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Much like the development of Spore itself, many people grew to dislike each other, but this time it was Hirnsausen versus pretty much every other user. Spambots were appearing, and Hirnsausen was too absent to deal with them all, and he didn’t give anyone else the same power as he did. Because of this, some users made a [https://evobackup.forumotion.net/ backup forum] in case the worst happened.
Many users packed their bags and took the most developed concepts and made a [http://thrivegame.canadaboard.net/ new development forum]. The new game was called Thrive. That happened
== Static Development ==
In 2010-2011, Thrive was now fully branched off from Evolutions! and the forum was active, with ~sciocont as the leader and other moderators to deal with spambots. Other developers went to the Sporum to ask more developers. Several programmers appeared during this time, most notably Bashinerox and roadkillguy. Bashinerox was the most skilled out of them all until he disappeared without a trace. Following that, the forum was just speculating ideas with almost no one to bring them to life. Most discussions never made it into development. Understandably, the programmers felt overwhelmed.
In order to expand their presence on the internet, the developers made an [http://www.indiedb.com/games/thrive IndieDB page], which had more news updates. A devblog also appeared, being written mostly by ~sciocont (and also NicktheNick in the future.)
Due to the community being frustrated at the lack of progress for the game, it resulted in the other programmers and eventually the last remaining one, roadkillguy, to [https://web.archive.org/web/20191126122032/http://thrivegame.canadaboard.net/t837-dear-thrive abandon the project] due to sheer stress. He believed the team was in the wrong state to ever create anything tangible, having been founded by ideas people who had a distorted perspective of what was achievable, rather than programmers who knew how difficult it would be to implement ideas suggested by ‘everyone and their dog’. Without the help of programmers to bring ideas to fruition, this left the project in a dark state. This was most likely the first time the project has faced true doubt on when this is even going to be released. At this time some people joined the game (NicktheNick, Seregon and Oliveriver), but also many people left the project during that time.
During that time, TheCreator joined as a programmer and began to work for the membrane needed for 0.3.0. It was one of the biggest changes in the history of Thrive ever made: Cells were not made of hexagons anymore. It was released in 2015, followed not long after by 0.3.1.
Since then, the game’s progress depended on the
[https://revolutionarygamesstudio.com/mini-update-6-gameplay-updates-pt-1/ Many of these mini updates were made by NickTheNick], and these mini updates proved successful as the project's development was going faster because the community now knew what was going to be planned behind the scenes.
More releases were made, one of the most notable being 0.3.3, as it majorly changed graphics as well as the GUI.
Version 0.3.4 also released, but it didn't change much of the gameplay. However, a Thrive [https://github.com/Revolutionary-Games/Thrive-Launcher/releases launcher] alsowas
== The Engine Changes ==
Eventually, after a year of development, doubt, darkness, and most importantly determination Thrive switched to the new engine, Leviathan. It made the forums as active as ever, as they finally released a new version of Thrive after a year. Thrive also gained popularity from outsiders as well, and the game was successful as ever. For the first time in Thrive’s development history, it had looked like the game would succeed. To add to this, newer versions were coming out quicker, and it will only speed up from there.NickTheNick started making an [https://forum.revolutionarygamesstudio.com/t/nicks-auto-evo-algorithm-episode-1/629 algorithm for the Auto-evo] in August 2019, but unfortunately, he became inactive before finishing it.
After releasing 0.4.3 and many progress updates, the developers agreed to switch Thrive to a new engine again. At this point, they’ve already had some experience with switching engines and rewriting their games, so this would be an easier task. The engine chosen was Godot, because it’s much less laggiythan Leviathan and its' also less prone to crashing.
Some other history includes new members of the development team joining, including DonGororo, Uniow and Buckly. During this time, Untrustedlife, once an active programmer for Thrive, [https://mobile.twitter.com/Untrustedlife/status/1205991350140837893 sadly announced his departure] from the project because he wanted more time to pursue his own creative desires, the theorist TJWhale [https://revolutionarygamesstudio.com/progress-update-12-7-2019/ also left the team].
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