Framework for Further Microbe Stage Polishing

I wanted to create a thread for volunteers who would like to reform parts of the Microbe Stage. Our stage is feature complete, but that doesn’t mean things can’t be tweaked towards becoming more polished. The trick is to make small tweaks that are maximally beneficial and alter existing mechanics, as opposed to completely changing up how systems work in game currently.

As such, the below is a good framework for us to understand the Microbe Stage, what it means to the entirety of Thrive, and what would be beneficial for volunteers to work on retrospectively.

Microbe Stage Breakdown

This young alien planet is immature and volatile, experiencing rapid fluctuations as life - limitless, yet vulnerable - takes hold. Resources are unpredictable, and organisms must figure out how to find energy in the middle of this flux. As the long story of life begins and your planet swings, can you find something that will work?

Competencies the Player Must Demonstrate

  • Can they find a metabolic strategy that is successful in this world?
  • Are they able to survive the dramatic conditions of a forming planet?
  • Can they defend themselves sufficiently against other lifeforms?

Facets of Challenge

  • The Environment - The planet’s environment is experiencing the most flux it will ever experience. Atmospheric compounds like oxygen and carbon dioxide dramatically swing, and numerous events, such as impacts, eruptions, and glaciations, are much more frequent and extreme.
  • Resources - Because biogeochemical processes are not established, resources are incredibly unpredictable at first.
  • Metabolisms - Each form of metabolism, though high potential, has challenges and constraints that the player must build around.
  • Other Life-Forms - Other microbes evolve alongside the player. Though not as threatening at first, they present the first element of competition in a playthrough.

This will feed well into the Multicellular Stage. Because the Multicellular Stage will necessarily have more of a focus on optimizing internal systems and your organism’s body plan, just having the two stages be completely similar except in the number of cells you edit would be a drag, and wasted potential.

So any tweaks to the Microbe Stage going forward should focus on areas which exemplify what makes the Microbe Stage unique - features which reinforce that this is life’s first moments of making things work on a surprisingly inhospitable world.


The Environment

Goal: The World Itself is a Threat

Early life must contend with an atmosphere and a planet that is unaware of the fact that life intends to continue living.

Hindrances

  • Environmental Tolerance is Very Shallow. If even one tolerance requires active maintenance by the player beyond just an MP point dump, players are more strongly reminded of their environment.
  • Environmental Events Might be a Bit Underwhelming. Snowball Earth looks like it will become much more of a concern with photosynthesis balance tweaks, but meteors and volcanic activity might be underwhelming. Also, more frequent events that are smaller but impactful, like glaciation of individual regions, could be missing.
  • Some Variety in Patches is Underwhelming. The recent current tweak helps distinguish patches, but we have some under-utilized value from terrain we can benefit from.

Resources

Goal: Resources are Unpredictable and Volatile

In a game focused on evolution, shifting strategies necessarily create impetus for strategy, change, and fun. Ensuring that the resources present in game are sufficiently volatile in the beginning mixes up every playthrough.

Hindrances

  • Continuous Focus Needed for Compound Events - Compound events seem to be balanced solidly and are very beneficial to gameplay already. We need to ensure that they are balanced in a way that permits moments of scarcity, and impetus for change.

Metabolisms

Goal: Each Metabolism Has a Design Challenge

No matter what metabolism the player chooses, they will always be dealing with some sort of overarching concern. We need to make sure that all metabolic strategies have distinct “engineering problems” for the players to design against.

  • Aerobic Respiration - The most energetic metabolism, but heavily dependent on the transition to an oxygenated environment.
  • Photosynthesis - The day and night cycle completely binds all photosynthetic activity.
  • Iron Respiration - Though energetic, the compound is very short-lived in your storage, necessitating active management of storage.
  • Chemosynthesis - Relatively low energy, but sulfur also damages organisms who do not have tolerance.
  • Thermosynthesis - Can be a very powerful source of glucose, but very environmentally dependent and mechanically demanding.
  • Radiosynthesis - It is very difficult to make radiation a consistent strategy.

Hindrances

I think this part of the game is pretty solid overall, and that work would be more beneficial if put into other areas. Perhaps some more tweaking of hydrogen sulfide could be cool, but not particularly relevant.

Other Microbes

Goal: Microbes Present some Competition

Recent auto-evo work has done a good job of hooking multiple different parts and behaviors into the game. I expect that continued work here should do a solid job.

Hindrances

  • Cells Are Infrequently Aggressive to the Player - Cells are often either trying to avoid the player, do not often use pilus or toxins/agents against the players, or, in general, are not very aggressive to the player. As such, other cells are often either something to eat, or are somewhat of a bother.

Most Beneficial Tweaks

  • Expansion of Environmental Events - Making volcanic events and meteors more impactful would be beneficial. Introducing other events - like local glaciations, oxygen reduction events, etc. - will likely be beneficial.
  • Refactoring Oxygen Tolerance - Since oxygen universally starts at 0%, this is a good factor to make more engaging. Reducing the max oxygen tolerance you can receive from the sliders (or perhaps seriously strengthening the total impact of anaerobic parts on oxygen tolerance) would make the transformation of the atmosphere much more significant to build strategy.
  • Continued Resource Volatility Balancing - These seem to have a solid impact on gameplay, and could be sufficient as is. But ensuring that moments of scarcity do actually occur from time to time at the beginning of the game would be very rewarding.
  • Encouraging Aggression in Auto-Evo - More enemies in Thrive would be very beneficial to mixing up what a player has to deal with from generation to generation.
  • Continued Work on Terrain - Patryk’s work on terrain was very beneficial to hydrothermal vents. Continuing on this would be similarly beneficial for other patches, especially if unique attributes are present for each patch.
4 Likes

Just to add a few specifics on here:

Pressure and temperature tolerances are slightly better because there is an inherent cost: being adapted to one environment means not being adapted to another. But this is not the case for oxygen and UV tolerance, these are a simple MP cost for an unambiguous permanent improvement. The latter goes a bit against our design philosophy where most things are trade-offs and MP is the cost you pay to switch to a different payoff.

So some ongoing cost for oxygen and UV tolerance would be a good start here.

Part of this in my opinion is in our more general and auto-evo mechanics. The events typically move compound amounts up and down a bit. But all that does to the species in the patch is move their populations up and down a bit. Not exactly a cycle of extinction and diversification. (and that’s important, because Thrive is a game about evolution). The only auto-evo impacts compound amounts have are on chemoreceptors and nitrogen fixation. Completely removing compounds from an environment or adding new one in is what currently causes big shifts in what you actually see in the patch.

So the impact of events might also be increased a bit by having auto-evo be more responsive to compound amounts.

Similar to above, making sure compounds actually decline to 0 in specific patch types or making the amounts matter more will help differentiate.

From what I can tell, if species have their behaviour set to high aggression, and they can engulf, have pili or (especially) toxins, they are a proper menace. So I agree this is mainly an auto-evo thing. I think recent auto-evo changes have encouraged this a bit, so I am curious to see what the community response is.

One thing I do want to mention here is that dilution/upwelling/runoff happen so often that they feel less like “events” and more of a constant churn that does not really match having the a special event icon to begin with. They also seem to have more of an impact than the much rarer meteoroid impacts.

Particularly, the terrain chunks were specifically designed to be able to be rotated along the Y axis, rather than just the X axis (as is currently the case).

Beyond that, just some more interesting terrain arrangements rather than individual chunks would be fun.


Remaining comments:

  • Bio-luminescent vacuole is still a bit in limbo. It still needs to be integrated into auto-evo, but for that to make sense (and for player usage to make sense), oxygen tolerance needs to have an ongoing cost. Otherwise there is no point to placing this cell part.
  • I think the action part of the game could to with an infusion of “kinetic fun”. Simply put, things on the screen moving fast and bumping into/off of each other. With the compound “lines” bug fixed, I would very much like to push the currents even further.
  • I think we could also set up a list for potential things artists can still work on if they want. For example, some upgrades have unique models, while others do not. One fun change would be if the toxin cell parts were made to match the colour of their selected toxin.
2 Likes

+1 here. I forgot the exact context of it, but I remember on our Discord that a “bug” or something caused a compound to disappear, which made a patch sterile to AI life. We’d need to make sure that this doesn’t happen very frequently and that it can be meaningfully remedied quickly, but I think you’re right in saying that such a “simple” feature would do great things.

1 Like