I am not Qu. I am merely borrowing his name. My true name would drive you all mad and usher in the end of times.
Posted in Uncategorized on May 25, 2017
The ground cover/grazing system in Species 0.9.0 is a mess, but an interesting mess. It has a lot of strange little redundancies and quirks simply to remain functional. Much like myself, them. I feel a sense of kinship with it.
And so it must die. But let’s talk about it first.
In 0.9.0, when a creature decides to graze, they will always target a point either 200cm or 400cm away from themselves. This completely arbitrary distance makes up for a quirk of the cost-benefit analysis that creatures perform when deciding what to eat: a food source they are already standing on has no cost associated with walking to it. By making them move a distance before grazing, we increase the chances of browsing trees and scavenging corpses, as well as making grazing a slightly more interesting a behaviour.
The point they pick will be the highest ‘value’ point at that distance from them, which prevents them from grazing on desert grass if there’s green grass behind them.
They will then move to that location and begin the graze routine. While grazing, they gradually gain food while emitting a negative fertility aura around themselves. In theory, the negative aura should eventually exhaust the area and force them to seek out new food, preventing them from becoming a completely sessile organism.
This generally works, but the fertility-effect provided by fresh-water in 0.9.0 is extremely strong. In the right place on a ‘lake’ or ‘oasis’ map, a grazer can theoretically remain sessile their entire life.
This quirk, incidentally, is because of the way the underwater biomes work. The water in 0.9.0 is a transparent, blue plane, but the terrain below it isn’t actually tinted blue by water fog or lighting effects. The textures themselves are blue for underwater biomes in order to give the impression of depth. Unfortunately, those textures look really strange if they are uncovered, so a strong fertility-effect forces them to only appear underwater and to rapidly recede when the water does.
Obviously, 0.10.0’s water fog and lighting effects completely negate this need: I’ve changed the underwater biome textures to more generic rock/sand textures, so they won’t be unsightly when uncovered. That in turn free’s us to use a much less powerful fertility effect, which means groundcover re-growth rates on watery maps will be much more in line with what you see on landlocked ones.
Back to sessile grazers.
In order to prevent sessility and to keep creatures moving about, I implemented a time limit to grazing. After a certain number of seconds have passed, a grazer will automatically reconsider their options. If they’re still hungry, they’ll reactivate the grazing routine… and pick a location 200cm or 400cm away from their current one to graze from.
This utterly arbitrary system works… okay, I guess? Better than it has any right to. But frankly, it’s a hack job, a Frankenstein monster of code, and I’ve never been happy with it.
The energy from grazing is extremely inconsistent: a savanna area might provide X calories before being exhausted, or it might never be exhausted due to regrowth if it’s near water or being stabilised by trees. The scale of the aura further increases the inconsistency and general wishy-washyness of grazing. It’s all-but impossible to tell how much grazing ‘energy’ a creature will be able to extract from an area.
So for 0.10.0, this has been completely reworked. Both the arbitrary distance and arbitrary time limit have been removed, and instead of an aura, creatures treat the individual pixels of the ground cover map as food sources.
Each pixel is effectively an extremely low-yield tree.
When a creature eats a pixel, the ground cover instantly reverts to 0 fertility, converting it into the ‘wasteland’ biome. Grazers will need to stay on the move in order to get enough energy from grass, and will leave a trail of consumed ground cover behind them. Large numbers of grazers will still have the ability to turn an area into a wasteland, but it will be the result of lots of small, sharp bites out of the ground cover rather than the large, gentle ‘aura’ bites they were taking before.
For the moment, the ‘scanning’ behaviour prevents super-fast creatures from abusing this mechanic and scything their way across the landscape, absorbing every square of grass along the way. After eating a pixel, creatures re-analyse their needs and environment in order to decide what to do next, and I put them in idle for a second and make them look left and right when they do that. For the moment that’s okay, but I’m thinking of changing it from “scanning” to “chewing” and giving it a variable duration based on head type.
The end result of all is that the energy a creature gains from grazing a pixel is a measurable, quantifiable amount, based on the biome of that pixel, and open to the same optimality calculations as trees and corpses.
It’s also an acknowledgement of the simulations artificiality. You probably noticed the grid overlay in the above screenshots: we’ll be keeping that in 0.10.0. When your mouse is over a ground pixel, (as opposed to a creature or tree), you will be able to see it, as well as it’s energy content (either as a green mini-bar or as a number somewhere on the screen).
In real life, of course, grass isn’t broken up into tiles like this. The system we’ve got in 0.9.0 actually goes to great lengths to blur the grid and hide it’s existence from the user.
But Species isn’t real life, and I’ve come to the conclusion that acknowledging the artificiality of it’s world isn’t a bad thing, especially if it allows me to improve the mechanics upon which the simulation is based.
Besides which, it’s in the tagline. “Artificial Life, Real Evolution.”
Don’t worry though, I’m not about to go all abstract and matrixy on you. Within the context of the game, the game world is the real world, not a simulation. Ground pixels notwithstanding.
Posted in Uncategorized on April 11, 2017
I had the site restored from backup and was just delighted to discover the restored version was a copy of the empty, deleted site. Apparently it took godaddy more than 48 hours to get to my restore request, by which time their system had re-run and overwritten the backup of my site.
So… it’s gone for good. The database is still there, so the most important stuff (community posts) remains safe, and of course I have local copies of the game itself. But there are no copies of the site files left online.
I’m going search my old desktop to see if there are any old backups from when I originally set everything up, but I’m not hopeful. Most likely I’ll have to re-build the site from scratch.
… on the bright side, though, I haven’t lost too much momentum on the development side of things. I’m continuing to overhaul the vegetation system and am making some good progress there. Even if I can’t get the site back for a while yet, I should be able to at least put up some blog posts.
And thusly the forums return to us, like a pheonix rises from the ashes!
Or a zombie arises from the grave!
Or cancer returns after you think you’re- okay I think we’re done with this simile. The forums are back!
Still working on the main site, which is going to take a lot more effort to get back.
The theme I was using, bluemasters, hasn’t been updated to Drupal 8.x, and the alternative themes I was looking at just straight up don’t work for some obscure reason I haven’t been able to work out and that google isn’t giving me the answers to. The css doesn’t seem to be being applied somehow, so you end up with Times New Roman on a white background.
For the record, game development? Nowhere near as painful as website development. So yeah, mad props and/or condolences to the masochistic bastards who do this for a living!
Posted in Uncategorized on April 8, 2017
So how has your Saturday been? I spent all of mine on the phone trying to work out what the hell happened to my goddamn website. This is exactly how I wanted to spend my weekend. So much fun!
Sigh… long story short, malware infected the website. This is part of a pattern of automated attacks we’ve been experiencing this last month, which is doing wonders for my newfound motivation to work on and discuss my plans for the game. /s
As usual, the security system I pay for on the site disabled the problem-code before I even knew about it, and I started the process of getting the site manually cleaned and restored. I’m getting quite familiar with the process, since this is the 4th time it’s happened in the last month.
And then the site files were deleted. Just… gone. FFFFFFFFFFFFFFF-
The database is still there, so don’t panic just yet: your forum posts are safe. And I store donation records separately, so those were never in any danger. What’s gone is the site theme, images, and download files.
I still have no idea why or how: malware doesn’t usually delete shit. What I do know is that my hosting company, godaddy, is making me pay through the nose to restore the site from backup, as well as charging me extra for automated backups in the future, which I thought I already had.
They said the restore could take up to 48 hours, and even then it’ll still be infected and require a clean, so my apologies to all my community members: the site will likely be down for a few days.
Rest assured I will get the site back, but for now I need to go scream into a pillow.
Posted in Uncategorized on April 5, 2017
I’m returning to goal-driven development. Experimenting with an aimless, careening development path provided some benefits: I’ve made tweaks and implemented systems I might not have done otherwise. But, predictably, having a goal and driving towards it is a more productive strategy.
So with that in mind, these are the goals I’ve identified and intend to complete (or already have completed) prior to releasing Species 0.10.0.
Temperature System Overhaul
Check. I still have some balance work and polishing to do (P. specium can’t actually survive to reproduce in the current development build, which is a slight problem) but the foundation is solid.
Also, I was reminded that water feels colder than air because it has a higher thermal conductivity, and not because the water is actually colder. You can thank Klei’s Oxygen Not Included for that. So… I need to make some adjustments to water’s effect on temperature, and to a creatures ability to ‘read’ temperatures in places they want to go, in order to take that difference into account.
There’s still a few edge cases, and they are perhaps going to need a bit more in the way of foresight. “Ooh, there’s food in the water! I’ll just go and- OH GOD THE WATERS FREEZING GETMEOUT GETMEOUT GETMEOU- Ooh, there’s food in the water!”
Although the aforementioned water thermal conductivity change may have an impact on this, so I should look at changing that first.
First things first, I need to crush your hopes and dreams. This isn’t the “evolving plants” overhaul I have planned: that’s still on the backburner for now and considered a low priority.
But some changes are necessary to the current placeholder system, including changes to the way grazing the ground cover works (already implemented and I’m quite happy with them, will discuss in the next blog post), as well as extensive improvements to the mechanisms vegetation uses to grow and re-grow.
The goal is to make vegetation a more consistent feature of the biomes it appears in. This will mean faster growing tree’s, and we’ll be taking away a creatures ability to kill a tree by exhausting it: it will instead enter an inedible state until it regrows.
Additionally, I’m looking at the possibility of foliage/fruit/nuts that fall to the ground, to ensure the larger ‘feature tree’s’ (palm tree’s and pines) are still a relevant part of the environment for creatures that cannot reach their crown.
Oh, and I’m also looking to kill the ‘tree lag’ that comes as a result of only updating vegetation objects once every few seconds. I have a much smoother system in mind.
Mutiselect & God Tool improvements
I spent a fair bit of time implementing a system that allows the game to display multiple selection circles (it uses the same rendering technique as the fake shadows).
Should probably put that to use! What I have planned is…
1. The ability to drag a box around a group of organisms to select them. Or you can click on a single organism and then click a “species” button to select every organism in it’s species. Or you can select trees. The dialog in the bottom right will display relevant information about the current selection, whether that be a creature, group, species, tree or group of tree’s. This should all be far more user friendly than the ‘modes’ we have currently.
2. The ability to heal, feed, move and irradiate entire groups at once. I’ve never been particularly fond of these functions (in the long term I feel like they should be done indirectly, by giving orders to nearby rovers), but while the game remains the sandboxiest of sandboxes I consider them a necessary evil, so I might as well at least make them easy and fun to use.
3. “Suggestion”. The ability to right-click on an object and draw the attention of all your selected creatures to it. So if you right-click on a plant, they will approach it and may start eating it. Similarly, if you right-click on a fellow creature, they might attack it, mate with it, or simply examine it. And if you right-click on the ground, they’ll go there if they don’t have anything better to do.
The is idea is that this isn’t a means of controlling the creatures: you are simply directing their attention. Further, any creature that is distracted by other needs might well ignore your suggestions, or interpret them in a way you’re not expecting. A species you bred in the nursary will be significantly more obedient than a wild one.
Finally, I’ll be implementing a new “Initialise” option to generate a number of Primum litatio and Primum praedator, instead of Primum specium. Together, these two species will form a functional, if basic, predator-prey relationship from the very start of the game.
In addition to simply being a great starting point for a simulation, this option should allow me to rapidly iterate on and balance the game to make predatory behaviour a viable survival strategy. This should in turn make it easier for P. specium‘s descendants to start preying on their cousins.
Posted in Uncategorized on March 14, 2017
A unexpectedly influential addition in 0.10.0 is the addition of a Stamina meter.
I’ll explain why we need it after I explain what it is.
The stamina meter has some basic, functional similarities to the stamina meter you might find in other games: it’s a meter that is used up when creatures do something exhausting, like sprinting or attacking. But it is quite a bit more complex under the hood. Here’s how it works:
Obviously, creatures will use up their stamina when they engage in any ‘exhausting’ action: walking and running, attacking, those sort of things. Less obviously, both the strength/speed of these actions and their stamina cost will be linearly proportional to the creature’s stamina at the time. An exhausted creature will run slower and be weaker than their fully rested counterpart.
This will have several interesting results. A creature which triggers the ‘flee’ response will begin by sprinting as fast as it is able. As it runs it’s stamina will drop, so it will slow down, but also use less stamina. At a certain point, it’s stamina regeneration (metabolism) will reach equilibrium with its run speed: this will be the fastest run speed it is capable of maintaining. A high speed stat won’t necessarily make a creature faster if their stamina regeneration (directly proportional to metabolism) can’t keep up.
Similarly by virtue of how the system works, a creature’s initial attack will be its strongest. This should be a boon to predators, allowing them to kill weaker prey with one blow. I’m also considering add a stamina cost to getting hit, to further advantage the creature that lands the first blow.
Tangent: Speaking of boons to predators, one change I’ve made recently is to significantly reduce all creatures total hitpoints (/10) and increase their damage resistance (x10) to compensate. This will make it less costly for the survivor of a fight to heal damage, making hunting more rewarding.
So, why did I think a stamina bar was necessary? Because of the temperature overhaul mentioned in the last post.
I was thinking about the effects of cold and heat on creatures. None if they’re operating at optimal temperature, damage if they’re exposed to hot or cold extremes… but what about moderate temperatures? Real-life creature’s don’t get hurt from moderate changes in temperature, but they don’t enjoy it either. Besides, the game has far too many causes of damage already: gradual health loss has been my go-to source of selection pressure since 0.4.1, and I really need an alternative.
So I wanted a ‘stage 2’ state for creatures that were hot or cold, but not too hot or cold. In real life, creatures sweat, pant and shiver… all of which are thermoregulation adaptations and have nothing to do with their internal temperature being non-optimal. How do creatures without these adaptations, reptiles and amphibions, respond to non-optimal temperatures?
They sleep. And there’s my answer: mild non-optimal temperatures should make creatures lethargic, and slow them down without actually hurting them or costing them energy.
That realisation lead to the implementation of Stamina as a means to control their speed and cause them fatigue without hurting their health. Their maximum stamina (the orange bar) at any one moment is directly proportional to how close their temperature is to optimal at that moment, so creatures who maintain an optimal temperature will be able to move and attack with far more strength and speed. Additionally, if their temperature is bad enough (freezing/burning to death), they will not be able to move, which is a death sentence even before temperature damage kicks in.
This gets really cool in it’s interactions with other systems: one thing that’s been bothering me is endothermism’s ties to a higher metabolism and more active lifestyle. Originally I assumed I’d need to implement something manually: factoring metabolic heat production into the speed calculations. But with this stamina implementation I don’t need to because those ties are likely to emerge as symptoms of this system. Creatures capable of thermal regulation will naturally be faster and more active by virtue of always operating at their optimal temperature, while their ectothermic counterparts will slow down or speed up based on the current temperature, just like their biological counterparts.
Posted in Uncategorized on March 7, 2017
Every time I feel a bit enthused to come back to write a new blog post I feel obligated to discuss my absence and motivational issues. After all, I can’t just come back and pretend everything is fine. Everything is not fine, I’m having motivational issues. Motivational issues are not fine.
But then I start writing about it and get all introspective and offer solutions and then get self-conscious and realise I’ve made promises in it I may not be able to keep and scrap it all and then the brief period of motivation has passed and so I don’t post anything to the blog. Blargh! I must have written my “comeback” post six times by now. I’ll be honest, I’m sick of writing this post over and over.
So… screw it. I’m not talking about it. This is me not talking about it. I know it might look like I’m talking about it but I’m not. It’s actually just Venus reflected by swamp gas. These are not the droids you are looking for. Have some conveniently distracting pictures:
This is the new (read: months old but I haven’t shown it to anyone yet so that makes it new) underwater shaders in action. Before this the underwater visuals didn’t actually work: going underwater would make the water plane disappear, there was no fog, and the ground was lit the same as abovewater. This was why we had to clamp the camera above the water plane and make creatures swim on the surface.
Of course, this was all implemented when I thought underwater creatures were going to be the major feature of 0.10.0. That’s fallen by the wayside, but the visual improvements are still there and they do improve the general appearance of the game quite a bit.
Aside from the visual improvements, I’ve also implemented a significant upgrade to the temperature system.
In 0.9.0, a creatures energy loss due to temperature was determined simply by comparing the external temperature to their optimal. This works fine for passive temperature adaptations (for example, evolving fur coverings), but it doesn’t allow for them to *respond* to temperature changes. Since they have no thermal inertia, dedicated thermoregulatory behaviors like basking in the sun, splashing in the water or huddling together for warmth are useless. Behaviours like that might temporarily reduce how rapidly they lost energy, but wouldn’t stop other forms of energy loss entirely and would prevent them from seeking food. Ultimately, with the thermal system as simplified as it was, these behaviors would be a complete waste of time and energy for the creatures engaging in them.
So I added thermal inertia to the system, followed rapidly by a metabolic heat production gene, which for now I’m calling “endothermism” even though that’s actually a misnomer. Endothermism also ties in with optimal metabolic temperature: as a placeholder, I’ve set it to 38 degrees (human operating temperature) for 1.0 endotherms’s, and 28 degree’s (arbitrarily chosen) for 0.0 ectotherms’s.
(I’ll note that the things I’m writing here are driving biothermal regulation experts into a frothing rage, but they kinda deserve it for making their field needlessly opaque with polysyllabic words. I DON’T BELIEVE “POIKILOTHERMIC” IS A REAL WORD)
Insulation was sort of already there in the game, so naturally I completely removed it and started over. Although I did use it’s values to help work out some of the new insulation values for the various furs and skins.
All of this is extra complexity, but it’s for a good cause: with it, we can implement the thermal regulation behaviours I mentioned before. So for example, an endothermic creature can “huddle”. Huddling decreases surface area, which increases insulation, which can be an effective way to increase the body temperature of endotherms. Joining an existing huddle is even more effective.
Other implemented behaviours are “Basking in sun” and “Basking in shade”. The “bask” action increases their surface area, meaning they reach equilibrium with the outside temperature sooner. Swimming also provides cooling, simply due to the cooler temperatures of the water: I haven’t gotten to the point of implementing it as a seperate behaviour yet (and suspect I may not need to, since creatures naturally understand to move towards cold area’s like water when they’re hot).
Speaking of water temperatures, I’ve been trying to work out what temperature the water should be in relation to the atmosphere. I initially implemented it as a constant “AirTemperature – 10”, but that’s not good enough. The deep sea supports homeothermic creatures precisely because it is always a constant temperature, so depth needs to be factored in. But depth doesn’t acutally matter unless the creatures can movement up and down on the Y axis, and I haven’t even decided yet whether I want P. specium to float or crawl along the seabed.
In short, progress may be slow but it is still being made! More info to come soon.
Posted in Uncategorized on June 10, 2016
If you’d asked me 6 months ago, I’d have said Species 0.10.0 would be my opportunity to work on dietary chemistry. Biochemistry is the lynchpin for several major features, and I’m quite keen to get it working. Plus who doesn’t like complicated flowcharts filled with biochemical technobabble?
But then I rethought that plan…
If you’d asked me 3 months ago, I’d have said Species 0.10.0 would be my chance to add swimming and marine ecology. Swimming is more a sideline feature, but it’s big and flashy and it’s a noticeable lack in the game right now, since we have the water plane but not swimming. Plus I’d already started work on the underwater shaders, and was dropping hints about it in the forums.
But then I rethought that plan…
But I do have some idea’s.
I’ve been playtesting the game myself, trying to work out what’s missing. And there is definitely something missing. For a game with an infinite possibility space of procedurally-generated, evolving creatures and a whole variety of different biomes, it’s weirdly predictable and samey. That’s actually a word. Apparently it’s British.
It’s a problem that plagues procedurally-generated games in general. Humans are irritatingly great at pattern recognition: they can spot when entities share animations and behaviors. Different games get around this problem in different ways, to varying levels of success… but that’s a topic for another post.
In Species 0.9.0, this manifests itself in quite a few places. There’s the ‘template’ bodyplan: once you spot that all the creatures are vertebrate hexopods, their appearance becomes a lot less interesting. The basic behavior of “walk around slurping up food sources and spawning babies, then die” is also problematic. If you’ve seen P. Specium’s behavior, the behavior of many evolved creatures won’t be new to you. But how do we address something like this?
The obvious answer is “variety”, but that could refer to any number of different things.
Like in real life, creatures really should engage in far more behaviours than just seeking food: not just social and territorial behaviours, but also various actions related to temperature regulation, seeking other important resources (water and oxygen, most notably) and finding a place to sleep. Even the generic “eat food source” behaviour could become a heck of a lot more interesting simply with the addition of different types of food sources: there’s a gulf of difference between catching insects in your beak, picking grubs out of the ground, and grazing on foliage.
Currently, there’s only really one survival strategy: “walk around slurping up food sources as efficiently as possible”. In addition to more behavioural variety, we need the environment to provide a wider variety of niches for creature’s to occupy in order to encouraging those varying behaviours to co-exist in the same world.
At the moment it can be hard to identify variety even in cases where it genuinely exists. Creatures can die from overheating, freezing, starvation, old age, injury, harmful mutations, or player-instigated robomurder, but what players generally *see* is a creature lying down and exploding. Without knowing the context of why and how it died, all death get’s lumped into the same boring “ran out of health” category.
I don’t know which of these is most vital, but my thoughts at the moment are that any of these three… features? concepts? themes? … are more important to the current build of the game than Biochemistry or Swimming would be.
I’m actually fairly far off the beaten track here: unlike previous updates, where I had completed most of the design work well in advance, 0.10.0’s development will be more reactive and involve a fair bit of improvisation. I don’t have a checklist of features to complete this time around.
At the moment I’m focusing my work on one of the items under “Behavioral Variation” (can you guess which one?), but I suspect I’ll drift between a variety of features as the update comes together. I also completed a number of smaller tasks while I was rethinking my evil plans, and I know how much you all love aimless ramblings about the technical minutiae of development, so stay tuned!