It’s been a long time since I posted on the development forum and since I contributed to Thrive in any substantial way. But that doesn’t mean that Thrive wasn’t on my mind. As the last few months have seen the addition of prototypes of all stages to the game, I asked myself how Thrive would eventually depict the 3D environment the later stages are set in. As it happens, over the last few years I have become increasingly more interested in minerals, stones and sediments in the context of my university studies. As an architecture student I’m by no means an expert of geology or natural sciences. I have however, some understanding of how different kinds of natural materials can shape our concious and unconcious perception of an environment. Based on these experiences, I tried to sketch out a blueprint of how we might go about depicting Thrives 3D environment.
I’m aware that the focus point of development is shifting back to the microbe stage right now and I´m all for that. This document is mainly for starting a conversation and thereby articulating different viewpoints of how we imagine the 3D stages to look and work like on a graphical level.
Through these conversations, I hope that a consensus will emerge (which almost certainly will and should look very different than what I have in this preliminary suggestion document) about how we will go about creating the 3D environment graphics.
It’s great to see serious discussions about a microbe stage graphic revamp going on. If I remember correctly we have tried these kinds of revamps in the past and they have always petered out somehow, mostly but not soley owing to too little time and energy available on the graphics team. I’m confident that it will work out better this time, as it feels like we have more active and motivated members in the graphics team than we had at many points in the past.
Looking back, there have also been other hurdles to past graphic revamps. As @Deus recently aptly noted in another thread:
This is something we can try to do better for future graphic revamps. Something which might aid us in these future endeavours is proper documentation of stuff which we implement. These kinds of design documents are meant to summarize information not only for ourselves in the present, but also for ourselves and other developers in the future. Where are we now? Where do we eventually want to go? Which elements of the game are meant to be placeholders and which are deliberate design choices which we want to keep as they are? I feel like this kinds of questions could be more clearly answered and recorded in Thrives graphics development.
Concept art like this one by @Uniow referenced by @Deus in the thread mentioned before go a long way in explaining what we want to reach:
However, I have come to believe that this kind of visual communication about the what needs to be accompanied by a lot of written discussion and summarization about the how, why, in what order etc.
Ultimately, I think that future graphic revamps could be made easier by documenting these things from the very start. This is what this document and the discussion which it will hopefully start aim to do.
If people find such a document to be a worthwhile investment of time and energy, I will try to update it to reflect the consensus developed in this and other discussions about the 3D environment. I will also try to expand it to include things beyond the geological environment, such as the atmosphere or water visuals. I can also imagine the possibility of compiling a parallel document for our plans for the microbe environment if people are interested.
I’m eager to hear your thoughts and inputs!
EDIT: I created the bulk of this document way before @Kertit recently became Graphics Team Lead (congratulations again) so I didn’t yet have a chance to get their input on this. Needless to say, I’m especially looking forward to getting their opinion on this as how we go about organizing graphics development will ultimately be in no small part their decision:)