Some scatterings of this discussion have occurred in multiple locations (Beginning Concepts on The Multicellular Stage, Theoretical background on the multicellular stage). Considering how important this is to the stage, I think it’s worthy to have a dedicated thread here. How will we refine the entry condition to the Multicellular Stage, and the win condition?
Defining the entry condition to the Multicellular Stage will help us define our starting point, and will create great harmony between our two stages. Meanwhile, defining our ending criteria will be useful in understanding what the player is building towards, and thus, what challenges and bonuses we can provide the player on this quest.
Some General Notes About Stage Transitions
When I think of each stage, I think of a question, or challenge, we are asking the player to answer. For example, in the Microbe Stage, I think the question is:
- This is a young, immature planet going through some growing pains. Can you carve out a niche in this brave new world, and survive all the swings that get thrown out at you?
The entire Microbe Stage is thus balanced around this question. Resources can be fickle and challenging at first, each with their own difficulties, requiring mastery over your metabolic strategy. Environmental events should be rather harsh and challenging, forcing ingenuity and resilience. You have to upscale dramatically in capabilities as an organism, taking on massive new costs, like unlocking the nucleus.
Ultimately, progressing past the Microbe Stage and all of its challenges should be a firm answer: “yes, my organism CAN survive this planet, and I have found a strategy that works here”. This isn’t to say that said strategy or organism is set, but rather, the player has “mastery” over the planet to the point that their immediate success isn’t a question mark.
So, the Multicellular Stage cannot ask the same question or present exactly the same challenge - the player has proved they are proficient in that base competency of survival. We need to present a new question for the player to answer.
The beginning and ending stages of the Multicellular Stage should reflect the starting point of the player in answering the question the stage asks, and the winning condition should represent mastery of the question.
The Multicellular Stage Question
It could be worthwhile to enunciate what question we are asking the player to answer in the Multicellular Stage. My interpretation is:
- You’ve proved that you deserve a seat on your planet; so did the lifeforms surrounding you. In the face of new threats, are you able to scale up your organism, in size and capability, without your foundations crumbling?
So I think the challenges we throw at the player include…
- Inhibitions on scaling up.
- Strong abilities with high energy demands, requiring optimization.
- AI cells that are difficult to compete against - capable of hunting you, or extremely difficult to take down.
Entry/exit conditions, as well as the challenges we throw at the player in the pursuit of these challenges, should benefit these design ideas.
Ideas
Two ideas (that I am aware of) have popped up:
- Placing and Upgrading Parts to Grant Multicellular Abilities
@Rathalos suggested a potential upgrade path for binding agents which grants stronger and stronger colonial benefits, and/or the placement of parts which confer Multicellular-required abilities/processes.
This is pretty intuitive for the player, and is pretty easy to conceptualize and balance. However, we don’t have a traditional upgrade system “path” mechanic in the game, and we need to be wary of providing too much clutter within a cell, the editor, or having too much of a “collect-all-parts” meta towards the end of the Microbe Stage.
- Reach a Certain Number of Bound Organisms, But Cost of Binding is Expensive
We keep a number goal of sort, like how it is now, where the player must bind with a certain number of cells. However, we alter the binding agent to levy an additional ATP cost which grows with the number of bound cells. So binding with 1 cell costs 5 ATP, binding with 2 costs 10 ATP, binding with 3 costs 15, binding with 4 costs 20, etc.
This could be beneficial of representing the actual action of cells binding together, where the player seeks out . However, it has strong implications on balancing for the Multicellular Stage - this would imply that costs scale up the more cells are added, which would mean some serious balancing for adjacency bonuses and more. It also could make binding a bit of a hassle if not balanced properly, which is kind of presenting the same sort of issues we see with the nucleus grind (maybe not necessarily a bad thing, but something to definitely consider). The energy generation of a late-stage unicellular organism can be pretty all-over the place as well, so consistency and pacing is definitely a major question mark.
Progression Into the Macroscopic Stage
Three ideas have popped up so far.
- Placing Down Specific Parts that are ATP Expensive
Kind of like placing down a nucleus, placing down certain parts in the late-multicellular. Pretty uniform to the Microbe Stage, but kind of repetitive and maybe not the most realistic.
- Adjacency Bonus Goal
A pretty cool idea from Hh, where meeting certain criteria and reaching an editor goal surrounding the adjacency bonus mechanic are important. I quite like it, though I think we should think it out more fully. A lot of interesting implications here.
- Size-Criteria
You progress once you reach a certain size, similar to how it is now. Pretty on the nose for becoming “macroscopic” and simple, but could be rather bland. Current implementation would definitely have to be altered a bit as well.