# Cell Specialisation and the Dimensional Shift

**URL:** https://forum.revolutionarygamesstudio.com/t/cell-specialisation-and-the-dimensional-shift/764
**Category:** Gameplay
**Created:** [December 29, 2020, 2:32pm UTC](https://forum.revolutionarygamesstudio.com/t/cell-specialisation-and-the-dimensional-shift/764 "2020-12-29T14:32:17Z")
**Posts on this page:** 1
**Showing post:** 15

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [January 17, 2021, 8:32am UTC](https://forum.revolutionarygamesstudio.com/t/cell-specialisation-and-the-dimensional-shift/764/15 "2021-01-17T08:32:27Z")

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> [@Buckly](#):
>
> consider that a hex layout might be rather awkward in a 3D environment as opposed to 2D. This is certainly something to be discussed in greater detail eventually.

My point is that the change to 3D happens at the same time as the move to tissues. So there’s never a time when the player is controlling, from a 3D perspective, a flat disk of cells.

> [@Buckly](#):
>
> My idea is to basically allow the player to enter the microbe editor and edit the chosen cell directly via clicking tabs/buttons located near or on each icon representing a cell. This is exactly like the tissue editor I proposed for aware, and effectively mirrors the other in function. The only difference is that you will be placing single cells instead of tissue. I am unsure what making a new tab for this would achieve. Unless you mean a new evolution screen tab, and not just an editor tab specifically.

If the cell editor is not a separate tab, I feel like it might be too restrictive for the player if they want to refer quickly back to the body plan and then go to the cell editor again. Having it be a separate tab allows that really nicely.  
Also in your idea, how does the player go back from the cell editor back to the early multicellular editor?

> [@Nunz](#):
>
> it will place a MetaBall object scaled appropriately to certain clusters of cells in the colony.

This would be the intelligent way the code could work.  
I think that people would be happy enough (initially, so the game can progress) with plobbing just uniform metaballs at each of the existing cell points. So the code could be very simple to go from 2D to 3D.

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