Incoming video

Non-Chronological

Annotations
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.

Huge Vegetation

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.

LOD
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.

Head Mutations
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.

Music
Many thanks to Brain Sugar, for the excellent music.

FrigginYoutubeFrigginPremiereFrigginflashFrigginTechnologyInGeneral
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  1. #1 by BaldySlaphead on June 20, 2011 - 5:40 pm

    Q. is it possible that a creature that dies could have a short window of viability as a food source for other creatures?

  2. #2 by BaldySlaphead on June 20, 2011 - 5:42 pm

    Oh, and you may have found the annotations annoying, but they were entertaining to me. Don’t forget, we’re only going to see it once or maybe twice.

  3. #3 by ququasar on June 20, 2011 - 7:25 pm

    Only once or twice? You mean you’re not reading my holy annotations with your every waking moment? BLASPHEMY! 🙂

    As for dead creatures as food: they already are. A couple of times, though I didn’t focus on it, you can see a small red lump in the middle of the bones (most apparent at 3:03): that’s meat. It’s so small because these early creatures aren’t managing to gather much energy before dying. Creatures who actively kill other creatures automatically test the corpse as a food source before moving on, and a creature that approaches a pre-existing corpse will often start eating it (unless they’ve got a herbivore head-type).

  4. #4 by denelian on June 28, 2011 - 8:56 pm

    this is so VERY awesome seeming!!! i want it! i wanna play it!!!

  5. #5 by bainbridge on February 8, 2012 - 12:38 pm

    Keep up the good work! I was a big fan of SimLife back in the day and so sorely disappointed with Spore due to its total lack of any realistic evolution. I can’t wait to see where this project goes.

  6. #6 by ququasar on February 8, 2012 - 6:27 pm

    Thanks guys! The project is definately accelerating recently: a possible release date is starting to loom on the horizon. Still got a bit of work to do, but it’s getting there… 🙂

  7. #7 by Marcos on October 18, 2014 - 1:15 am

    Awesome game! Congratulations! I miss som joins in the creatures’ arms and legs. Would it be possible to add?? Anyway I want it, definitly!

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