# Multicellular Stage: The Beginning

**URL:** <https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383>\
**Category:** Gameplay\
**Created:** [September 14, 2017, 4:53pm UTC](https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383 "2017-09-14T16:53:57Z")\
**Posts on this page:** 1\
**Showing post:** 43

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**Author:** ![MirrorMonkey2](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/mirrormonkey2/32/859_2.png) [@MirrorMonkey2](https://forum.revolutionarygamesstudio.com/u/MirrorMonkey2)\
**Post date:** [January 22, 2021, 10:47am UTC](https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/43 "2021-01-22T10:47:13Z")

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Over the last days I have been sporadically working on a simple concept of how the very early multicellular editor might look. Since my concept shows the multicellular editor _before_ the dimensional shift, I figured this would probably be the appropriate place to post it instead of in the „The Aware Stage and Mechanics“ Editor thread.

 ![image](https://thrivedevforum-uploads.b-cdn.net/original/2X/4/4cd1e998e31300441e57477a16cb49b8de74ef7b.jpeg)

As there are up to 3 year old posts in this thread, my concept might not be 100% in sync with all of the ideas layed out above. But it seems to be largely congruent with the draft @Buckly recently posted in the „Cell Specialisation and the Dimensional Shift“ Thread.  
I also included the copy and edit buttons posted by @Narotiza in the Aware Editor thread.  
The icons for the cells on the left might be a bit large. Maybe there should be three in one row to make things more compact? I‘d apprechiate feedback about that specifically and about everything else in general.

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