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Evolution

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

Suggestion: Kill Joint

A topic by Timfa created May 04, 2018 Views: 931 Replies: 10
Viewing posts 1 to 6
(+3)

Hey,
An interesting suggestion I'd like to make after playing around with this simulation, and watching some videos on youtube, would be a special kind of joint which completely stops a creature's "brain" when it touches the ground.

I see several people, including myself, try and make creatures that walk on legs, but often these aren't utilized, or the maon body is dragged along the ground anyway.

Having a joint which isn't allowed to have contact with the ground might yield some interesting results, as only creatures keeping these joints off the ground will progress. This could be visualized with just having the joint be a different color. As soon as it comes in contact with the ground, all the muscles in the creature will stop responding to input and stop contracting or expanding, effectively dropping the creature on the ground. This means it will no longer be able to advance further, meaning logically that creatures keeping these joints off the ground would survive longer.

I don't believe this could be a very difficult addition, though of course I don't know the specific workings of the system.

What do you all think?

(+2)

yes please

(+1)

That would help a lot!

(+2)

it definitely sounds like an interesting and good idea. Though, perhaps instead of an instant kill, it would just reduce the fitness level of the creature instead. So, same concept, but a little more mild.

(+1)

Kill Joint is a form of controlling the creature. It collides with the idea of the game pretty hard.

I don't think it's any different from placing a muscle somewhere; It's simply another mechanic added to the creature. I'm not talking about a joint that does anything on command to the user, but rather one that does something when it touches the ground. Isn't it the same kind of "controlling the creature" you get when you decide to add a bone to stop two joints from rotating?

(+1)

Kill Joint is literally a command to the creature. If X touches Y, then stop moving. It is something that activates only under specific circumstances. Adding a bone to stop two joints from rotating is simply the body you create.

(+1)

Hmm... I don't entirely agree, but I do see your point. Still, I think it would provide some interesting options for creatures.

(+1)

Yeah, you dont know how many times my creature fell on its ass and thne that was the only thing it ever did no matter how many generations I wait

instead of kill the brain why not do something to discourage the AI from making those join to touch the ground?

like a secondary objective?

weaken the bone ? up to destroying it if it get hit too many time?

to add to my feedback, im also trying to evolve a unicycle and this would be great