability in Spore; going transparent like thing. Or it will be associated with color patterns on cratures. If its associated with color like ''this color pattern on this primary color makes the cratures that have it gain camofluage on jungle biome''. If its going to be like Spore-

SAY SPORE ONE MORE TIME AND I WILL DESTROY YOU MAGMA !!!!!

Okay, okay, relax... Jesus :!:

- it will be arbitrary.
Your everyday cube of molten rock. Also, look, a baby dragon.

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But thats a swa-

Shut up! This is the closest thing I could find.

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smjjames
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Re: The Species ALRE Roadmap

Post by smjjames » Sat Nov 17, 2018 8:15 pm

Natural_20 wrote:
Fri Nov 16, 2018 5:01 pm
smjjames wrote:
Fri Nov 16, 2018 4:14 pm
-quote pyramid snip-
We were talking about what comes after the big performance patch that Quasar is already working on.

Further lowering the decay rate on corpses might be enough to get carnivores going, but how long do we ultimately want decay to take relative to a creature's lifespan?

Now that Parrot mentioned it, making sense of smell a higher priority than swarms might be a good idea. Scavengers rely on smell at least as much as predators, so being able to smell a carcass could make scavenging a lot more efficient.
It'll probably be easier to see where we can go with this once the performance patch and multithreading (there'd better be multithreading :) ) go through and we can see where the new performance ceiling is. Not to mention that simply having a bigger population is going to change things because we've gotten used to populations that would qualify as on the verge of extinction in real life.

Also, vultures and other carrion birds rely on sight rather than smell, but they're the exception rather than the rule.

Natural_20
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Re: The Species ALRE Roadmap

Post by Natural_20 » Sun Nov 18, 2018 7:59 am

smjjames wrote:
Sat Nov 17, 2018 8:15 pm
Natural_20 wrote:
Fri Nov 16, 2018 5:01 pm
smjjames wrote:
Fri Nov 16, 2018 4:14 pm
-quote pyramid snip-
We were talking about what comes after the big performance patch that Quasar is already working on.

Further lowering the decay rate on corpses might be enough to get carnivores going, but how long do we ultimately want decay to take relative to a creature's lifespan?

Now that Parrot mentioned it, making sense of smell a higher priority than swarms might be a good idea. Scavengers rely on smell at least as much as predators, so being able to smell a carcass could make scavenging a lot more efficient.
It'll probably be easier to see where we can go with this once the performance patch and multithreading (there'd better be multithreading :) ) go through and we can see where the new performance ceiling is. Not to mention that simply having a bigger population is going to change things because we've gotten used to populations that would qualify as on the verge of extinction in real life.

Also, vultures and other carrion birds rely on sight rather than smell, but they're the exception rather than the rule.
Different vulture species rely on vision or smell to varying degrees. Turkey vultures have a massive olfactory bulb and can smell a carcass from over a mile away. They typically fly low and feed on a lot of smaller carcasses that more vision-dependent black vultures can't see.

It's also worth noting that the viability of these strategies varies by habitat. It's easier to find food by smell than sight when there are trees blocking your view.
Quasar wrote:Dammit, we forgot to sell the psycho drugs and now the chickens are ODing.

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White parrot
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Re: The Species ALRE Roadmap

Post by White parrot » Sun Nov 18, 2018 10:27 pm

Natural_20 wrote:
Sun Nov 18, 2018 7:59 am
It's easier to find food by smell than sight when there are trees blocking your view.
A good point.
Speaking of which, players also have difficulty locating creatures under trees. Perhaps trees could become translucent when the cursor is close enough to them, so they can still be visible enough to be clicked on if needed but don't obstruct view too much?
At this point, we shouldn't be surprised by anything nature does. She's like a meth addict whose drug-fueled rampages unfold in slow motion and span millions of years.
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Prudentia
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Re: The Species ALRE Roadmap

Post by Prudentia » Mon Nov 19, 2018 4:35 am

White parrot wrote:
Sun Nov 18, 2018 10:27 pm
Natural_20 wrote:
Sun Nov 18, 2018 7:59 am
It's easier to find food by smell than sight when there are trees blocking your view.
A good point.
Speaking of which, players also have difficulty locating creatures under trees. Perhaps trees could become translucent when the cursor is close enough to them, so they can still be visible enough to be clicked on if needed but don't obstruct view too much?
Smell is easier for life than eyesight, mainly because smell cues can travel. Sight cues are solitary and tied to the ability to discern detail which is neuron heavy. Smell however can increased exponential just by structure alone.
Don't how easy it would be to do currently, but perhaps in the future corpses could give off "Cues" that travel with wind. However, another comes with that. It areas with a lot of trees, there is little to no wind, which reduces the ability of the cues to travel.
Black Rockfish, Sebastes melanops, ~12 inches, of the coast of Newport, Oregon.

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