Revolutionary-Games / Thrive

The main repository for the development of the evolution game Thrive.
https://revolutionarygamesstudio.com/
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Balance the new time based reproduction (for early multicellular) #3654

Open hhyyrylainen opened 1 year ago

hhyyrylainen commented 1 year ago

might need to consider things like scaling up the free compounds amount based on cell size or make subsequent organelles cheaper

hhyyrylainen commented 1 year ago

Especially apparent in early multicellular that there needs to be a buff.

Also related: https://github.com/Revolutionary-Games/Thrive/issues/3655

thelayeredmind commented 1 year ago

I would like to look into it. Am I right in assuming that this is also a game design related issue? Does implementing a solution make sense, before the behavior is decided from a gameplay perspective? Is there a way to skip to multicellular for testing?

hhyyrylainen commented 1 year ago

I think this is mostly just a balancing thing and only very slightly a coding thing. One thing that was discussed is trying to add a buff based on the number of grown cells (instead of the flat multiplier when being multicellular). Opening a PR to get feedback from the game design team who can then test it and suggest further tweaks is the way to go about this.

Is there a way to skip to multicellular for testing?

You can directly start the early multicellular editor scene through Godot.