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  • [[Category:Design]] The design Team is dedicated to the planning and balance of game features, as well as
    10 KB (1,635 words) - 23:48, 27 August 2022

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  • There are various ways sound designers help develop Thrive. ...orking with other members in order to maintain cohesive musical themes and design.
    1 KB (178 words) - 09:02, 8 April 2022
  • <nowiki>*Controls for releasing agents are set in the editor while designing agents. Default is the order they are added to the cell, as numbers (1, These are some of the suggested programs for designing the GUI:
    2 KB (396 words) - 18:18, 7 November 2023
  • [[Category:Design]] The design Team is dedicated to the planning and balance of game features, as well as
    10 KB (1,635 words) - 23:48, 27 August 2022
  • == Design Philosophy & Art Direction == ...fluences from less realistic science fiction aesthetics, especially in the design of the GUI.
    5 KB (806 words) - 07:45, 8 January 2024
  • === Game Design Team === Wiki page: [[Game Design|Game Design Team]]
    5 KB (616 words) - 21:29, 20 January 2024
  • === Theory / Game Design === ...t inspire the game, we will reach out to recruit you to the Theory or Game Design teams. A good way to showcase this is by participating in discussions in th
    15 KB (2,517 words) - 12:32, 22 August 2023
  • ...rkflows we use in Thrive development. Separate workflows are given for the design / ideas and for concrete implementation phases for clarity. == Ideas / Game Design ==
    11 KB (1,831 words) - 10:47, 20 June 2023
  • ...th enough math or programming skill to discuss the nitty-gritty details of designing complicated systems. ...://revolutionarygamesstudio.com/ website] built on WordPress, talented web designers and developers are welcome to help improve it.
    19 KB (3,355 words) - 12:26, 22 August 2023
  • ...the camera by turning your organism's head using right click or some other designated button. A possible / likely alternative is to use mouse controls like m ...d of placing pre-designed parts, players will place entire cells they have designed.
    9 KB (1,538 words) - 11:10, 28 January 2024
  • ...eplay experiences and editors and modes, there are a common set of themes, design decisions, and mechanics, that underline the entire game. ...and thus has a wide variety of themes and features that have gone into its design.
    19 KB (3,185 words) - 03:21, 29 August 2020
  • ...n inaccuracies are deviations from what is possible are either mistakes or designed to make the game richer.
    2 KB (273 words) - 15:46, 8 June 2022
  • ...nforced Caste System'. This allows complete player control over specialist designation, boosts specialist input, and limits the Personal Freedoms Slider. It
    6 KB (1,063 words) - 15:19, 23 June 2020
  • ...pour water onto any point on your planet, and also plant springs. You can designate other liquids like liquid methane if temperatures permit*. Different lay <nowiki>*Temperatures are designated by distance from the sun, geologic activity, etc.</nowiki>
    6 KB (999 words) - 18:35, 16 September 2022
  • ...on them. It is the template we will use to initially generate planets and design our game, until we have enough content in the game and enough knowledge on
    2 KB (280 words) - 21:04, 9 September 2022
  • * Design game features around natural events. or theoretical science.
    2 KB (297 words) - 11:23, 25 March 2023
  • ...ees. I don't even know if mobile gamers would want to play a desktop first designed experience on mobile, and secondly want to play thrive with monetization
    2 KB (347 words) - 15:20, 8 June 2021
  • ...oundwork game mechanics underlying simulations throughout the entire game, designed for use everywhere from cellular homeostasis to interstellar trade. * Vacuoles can be designated to only store specific compounds.
    10 KB (1,602 words) - 14:16, 3 December 2023
  • ...Celebrations may spawn randomly in the player's nation, or be assigned and designed by the player. For more on this, see [[Arbitrary Mechanics]].
    3 KB (433 words) - 15:20, 23 June 2020
  • ...s.org/licenses/by-sa/3.0/ CC-BY-SA], so anyone can legally print their own designs instead. This doesn't mean we can't sell merchandise, but it does compound ...ing for the moment anyway. We don't really ever want to compromise on game design in order to nudge people towards spending money for in-game purchases in Th
    17 KB (2,880 words) - 17:19, 30 November 2021
  • ...d nations. At the time, Maxis was an independent game studio co-founded by designer Will Wright, the man responsible for the idea of Spore. In 1997 the studi ...4643/http://evolutions.jamaica-focus.com/d/Evolutions!_Structure.pdf basic design overview], setting up a forum dedicated to the project (which has since gon
    25 KB (3,965 words) - 01:31, 1 March 2024
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