And here we are again. A new version of Species: Artificial Life, Real Evolution with more rules governing survival, new gameplay features, general improvements and cheese.
Free as always, at least until we get out of alpha development. Changelog is as follows:
- FISSICKS! A full skeletal analysis is now performed on each creatures body plan, determining internal forces, torques and balances, and applying energy costs to each. Now, instead of abusing the wonky, overly-simplistic physics to produce insane and hideous body plans, creatures will abuse the wonky, overly-complex physics to produce insane and beautiful body plans! Click on a creature and bring up the details to see the forces being applied to it’s skeleton.
- Accurate mass and volume values. Yes, we measured. Be grateful, these little buggers are slippery and have a tendency to suck viciously when disturbed. Primum specium is 62 centimeters long and weighs 2.7kg, or to put it another way, they’re as long as a adult human arm and weigh as much as my laptop. This mass is calculated by multiplying their volume with a (placeholder) density of 0.9196 kg/L.
- Fences. Yes, ladies and gentlemen, we have spared no expense in bringing you the very latest in rotting post and cheap wire technology. The Fence(TM, patent pending) is guaranteed to stop all creatures from passing it, even when they’re big enough to just step over. We’re, uh… well, okay, we’re not entirely sure why, but our scientists urge us not to question it lest it stops working. Useful for geographically separating populations, building race-tracks for your rovers, and trapping creatures in a tiny area and watching them starve to death. Which Would Be Wrong.
- Climate Control Devices. So apparently, and despite the wishes of many, when you pump a crapton of chemicals into the atmosphere it DOES STUFF. Useful for creating specific area’s of cold, hot, fertile or dead ground without glaciating or frying your entire world.
- Rover Programming. Rovers now have the ability to deforest or fertilize trees, manage the population in a crisis to keep it from going extinct, or feed/kill creatures based on their genetic distance to a target.
- Genome Editor. Now an official part of the game! Because nothing says “ethical scientific advancement” like genetic experimentation. Primarily added to allow people to create ‘targets’ for the rover programming option, but for now you can import them into the game as well if you want to.
- Creature Descriptions. In the details of each creature, in addition to the exact values like 0.2 and 7.9, you can see descriptions like “Mostly Harmless” and “Barely Multicellular”.
- Neck Rotation Gene, +Animation. Creatures now move their neck and head about to bring it in line with food sources, and can only eat food they can bring their head into range of.
- Background improvements. A load of changes to the codebase to make the game more data driven, easier and faster to extend and add features to, and generally better to work with.
And now, onwards! To glory and 0.8.0!