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