August 24th-27th 2012 :: Theme: Evolution

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SimEvo

by Joror - 48 Hour Compo Entry

Concept: Model evolution by building species bit-by-bit, and let the environment be your enemy. Mutations and natural selection will improve/complexify your species. You will be preyed upon and be a predator! Migrate to other biomes to escape predators or find greener pastures!

*WARNING* Not all features completed! See message below for details.

*BUGFIX* 'New game' button was bugged, new game would cause your species to die of starvation almost immediately (Fixed 29-08!)

Tool use: Moai (http://getmoai.com) in combination with freeglut use instead of glut32. (https://github.com/DaanBroekhof/moai-dev)

Downloads and Links


Ratings

#49Theme3.89
#175Innovation3.30
#577Humor1.46
#650Mood1.88
#682Overall2.30
#707Graphics1.90
#739Fun1.65
#742Coolness39%

Comments

Joker says ...
Aug 28, 2012 @ 10:23am

I don't get this one, after 3 seconds it always says extinct.

bobiniki says ...
Aug 28, 2012 @ 1:59pm

It is hard to figure out what you have to do in the game.
You have to explain what each stat is for if not in the game then here. Its more like biological simulator than a game.

Joror says ...
Aug 29, 2012 @ 9:38am

Yup, some critical 'game' features were unfinished - the game is half-finished. Oh woe me time :/ Too ambitious, in hindsight.

One of the mayor things I did not have time to finish was prey & predators, which would give you more things to do as a player. (most current stats involve predation, so also of things in the DNA pool are useless atm)

Also wanted to do more feedback for the user on the stats. I will post a short explanation here this evening.

One *major* bug I found is that the 'new game' button is bugged, I rushed it at the end - it does not reset the state properly, so all tries after the first one will result in very quick death because of starvation. (I will fix that this evening!)

Concept, so people have some context:
Actions a user could do to 'steer' their species should have been

In game (partial)
- Migrate to another biome (in game)
- Mutation: Select new DNA from the gene pool to be better suited for the environment (in game) resets every time the mutation counter hits 100% (in game)

Not in game:
- Natural selection: If more than % of your species dies in a short time, you can select new dna from the pool for free
- Point-mutation: Option to promote random evolution of current DNA stat (+1, -1 on semi-random stats)
- Vestigiality: Option in gene-pool to remove DNA parts from your species
- Flee from predator: Don't like your current predator species? Try to get another one... (might be better, might be worse)
- Find new prey: Your prey getting low on stock? Try finding a new prey species.

(this is almost a complete post-mortem now :P)

Joror says ...
Aug 29, 2012 @ 6:32pm

Fixed the 'New Game' button. Game fun still sketchy. :P

Some term explanation:
(game should have this, with wikipedia links etc. it would be almost an Educational game :))

Species (normal view) / DNA (hover over yellow circles):
Mass - Size of your species. More mass means more potental biomass, means more score. (Not in game: Size + mobility determines speed, for prey/preditors)
Land mobility -
Water mobility -
Air mobility - How mobile is your species on X (no game effect currently, should be: if you got more mobility on your prey/predator, you have an advantage - migration to X type biome is easier - only the mobility the current biome has will count)
Reproduction - Determines the maximum rate of growth of your species. Actual rate of growth is determined by left-over energy.
Energy need - *important* The energy your species requires to survive. All DNA pieces have this.
Photosynthesis - Points of energy your species can obtain from consuming sunlight and nutrients (Luminosity of biome determines amount of sunlight available) (Nutrients -> Biomass)
Decomposition - Points of energy your species can obtain from decomposing Detrius (dead biological matter) into nutrients (Detrius -> Nutrients)
Digestion - Points of energy your species can obtain from eating live prey (plant or animal) (Biomass -> Detrius)
Detrivoricity - Points of energy your species can obtain from digesting dead biological matter (Detrius -> Detrius)

Mutation - Volatility of your gene-pool. Determines the speed at which your gene pool is refreshed.

Not shown (not in game):
Predation - How well can your species hunt? (compared to the preys Anti predation)
Anti predation - How well your species defend itself? (also included 'after death' effects like poisoned bodyparts etc)
Aquaoxygenation - Can your species breathe under water?
Aerooxygenation - Can your species breathe in air?
Temperature Mod - How well can your species modulate its body heat (if it cant -> death by heat/cold)
Awareness - How well does your species sense and under stand it's environment? Helps in prey/predation, migration and even things like reproduction

Biome:
Environments - water / air / land, what type of basic enviroments the biome offers.
Temperature - Base temperature of biome (no current game effect, would be something that would be combated by heat conservation (fur, etc) or heat shedding (pores, ears))
Nutrients - Total mass of nutrients (non-organic compounds) in the biome (soil, etc)
Biomass - Total mass of living bio materials (eg, animals / plants)
Detrius - Dead biomass.
Luminosity - How much sunlight is available? (1 is 'normal') Determines how well Photosynthesis works in the biome
Mobility restriction - Is the biome hard to traverse? (fissures, streams) - No current impact, would be a factor in prey/predator an migration

goffmog says ...
Aug 31, 2012 @ 8:20pm

Like most have said, really tough learning curve and a game that throws a lot of stuff at you without you really having an obvious starting point. The constantly changing numbers gave me an overwhelming feeling that lots was going on that I needed to do something about, but didn't know what things were good, what things were bad, and how my actions would affect them. Really interesting idea though, would be cool to see a game like this at a slower pace, and with more of a graphical representation.

iandioch says ...
Aug 31, 2012 @ 8:25pm

I love the idea of this game. And I like the way it was implemented. The pictures were nice, the UI was great.
But (I don't like this bit!) it had some problems:
It froze randomly for me every once in a while... (Windows XP if that makes a difference)
When some body parts were placed on my Ludum Darosaur they were teleported far away from the central "Body" piece.
The select button looked a bit odd.
But, I love the game. I've kept playing it. And I imagine what my animal would look like (with Feathers, Arms, and a Trunk): Perhaps (this is just me dreaming here!) you could add some sort of visual representation of the creature? Just an idea. It would be amazing if it worked.
Also, the fact that you left out the 'F' in 'Of' in the body part names gave it that little bit of humour ;)
Loved the idea, loved the game, love to see it "evolve" into something more (See what I did there?!)
Keep it up!

angrygeometry says ...
Sep 1, 2012 @ 1:39am

would love to see this progress after the competition.

Viridi04 says ...
Sep 2, 2012 @ 4:06pm

I honestly had no idea what I was doing until I read your note section. The images were pretty but it would be nice to have some original painted art. Overall, I love the concept but it could have been executed better, preferably with level progression and some sort of a tutorial.

jarnik says ...
Sep 2, 2012 @ 5:09pm

Interesting concept, might be interesting upon completion. I was not able to deduce a sensible relation between Biome and survival capabilities of my body parts.

Cake&Code says ...
Sep 9, 2012 @ 9:59pm

Needs a lot of work. Too much info for the player to navigate all at once, especially without an explanation.

From what I could gather, you'd add genes as seen fit to an animal tree representation and it would either thrive or die depending on how fit it is. That sounds great! Keep on developing it :)

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