Species 0.6.0 is out!
This update introduces a decent number of gameplay and environment options, and marks the end of the “gameplay” development for a while. The next few updates will be more heavily focused on the foundation of the game: the creature simulation…
– Exaggerated physics (it’s more fun if they’re virtually uncontrollable!)
– Multiple rovers can be spawned by the player.
– Programmable to apply artificial selection pressures, by feeding or killing.
– Drivable. (there’s no particular reason to include this, it’s just for fun)
– Found in the Ecosystem details page
– Shows the speciation history of the world, even after loading a game.
– Includes a fossil record. (periodic snapshots of each species average)
– Individual clades are hoverable, so you can see the phenotype of each lineage.
– Zoomable and pannable.
– Also found in the Ecosystem details page.
– Displays the entire map in real time, including biomes, food sources, camera FOV and rovers.
– Creature icons are hoverable, so you can see what’s evolving where without going to that location.
– Can be colour coded to make it even easier to find creatures with outlying statistics.
Web Of Life
– Yet again, found in the Ecosystem details page.
– Attempts to display the genetic relationships of the entire population in real time, as a way to visualise the mechanism of speciation.
– Kinda buggy and laggy: this infographic proved difficult to achieve, since the Speciation algorithm does not provide genetic relationships for every creature.
– Multiple “World type” styles.
– An alternative biome map for the saltwater “Ocean” world type.
– The ability to use alternative temperature/fertility maps, and change the fertility variation and average.
– Dry maps.
– Inverted “valley” heightmaps.
– Creatures now make use of procedural texturing. (goodbye stretching and scaling texture artefacts)
– Creatures now use a Hue/Sat/Lum colour palette, giving them a more toned-down, natural appearance when compared to the ‘circus-y’ colours of the R/G/B palette.
– Fixed the weirdness with Temperature/Fertility/Water-Level changes being given strange irregular increment sizes.
– Newborn creatures are no longer possessed by the souls of their previous lives and forced to attempt to complete the dead creatures final action. (even though it was awesome)
– Creatures in a loaded world are no longer unable to turn left or right.
– Loaded worlds now no longer include a ‘phantom ecosystem’ of invisible, inedible tree’s that for could nevertheless affect fertility and crowd out the regular, visible sort. (yes, that was a thing. And you never even noticed…)
– The game no longer crashes if you try to export a creature while in ecosystem mode. (This should also prevent it from creating corrupted creature files, which cause a crash when you go to the import screen)
– Reduced the once-a-second lag spikes caused by the Speciation routine by about 60-70%. (The game should now be a little more playable at high population levels)
– Temperature/Fertility across the map no longer slowly changes after you start the game.
– And a whole bunch of others…