Agosagror

joined 10 months ago
[–] Agosagror 2 points 14 hours ago

Yeah I've actually played that before, never played to completion mind you, I ought to get round to finishing it sometime.

[–] Agosagror 5 points 16 hours ago

Damn, that's wild. Didn't believe it until I read the article.

31
submitted 17 hours ago by Agosagror to c/games
 

cross-posted from: https://sh.itjust.works/post/28381676

Thrive the game taking the ideas from the ashes of spore and turning them into an far more intricate game, a game of balancing, surviving and as the title suggests thriving!

Thrive is still currently in development, with many ambitious goals still exactly that, ambitious goals. Development is slow, as in really slow, and that’s okay – given that the whole project is being freely and openly developed. Development ‘started’ in 2009, with programming properly beginning in 2012. Thrive seems to be a bit like vaporware in this regard with a lot of ideas but not a huge drive to implement them. Which is again perfectly fine. But as we will go on to see this mishmash of ideas and random bits of development work being undertaken by individuals who are willingly disposing of their time to help move the project forward has created quite the output, even if that output is a mere pebble in comparison to what it wants to be.

So I played the game. The introduction animation is incredible, it’s hard not to raise your expectations too much when watching it. The game natively supports Linux which is a huge plus. The menus are readable and overall the user experience before the game has begun is well thought out, although I did have to search what LAWK meant, (Life as we know it). Starting a game of thrive, you begin as a single piece of cytoplasm floating through a volcanic vent – unless you chose to start somewhere else. You can see lots of other copies of your simple cell running around you, you will have to compete for resources not just with other species but also your own species. A nice nod toward intra-species competition. The aims of thrive are simplified from the typical aims of life, not to the extent of other evolution games, with glucose needing to be collected to break down into ATP, as well as nitrogen and phosphorus needing to be collected to help reproduce each cell organelle, at the beginning only your singular mitochondria needs to be replicated, but this rapidly spirals as your cell becomes more complicated. Once you replicate every organelle. You can navigate into the cellular editor.

Thrive does this thing where instead of replicating many times and occasionally mutating, you gather enough resources to replicate once, and then it pretends that 100 million years have past, and you can then pick a few mutations. The game has an algorithm to take into account your skill and the shape and structure of your cell to determine how much your cell population grows or shrinks. As a design choice I like it, and with how the mechanics for nitrogen and phosphorus are built you will never be too long await away from being able to play in the editor. This balance that has been striked between game play and evolution decisions is almost perfect, it can feel just sometimes like a little bit too long between each step. When it comes to allocating mutations – you get 100 mutation points at the end of game play stage to spend on new parts for your cell, which each new part costing a set number of mutation points.

There is a great variety in the number of options for cell parts and upgrades, proteins that help break down iron and sulfur, flagellum and obviously the all important nucleus part, which unlocks all the eukaryotic cell parts such as mitochondria. Importantly you aren’t drowning in choice initially with most upgrades requiring you to jump a certain hurdle. Thyroids (the things enabling photosynthesis), require you to first be in a biome with a light level greater than 40%. Prokaryotic parts aren’t particularly difficult to unlock once you figure out how to move between biomes and patches. If you decide to take up a nucleus, you can unlock larger more powerful parts like the mitochondria, these are more difficult to get, either requiring you to engulf (eat) another species that the game has deemed suitable for you to turn into an organelle in a process called endosymbiosis. Or the game requires you to evolve a given number of proteins and then keep them for a set amount of time. This latter route takes a lot longer to achieve but is also much less effort.

At each evolution section of the game you can opt to move to different patch/biome, slowly exploring a map, starting in a thermal vent and moving upwards towards the sea surface and up river mouths, each environment brings different challenges and benefits. Sea caves bring with them massive sulfur supplies, whilst having no light to enable photosynthesis. Whilst Rivers have masses of light but a limited supply other usable compounds, such as iron. Importantly glucose supply rapidly drops off after the first few generations, this means that not finding a niche is a way to end up fighting over increasing limited and rare resources, as the game goes on.

The game does an amazing job of producing diagrams for the evolutionary history of your specific game, and an alright job of creating food chain diagrams at the end of each generation. The game also tries to give you an estimate of what your population will be based on what evolutionary upgrades you picked. For example, if you double in size then your population growth will probably half because the same amount of energy needs to go into producing more biomass. This is a nice touch although it can be demoralizing to see a single cytoplasm with a population 10x bigger than your own.

Finally the multicellular stage is clearly still in development, but its definitely playable. I felt that being the only multicellular organism got quite boring after a hot minute but planning out my designs was fun. The multicellular stage unlocks a second editor – one for the arrangement of your cells, as well as the ability to evolve different specializations of cells – enabling greater strategy. This editor pools from the same 100 evolution points as earlier – so like real life, evolution becomes very slow.

I liked the game, it was great fun for a few days until the waiting for evolutionary upgrades got to me and I decided to put it down. It’s got massive potential and a game to keep an eye on. I would 100% recommend to everyone despite the fact its in development.

Sorry this was a wall of text, I'm still getting the hang of Lemmy posting!

[–] Agosagror 4 points 19 hours ago

Yeah, that was my mistake - I should've added that one in. I'll edit it so it's at the top of the page, just so the developers get the traffic they want and need.

[–] Agosagror 3 points 19 hours ago

Go for it! My writing isn't amazing, I miss the endings of words frequently. But its all practice and practice + feedback makes perfect. You can't mess it up so badly that it's unfixable!

[–] Agosagror 7 points 19 hours ago (1 children)

Thank you so much, I got a little carried away! I'll write another one for a different game later this week or next. I kind of like the idea of getting others involved and maybe branching out into other areas of software etc. Too many ideas. It might be worth putting the rules in the sidebar along with a defintion of what libreculture is? Not sure though.

[–] Agosagror 3 points 20 hours ago

From a quick search, looks good although definitely not close to completion, I'll add it to my list.

[–] Agosagror 4 points 20 hours ago (2 children)

From the looks of it Pixel dungeon 100% fits the libreculture community, I'll it to my list to play and then review or you could write a review if you like - it would be cool if more people join me.

33
submitted 20 hours ago* (last edited 16 hours ago) by Agosagror to c/libre_culture
 

Thrive the game taking the ideas from the ashes of spore and turning them into an far more intricate game, a game of balancing, surviving and as the title suggests thriving!

Thrive is still currently in development, with many ambitious goals still exactly that, ambitious goals. Development is slow, as in really slow, and that’s okay – given that the whole project is being freely developed. Development ‘started’ in 2009, with programming properly beginning in 2012. Thrive seems to be a bit like vaporware in this regard with a lot of ideas but not a huge drive to implement them. Which is again perfectly fine. But as we will go on to see this mishmash of ideas and random bits of development work being undertaken by individuals who are willingly disposing of their time to help move the project forward has created quite the output, even if that output is a mere pebble in comparison to what it wants to be.

So I played the game. The introduction animation is incredible, it’s hard not to raise your expectations too much when watching it. The game natively supports Linux which is a huge plus. The menus are readable and overall the user experience before the game has begun is well thought out, although I did have to search what LAWK meant, (Life as we know it). Starting a game of thrive, you begin as a single piece of cytoplasm floating through a volcanic vent – unless you chose to start somewhere else. You can see lots of other copies of your simple cell running around you, you will have to compete for resources not just with other species but also your own species. A nice nod toward intra-species competition. The aims of thrive are simplified from the typical aims of life, not to the extent of other evolution games, with glucose needing to be collected to break down into ATP, as well as nitrogen and phosphorus needing to be collected to help reproduce each cell organelle, at the beginning only your singular mitochondria needs to be replicated, but this rapidly spirals as your cell becomes more complicated. Once you replicate every organelle. You can navigate into the cellular editor.

Thrive does this thing where instead of replicating many times and occasionally mutating, you gather enough resources to replicate once, and then it pretends that 100 million years have past, and you can then pick a few mutations. The game has an algorithm to take into account your skill and the shape and structure of your cell to determine how much your cell population grows or shrinks. As a design choice I like it, and with how the mechanics for nitrogen and phosphorus are built, you will never be too long await away from being able to play in the editor. This balance that has been stricken between gameplay and evolution decisions is almost perfect, it can feel just sometimes like a little bit too long between each step. When it comes to allocating mutations you get 100 mutation points at the end of game play stage to spend on new parts for your cell, with each new part costing a set number of mutation points.

There is a great variety in the number of options for cell parts and upgrades, proteins that help break down iron and sulfur, flagellum and obviously the all important nucleus part, which unlocks all the eukaryotic cell parts such as mitochondria. Importantly you aren’t drowning in choice initially with most upgrades requiring you to jump a certain hurdle. Thyroids (the things enabling photosynthesis), require you to first be in a biome with a light level greater than 40%. Prokaryotic parts aren’t particularly difficult to unlock once you figure out how to move between biomes and patches. If you decide to take up a nucleus, you can unlock larger more powerful parts like the mitochondria, these are more difficult to get, either requiring you to engulf (eat) another species that the game has deemed suitable for you to turn into an organelle in a process called endosymbiosis. Or the game requires you to evolve a given number of proteins and then keep them for a set amount of time. This latter route takes a lot longer to achieve but is also much less effort.

At each evolution section of the game you can opt to move to different patch/biome, slowly exploring a map, starting in a thermal vent and moving upwards towards the sea surface and up river mouths, each environment brings different challenges and benefits. Sea caves bring with them massive sulfur supplies, whilst having no light to enable photosynthesis. Whilst Rivers have masses of light but a limited supply other usable compounds, such as iron. Importantly glucose supply rapidly drops off after the first few generations, this means that not finding a niche is a way to end up fighting over increasing limited and rare resources, as the game goes on.

The game does an amazing job of producing diagrams for the evolutionary history of your specific game, and an alright job of creating food chain diagrams at the end of each generation. The game also tries to give you an estimate of what your population will be based on what evolutionary upgrades you picked. For example, if you double in size then your population growth will probably half because the same amount of energy needs to go into producing more biomass. This is a nice touch although it can be demoralizing to see a single cytoplasm with a population 10x bigger than your own.

Finally the multicellular stage is clearly still in development, but its definitely playable. I felt that being the only multicellular organism got quite boring after a hot minute but planning out my designs was fun. The multicellular stage unlocks a second editor – one for the arrangement of your cells, as well as the ability to evolve different specializations of cells – enabling greater strategy. This editor pools from the same 100 evolution points as earlier – so like real life, evolution becomes very slow.

I liked the game, it was great fun for a few days until the waiting for evolutionary upgrades got to me and I decided to put it down. It’s got massive potential and a game to keep an eye on. I would 100% recommend to everyone despite the fact its in development.

Do tell me if this was a bit long winded just so I can get my reviews to a manageable Lemmy length

[–] Agosagror 5 points 1 day ago

CrimethInc had a very good section in the Ex Worker podcast, they made the point that protesting with "no one is above the law" doesn't mean shit when the law is designed against you, you can't protest that someone is evil when they control the institution that defines evil. They argued that the only way to protest against the injustices that could come towards the states is to just ignore the law, take the risk of prison and political persecution.

The extent someone agrees with that, is well quite variable - not many people are willing to risk prison or death for the cause they claim to support.

11
Libre Games (self.libre_culture)
submitted 1 day ago* (last edited 1 day ago) by Agosagror to c/libre_culture
 

I've been discovering that despite what I originally thought - there exists a small collection of high quality games which are not only free but also developed openly. I'll list the ones I have found to date, I wouldn't mind seeing any recommendations!

  • Mindustry - Essentially a fully complete indie game. You can buy it on steam to gain access to a few other features but nothing game changing.

  • Super Tux Kart - Literally Mario Kart.

  • Super Tux - Literally Mario

  • Luanti formerly Minetest. - A voxel game engine, you can add hundreds of mods to make the game into what you want, including into just straight up Minecraft.

  • Veloren - An open MMO, still very much in alpha development

  • Thrive - Spore on steroids, still in development although I've spent a good 20 hours having a lot of fun with where it's at, at the moment - with the bacteria stage mostly complete and the multicellular stage taking shape.

  • Unciv - just civilization.

One thing you probably notice with this list is there are a lot of games which are clones or essentially clones of other games. So I wonder if anyone knows of games which have their own unique style and ideas?

I'll probably post some reviews of each of these games and any more I find out about in separate posts.

Here's a Wikipedia list, but if anyone has any favorites rather than me just dumping a list of varying quality games on to this post.


[–] Agosagror 2 points 1 day ago

"If you don't control your data, you don't control your data...", statement of the century. But yes we all should be taken care of our own data, and building up systems to help those who can't

[–] Agosagror 3 points 2 days ago

I bit right into this onion. This satire keeps getting better

[–] Agosagror 3 points 2 days ago* (last edited 2 days ago) (6 children)

I don't even know why I like this so much

[–] Agosagror 14 points 1 month ago

A 90% accurate predictor for fruit fly behavior Is crazy

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