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Devlog #23: Breeding (In Detail)  (Read 12230 times)

Offline Noetherian

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Re: Devlog #23: Breeding (In Detail)
Reply #25 May 12, 2016, 11:26:31 AM
Thanks a lot for the answers.

(3) Is really interesting. I definitely like the way this makes the base stats of a creature type important in breeding.

In particular, if you wanted to make a High Intellect Rapturous Ghoul, it would take some thought (and it might be tricky if most Ghouls are dumb -- since you would need to find a way to make a Ghoul with a lot of non-Ghoul ancestors).
« Last Edit: May 12, 2016, 11:31:09 AM by Noetherian »

Offline Zack

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Re: Devlog #23: Breeding (In Detail)
Reply #24 May 12, 2016, 11:16:18 AM
1) Correct.

2) They'll almost definitely have different stats. It all depends on what creatures you bred the ghouls with, and in what order you did so. There's also a slight randomization element involved (not a very big one, but it still exists). The higher a creature's gene strength, the less likely you'll ever see a creature with the same exact stats.

3) The bonus points are assigned based on how high each of the parents' stats are. If a parent has super high attack and super low intelligence, the offspring will mostly inherit attack from that parent.

4) Not necessarily, for the reasons mentioned in #2 and #3.
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Offline Noetherian

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Re: Devlog #23: Breeding (In Detail)
Reply #23 May 12, 2016, 10:49:47 AM
So if I understand correctly, a Rapturous Ghoul +100 had a total of 100 extra points added to its base stats.

If I have two Rapturous Ghouls +100, do they have the same stats, or might one have higher attack and the other have higher speed?

Are the bonus attribute points assigned at random, or is there a system?

If a Coast Watcher is more intelligent than a Rapturous Ghoul, does that mean a Coast Watcher +500 is more intelligent than a Rapturous Ghoul +500? (Assuming they are the same level)


Offline Respwner

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Re: Devlog #23: Breeding (In Detail)
Reply #22 May 11, 2016, 10:54:17 PM
Any specific menus in particular that you felt were too cumbersome in Siralim 1? There are no major UI changes planned but I'm open to suggestions.

I really want to be able to sort monsters info after certain conditions, like family, monstertype, name of ability. Not just alphabeticly. I remember spending way too much time just looking for "that one ability I think I saw some monster I dont remember the name of had", while I was planning future party-setups.

Offline Noetherian

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Re: Devlog #23: Breeding (In Detail)
Reply #21 May 11, 2016, 10:21:26 PM
The structure of the "web" (graph) of mates and offspring will be very interesting ...

For example, let's say that I have a creature of type X (e.g., Spider Occultist) with very high (+1000) Gene Strength that I have worked very hard to create. If I want to change up my team, it is natural to ask the question:

"Is there a [relatively short] sequence of mates that I can breed (successively) with my type X creature in order to produce a creature of type Y? (That is, can I do a sequence of breeding steps that I can do to transfer my very high Gene Strength to a creature of a different type?)"

It will be interesting to see for what percentage of pairs (X,Y) can you get from X to Y in less than (say) 6 breeding steps. (I.e., six-degrees of separation <grin>) ... And for what percentage of pairs (X,Y) it is possible to get from X to Y in a finite number of breeding steps.

Also related to the connectivity of the breeding web/graph ... It will be interesting to see whether there is a "Kevin Bacon" (or Paul Erdos) creature that is a small number of breeding steps away from a huge set of creature types.

Offline Noetherian

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Re: Devlog #23: Breeding (In Detail)
Reply #20 May 07, 2016, 04:47:26 PM
Yeah, that makes a lot more sense. Thanks a lot!

Offline Zack

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Re: Devlog #23: Breeding (In Detail)
Reply #19 May 07, 2016, 02:18:43 PM
When you breed two creatures, they each contribute a certain amount of Gene Strength to the offspring. The amount they contribute is based on their level. If you don't level them up enough before breeding, they will barely pass any Gene Strength on to the egg. That's not to say the egg will be useless - it'll still be slightly stronger than either parent, but keep in mind that you also lose both parents in the process.

Each parent can contribute a capped amount of Gene Strength to the egg. If only one parent is at a high level, the egg will only inherit additional Gene Strength from that parent. Again, it's not a total waste, but it's not very efficient.

Does this clear it up at all? It's a lot easier to understand while you're playing the game, but it's hard to describe all the nuances in words :)
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline Noetherian

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Re: Devlog #23: Breeding (In Detail)
Reply #18 May 07, 2016, 02:11:10 PM
I was wondering if you could say anymore about the relationship between Level and Breeding.

My understanding from the write-up is that repeatedly breeding level one creatures is not an effective way to build Gene Strength. That is, it is necessary to level up monsters (to some extent?) before breeding them.

Am I correct that if I am breeding a high gene-strength parent with a low gene-strength parent, that only the high-gene strength parent needs to be leveled up? (E.g., MonsterA + 100 breed with MonsterB + 0 ... I can get a child better than +100 even if the MonsterB parent is level 1?)

As Gene Strength increases, do I need to level my monsters higher and higher to effectively build Gene Strength? That is, if MonsterA + 100 needs to be level X to produce offspring greater than +100, does MonsterA + 500 need to be even higher level to produce offspring with strong (better than +500) Gene Strength?

Note: I may be asking the wrong questions, but any information you can provide would be useful :->

Offline Zack

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Re: Devlog #23: Breeding (In Detail)
Reply #17 March 28, 2016, 06:46:04 PM
Demon Dust will exist, but won't have anything to do with eggs this time around. Instead, it ties in to the new nether system. You'll transform your creatures into nether creatures using an item, and then you can transform that nether creature into a nether demon using Demon Dust.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline DarkSol

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Re: Devlog #23: Breeding (In Detail)
Reply #16 March 28, 2016, 06:33:39 PM
Sounds interesting! Very reminiscent of DW and the Monster Rancher series of games.

Will there be an 'enhanced' version using demon dust or some such during breeding?

Another cool idea would be the ability to choose a legendary material as a conductor. If selected the hatchling has a 50/50 chance of having that legendary materials property as a second ability.

Offline NeoDraconis

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Re: Devlog #23: Breeding (In Detail)
Reply #15 January 25, 2016, 09:07:11 PM
Hmm the only thing that comes to mind that would be lovely would be the option to add your own music files to be played. Other than that and the minor gripes that have been mentioned above. So far what I heard of the game sounds like a perfect addition to my collection.

Offline EnMod

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Re: Devlog #23: Breeding (In Detail)
Reply #14 January 25, 2016, 06:24:44 PM
Any specific menus in particular that you felt were too cumbersome in Siralim 1? There are no major UI changes planned but I'm open to suggestions.

I personally only had a major gripe with not being able to both equip/unequip creatures' artifacts on the creature's menu.  If I wanted to equip a new artifact I'd have to head back to the item menu to equip it onto the creature.  I also had to go to the creature to unequip rather than be able to unequip from the artifacts list. 

Can't think of anything else menu-wise that made me say "ugh..." except perhaps item list sorting (being able to sort by highest attack artifacts, material rarity, etc etc), but that isn't something game-breaking or completely unmanageable.

Offline Lethrblaka

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Re: Devlog #23: Breeding (In Detail)
Reply #13 January 25, 2016, 09:37:54 AM
Any specific menus in particular that you felt were too cumbersome in Siralim 1? There are no major UI changes planned but I'm open to suggestions.

From what I've read, gems will not be part of the sequel, but enchanting gems was tedious since every time you enchanted a gem, the menu closed, so you had to re-open it and go back to where you were. So I'd like the menus to not close immediately after doing something.

Also, for some items, you're able to discard them all at the same time, while for some others, you can only discard them one at a time. Both options for each discardable item would be great.

Offline Zack

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Re: Devlog #23: Breeding (In Detail)
Reply #12 January 25, 2016, 09:27:13 AM
Any specific menus in particular that you felt were too cumbersome in Siralim 1? There are no major UI changes planned but I'm open to suggestions.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline Lethrblaka

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Re: Devlog #23: Breeding (In Detail)
Reply #11 January 25, 2016, 07:45:39 AM
Is that armor for the player's character I see?

Oh, good catch! I thought it was a monster when I first saw it . . . but duh, I'm dumb, the player is always in front.

I'd wager that it has something to do with the Gods. Or maybe it's just a new skin.