Microbe Animation

This article describes design decisions that will be rediscussed before their implementation in the future, and as such are not final.

Part of a series on Animation.

This is the system used for randomly generating star systems (the stars, planets, and moons) for both player starting worlds and for populating the galaxy of Thrive. Variables are denoted by [brackets.] Variables that directly affect organisms are bolded.

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Microbe Stage

Two concept animations have been created to demonstrate the current concept for the microbe stage: http://www.youtube.com/watch?v=4c-4sJRDbwk and http://www.youtube.com/watch?v=4CnkJd0HZNU. However, many of the mechanics shown in both animations are now out of date. Please see the microbe stage current concept [link to Microbe Stage GDD] for an up to date description of this stage. Test animations involving the microbe models [link to Models] have also been made, and can be viewed here: http://www.youtube.com/user/OverlordDragonX/videos

Within the microbe stage, the main animations will be parts of the player’s and AI cells. Flagella currently move side to side during gameplay to create the illusion of swimming motion, and cilia will do so once they exist. The possibility of flexible microbe bodies using soft-body dynamics has been discussed, but cannot be implemented until there is enough progress skinning microbes. An example of an early flexible microbe concept can be seen in the editor animation linked above.

Compounds and agents will also be animated, existing in dynamic clouds in the environment for interaction with the cell and other entities. The water itself will also animate, dragging microbes and compounds along with the currents.

There will also be a large amount of animation implemented into the GUI. Functionality and interactivity will be prominent, with buttons changing colour when hovered over. Also planned are ATP and compound gauges for the player’s cell to indicate the proportion of the total storage capacity is filled with each compound. These will fluctuate as compound stores change, shown by an animated bar.

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