I’m regretting not removing some or all of those annotations. It would have been better to play a faceless mute, or simply not bother with some of the more casual comments. What seemed amusing the first time around became significantly less so after having tried to render the video for the something-hundredth time, but by then it was too late to change them.
Yes, I know.
Head, Torso and Tail-ball
The simplest starting creature, in the long term, will be a featureless blob. It will absorb just-enough nutrients through it’s skin to survive, just as modern bacteria do. This will allow the player to evolve an ecosystem from the simplest forms of life. For the moment the creatures diet requires them to eat, so heads had to be provided. And the tail-ball is a purely temporary measure, to mark the position of the tail-tip until I add actual content for it.
The creature level of detail becomes annoyingly apparent in the first half, where you see a huge number of dark shapes rather than creatures. Waiting in the wings is an upgrade to this system, to use imposter sprites rather than a single texture. This should result in a much better appearance for large populations. I’ll discuss LOD more when I reach that point in the chronological postings.
Some of the creatures in sight after the time lapse have… unusual heads. Certainly, they have heads you wouldn’t expect to see on the children or grandchildren of the starting creatures. This is for two reasons: because there is currently no mutation restrictions (any head-type can mutate into any other head-type) and because there are currently a grand total of 7 head types. The game engine still occupies most of my programming time: modelling content is considered a strictly secondary priority at this stage.
Many thanks to Brain Sugar, for the excellent music.