So after playtesting with Thim’s surface area/volume prototype he so generously provided a few months ago, I am very pleased with the dynamics represented in a surface-area to volume ratio mechanic for various reasons…
- Decision-making extends to something beyond simply placing a part for a direct effect, as now, you have to consider your organism’s entire body structure. Rather than thinking “I need more photosynthesis, let me place a chloroplast” and being done with it, the player also thinks “should I place this chloroplast in a way that makes my organism have more volume or more surface area,” and “can I alter my organism’s structure as well to maximize the efficiency of my chloroplasts?”
- All-around, provides greater depth to the organism editor as a result of this decision making process. This makes build diversity and customization much more rewarding.
- Provides another layer of realism to our evolution simulator that will be present in future stages as well.
This is a concept I still believe would offer a strong benefit to our gameplay after a year of thought, so I do think it is something we should consider implementing later. Thim’s implementation seemed to rely on an algorithm that essentially said “the closer your organism looks to this very bulky thing, the more its stats will look like this” (ask him for a smart-man explanation of it).
- We should make sure we represent the effects of the SA:V ratio in the GUI in a way that is easy to approach. We would need to represent the number itself as a line in Organism Statistics, but we would also need to ensure that the visual representation of metabolisms display said effects in an accessible manner.
- I think balancing SA:V’s effects should prioritize in-gameplay effects. I still think environmental tolerance effects should be represented, but not to the point where the player is absolutely beholden to their ratio.
Summary
Here is a brief write-up of the concept to make sorting through the above information easier.
Surface area to volume ratios are very important physical characteristics which body plans utilize to evolve to their conditions. In Thrive’s Microbe Stage, their effects can have a noticeable impact on gameplay. It would probably be better to reserve more demanding effects related to surface-area and volume in the macroscopic stages, however.
Organisms with high-surface areas…
- Are generally longer and skinnier, like a leaf
- Can be folded or have protrusions, like a starfish
- Generally have less mass and are smaller
An organism in Thrive with higher surface area.
Organisms with high volumes…
- Are more sphere-like
- Are generally thicker/bulkier, with more internal area
- Generally have more mass and are larger
An organism in Thrive with higher volume compared to surface area.
The effects of having more surface area generally revolve around having more area to exchange gasses with your environment and in having more surface to conduct chemical reactions on, such as in photosynthesis.
- Increased photosynthetic productivity (more area to conduct photosynthesis on)
- Reduced damage from toxins (greater environmental exchange)
- Reduced health (more “flimsy”; think of how leaves are more delicate)
- Reduced max engulfment size (less space to fit engulfed things in)
- Reduced environmental tolerance ranges (easier for external conditions to effect internal conditions)
- Decreased storage
The effects of having more volume generally revolve around having more space within the cell itself, as well as greater structural integrity.
- Reduced photosynthetic productivity
- Increased damage from toxins
- Increased health
- Increased max engulfment size
- Increased environmental tolerance ranges (more buffered against external environment)
- Increased storage
I do think this would be a very worthwhile mechanic to represent. If anyone wishes to pick it up soon or in the future, do inform me.