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Evolution

Create creatures and let them evolve to see how they master various tasks. · By Keiwan

A suggestion: Limit how much muscles can stretch

A topic by Keus created May 01, 2018 Views: 557 Replies: 4
Viewing posts 1 to 3

So right now, whenever I connect 2 or more bones with only a muscle, and the 2 or more bones arent connected in any other way except for the muscle, when I hit evolve, the weird snakes I've made just seem to randomly stretch really long, creating this weird glitchy mess. This kinda sucks, cause I cant have bones floating, only connected by muscle to other bones ie like scapulas and some other stuff. So yeah, if the muscles were somehow limited in how much they could stretch, and have a semi stable form, I think that would fix the problem. There might be other solutions, but that one was just the one I thought about. Anyways, love the game, really gets my creative juices flowing. I'm an artist, and I study the human form alot for my art, e.g. muscles! So this game is also a pretty good mental exercise, seeing if I can apply the things I learned about muscles and making cool creatures, but I digress. I can see that you, Keiwan respond to pretty much all the threads, so under the assumption that you'd probably see this aswell, I'd like to thank you for making such a cool and unique game! :>

Developer

Thanks a lot for the kind words!

I can see the the problem, but it's unfortunately not very straightforward to fix, without at least compromising in some other areas and possibly even breaking existing designs.

If I add an absolute limit to the minimal and maximal length of the muscles, that wouldn't really fix your problem, since the "global" max limit (that applies to all muscles) would have to be much bigger than you want, in case that you do need to use a longer muscle somewhere in your design.

If I use relative limits (e.g I say the muscle can only stretch to 200% of its original length within the design) then that will limit behaviour of your creatures in a lot of designs where you wouldn't expect it. For example, if you had to place two bones together at a small angle, but then wanted a muscle between the two to expand far enough to create a very large angle, the muscle wouldn't be able to do that, which would make it seem like it's not strong enough.

The best way I can currently think of to incorporate this would be to add general options to each individual muscle, where you could adjust stuff like this (relative expansion/contraction limits, force...) on a per-muscle basis. That way I could keep the current muscle settings as a default but also allow you to do some adjustments if you like.

However, that's going to take quite a bit more time to implement as compared to just slapping a fixed, non-adjustable limit on every muscle, and since I currently barely have any time to spend on this project I can't say how long it's going to take me (probably a few months) or if it's going to work out at all - I might come across some unexpected issues and would have to scrap this idea.

Hmm, I see, I see. I saw in some earlier threads that you have a concern of possibly breaking existing designs if you were to add or do something. Couldnt you perhaps just leave up different versions of the game, so old non working creatures can still be enjoyed in older versions? Anyways, One last suggestion I had was to perhaps allow muscles to connect to different parts of the bone, instead of the center. That could allow for more creative freedoms and allow for more muscles.

But Zucc also realizes how hard it would be to make them attach to different parts of the bone.

Zucc agrees, Zucc also agrees with Keiwan. Zucc programmed Facebook!