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Suggestion

A topic by Tazshelby2016 created Jan 24, 2020 Views: 367 Replies: 8
Viewing posts 1 to 6

It might be interesting to allow mutation of masses.

Developer

That's a good idea. In that case for both mass and node mutations.

You also should consider stricter self-collision, and potentially addition or subraction of bones and injury cap (Ends round when severe injury occurs to head or body)

Developer

Injury is an interesting idea. Hadn't thought of that. I was thinking about doing energy though. So, he has a set amount of energy to spend. Could help for making more efficient movements.

Injury would be the better replacement to the 'keep head above x level' because anything that does not hurt the organism is game.

(1 edit)

Another thing, it may be worth measuring total distance, not displacement. Once the edge is found, displacement stops being effective, because there is little chance for improving displacement.

Developer

The edge, do you mean the edge of the map? If I do total distance then they would probably be more likely to roll around in circles then to go in any linear direction. I chose displacement because I figured it would force evolutions to consider traversing over movement. I have yet to have any lifeform get to the edge of the map, or anywhere close, without glitching out the physics of the game to do so. If the simulation does reach a point where lifeforms are traveling (I think its 500 units) to the edge, I'll just make the map repeat itself.

It easily reached it. The humans figured out how to roll.

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Collision based on the actual mesh is needed. The current method does not represent the hands, and often does not reflect the actual humanoid.

Nicer scaling, and ability to randomise  that, for the humanoid's various parts would great.

Better seed generation that doesn't constantly increase would be good.

Currently, typing into any textbox does not ignore shortcut keys, making a seed including 'i' impossible.

The ability to test the creature at path finding: a obstical course where the creatures have to get to multiple places in order.

  • Could register 3D distance as well

Dynamic starting height. Not all fall the same distance when they are dropped at the same height