# Questions from the Wiki

**URL:** https://forum.revolutionarygamesstudio.com/t/questions-from-the-wiki/385
**Category:** Gameplay
**Created:** [September 17, 2017, 7:53pm UTC](https://forum.revolutionarygamesstudio.com/t/questions-from-the-wiki/385 "2017-09-17T19:53:26Z")
**Posts on this page:** 1
**Showing post:** 9

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### Author: ![Oliveriver](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/oliveriver/32/1962_2.png) [@Oliveriver](https://forum.revolutionarygamesstudio.com/u/Oliveriver)
#### Post date: [September 18, 2017, 5:46pm UTC](https://forum.revolutionarygamesstudio.com/t/questions-from-the-wiki/385/9 "2017-09-18T17:46:13Z")

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~~I have some things to discuss so wait a moment before posting more questions. I’ll leave this post here and edit it with my responses when I get time later this evening.~~

EDIT:

Most of Nick’s questions come from either ideas from the old forum, my attempts at creating workable systems, or some reconciliation of both, so I know where most of these come from and can try to explain them where needed. The best example of this is osmoregulation, which Nick hasn’t put down but I think deserves some discussion in future, preferably involving people who know what they’re doing with regards to biochemistry and game design.

Anyway.

> [@NickTheNick](#):
>
> Should the player start with a mitochondrion? I thought that was just a temporary feature, and in a future update we will remove that?

The idea was to have the starting cell be as basic as possible while still fully functioning. If the player starts with a mitochondrion it adds complexity they have to learn quickly (i.e. front-loadedness, something I discussed with @zyad137 in Slack recently) whereas if it’s the first processing organelle they have the opportunity to add or acquire by endosymbiosis that could be a good introduction to more complex compound processing once they’ve learnt the basics.

On the other hand, people will be much more familiar with aerobic respiration, so in a sense it’s more complex to start with anaerobic. I agree with all the other points about this discussed so far. I really don’t know what’s best.

> [@NickTheNick](#):
>
> Do organelles need to be placed in preexisting cytoplasm? It says so in the wiki, but at the moment you can just stick on a mitochondrion without any cytoplasm to place it in (I guess assuming it comes with its own cytoplasm).

This was the plan for a while. I think it was @TheCreator who implemented a system where cytoplasm is inbuilt with organelles as a potentially temporary placeholder. We had a discussion about it [here](http://forum.revolutionarygamesstudio.com/t/cytoplasm/159/4) although that was mainly about whether cytoplasm should be a place-able organelle at all (I think it definitely should be, whatever the verdict here).

> [@NickTheNick](#):
>
> Why does the cell wall only become unlocked when the player unlocks a chloroplast or a thermoplast?

As has been said, to know whether the player is a plant. Now I think about it, does the cell wall even need to be an unlockable thing?

> [@NickTheNick](#):
>
> Are we sure about requiring the player to place engulfing edges to be able to engulf and to determine the maximum size of things it can engulf? I thought engulfing was a natural feature of the membrane?

And it relates to this. Engulfing edges were planned before (not my idea, I was just working with what old members had said) but I’ve come around to having a full-membrane shader option. The player would have a selection of periphery organelles - ordinary membrane, engulfing membrane, cilia, cell wall, lamellipodia(?) - and can only choose one at a time. This way, cells with walls can’t also have cilia or something equally unrealistic.

> [@NickTheNick](#):
>
> Where did the concept for lamellipodia come from?

It was in Nimbal’s original GDD and I liked the idea from a gameplay perspective. Surface crawling sounded cool.

> [@NickTheNick](#):
>
> Will organelles take damage while off? Why? (It says so in the wiki).

Not sure why it says that, I agree with @hhyyrylainen.

> [@NickTheNick](#):
>
> Why does consuming a nucleus grant an extra 25 MP in the next editor session?

This too was part of Nimbal’s original GDD. It’s a very game-y mechanic, so I guess it can be scrapped for realism’s sake.

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