Hey, the goal of thumbnails is to (1) inform what the video will be about, and (2) attract attention, so the reasoning here is that if the main topic of the video (seducing mates) is also likely attract attention, I will give it space in the thumbnail. Very open to feedback though!
That's a crazy big change in the look of the creatures! Multiple colours, Flashy Bodyparts, multiple bodyparts per section. Good job dude! Very excited about the update!
Something about his eyes, the tails... the colors... they make me feel... Something. What is it? "How to seduce a partner in an evolution simulation" ah.
I can’t wait for the inevitable random mutation world we’re gonna see to show how all these awesome things come about naturally those are some of my favorite videos.
The amount of really cool engine upgrades being snuck into these updates is impressive. Multiple parts on the same slot, and multiple colours on the same animal, both add SO much.
Evolution be like: choose the guy with high speed, better camouflage, stronger ect? Nah. Choose a guy because he looks pretty(it gives 0 advantages other than looking good)? YES SIRRRRRR!!!!
Attractivness in nature & history is almost alway based on a factor that corelates to succes. (Mostly because the young of the females that didnt find succes attractive died off). Hence times in medivial history where obesity was considerd attractive.(obess=not starving witch was a pretty rare and great at times where starvation was a leading cause of death) Being pretty is a testament to 2 differant things; 1 you eat well(otherwise byebye pretty colour/texture). 2 you must be pretty skilled at surviving since you look like the jackpot of mugging target. I am worried for the games ballence tho since from a non evolving beauty standard point of view any thing below max out beauty would be unviable forcing species into taking harmfull atractive traits over benificial ones. Potentialy leading to repeated mass instincion.
Awesome update! Really like the new shader/textures and the sub-slot system! One thought: It might be cool if you found a way to make "attractiveness" more subjective. I believe in nature, what one species considers "attractive" may have nothing to do with what another species considers "attractive". If I understand correctly, your setup has an objective/unchanging method of scoring attractiveness, but this won't evolve creatures that are attracted to each other while looking ugly to us humans, for example...
Dude, this is my favorite of all evolution games, (I play a ton because I’m deranged like that) and easily my top 5 of any game I’ve ever played. I really hope you work on this game for a long time, because it brings me joy every time I see a new post on the channel
OH MY GOSH I don't think I've EVER been more excited for a game update in my LIFE and I've been a wolfquest fan since I was a kid, there are concepts in this game I've NEVER, never seen explored but have always wanted to, the ability to customize asexual/sexual reproduction and the up to six different distinct ones, I know that's the previous video but half of this video has me happy screaming because it's exactly what I wanted to see from this game and then so much more! ^0^
I think this is the greatest sandbox game ever created. It not only allows you to make stuff but also watch as your creations populate the planet and interact with each other, I will definitely buy it once I get a better computer.
I've always enjoyed simulation games like Wolfquest, Spore, the Sims and Equilinox. I'm glad to see this game has an audience and a dedicated creator, who is clearly passionate about his project and keeping players updated on its progress - and as a dinosaur fan, I'm thrilled to see dinosaur parts included on the animals! I'm excited for the next update and will have to pick this game up in the near future. I'd love to support this game in any way I can.
I have been following this game for a while. I really enjoy just fast-worwarding through thousands of generations, killing off the most successful predator, and seeing how things evolve.
What I'd love to see is parts from popular world building projects. For instance the Isla project. Platyphites for instance. Small round plates of plants that grow on the ground instead of grass. Or maybe infrared plates for eyes for creatures. Or hydraulic legs. Or proboscies. That would really make this my favourite sim. Cheers
I think it's a bit limiting for creatures to require legs or fins for movement. What if we had a system where, if a creature doesn't have legs or fins, its speed is determined by the number of body segments? For example, its speed could be calculated to be five times slower per body segment than it would be per leg. This way, you could design creatures like snakes or slugs. Additionally, there could be a special type of body part that attaches to the bottom of the creature and secretes mucus, similar to how slugs move. This part wouldn't be affected by the creature's weight, but it would also make the creature very slow.
I'm sure you already have this in mind, but I'm excited, so I will be redundant; Lots of these attractiveness based traits could have cool additional effects! For example, the feathers could keep the animal warm, or the antlers and hornlike traits could be used as defense against predators.
I like these changes and the idea increasing the complexities of animals in general. I would really really like to see increased realism in regards to central mass and ability to stand upright, the dependency of hunger and heat/cold tolerance on mass, the need for eyes and mouths to face forward etc. Love seeing any developments though
I know one thing that a lot of people have requested is the ability to make limbless animals. I want to build on this, and say that the ability to locomote limblessly should be tied to certain skin types. As an example, one kind of skin could be slimy, with a built-in muscular “foot” like those found in gastropods. Another kind of skin could be smooth scales, inspired by snakes, which could handle hot environments better than the slimy skin, along with having better mobility, at the cost of higher energy consumption.
Great video! I like the new creature designs! By the way, an instinct system that makes certain body parts attractive or unattractive to that individual would be cool, but I don't know how feasable adding that is
I'm a bit worried that this means every animal is going to evolve into a parade float because atractiveness is just how many decorations are on your body and every animal is going to want to be the most atractive. You need to implement an advantage to being unatractive too. Like maybe more atractive pray animals get eaten first by predators because they're easier to spot and atractive predators struggle to get any kills because they get seen by their prey. This won't outright stop atractive animals from existing but it will mean they'll only become purely decorative if it is safe to do so. In other areas they'll balance being noticably defended with being ignorably plain. This will help to make different parts of a world look like different ecosystems. Safe in the rainforrests you'll get lots of colourful birds but out in the savanah everyone will just be brown or gray.
I have an idea where the borrows that some creatures make can have underground sections that you can enter. It will probably make colony type things more plausible.
You need an art director, or someone who can do concept art and 2d assets for you. It would take your game out of that DIY indie title to something as visually stunning as tiny glade.
1:50 Don't procedurally create a texture, you're gonna unnecessary max out your VRam. Change the UVs of the mesh. This might also fix the flashing of the patter while resizing the horns.
805 / 5.000 I am amazed at how much effort you put into your project, really impressive. 😍 After the question at the beginning of the video, I would have thought that a female would choose the healthiest male. Not the one with the most HP, otherwise the simulation would only tend towards "who has the highest HP value" over time. But rather towards who has the largest percentage left. That mean 70%, 82%, 95% or 100% of their maximum HP. Of course I can see, why giving points to attractive body parts, but what if they are worn out, crooked or even broken off (so not 100% HP). Then the partner would have a smaller chance of being chosen. Bright colors "Super" if the partner is sick the color fades. (Not 100% HP) Sound: Loud means healty, quiet not healty. Many creatures show how healthy they are by courting the female. The potential partner could not run away fast enough, he lacks on aerodynamics and took damage. Great Video👍
Glad to have stumbled upon this. This game looks like it might be my jam, and the way you talk through the development process is enlightening and entertaining. You talked a bit about sacrificing player control for the sake of better gameplay, and that's a part of game design that has always interested to me. It's a difficult balance to get right, especially in games with any kind of customisation; it can be frustrating for some players when they start creating something with a vision in mind, only to discover that it just isn't possible to use the game's tools in the way they thought they could. For stuff like the fins that can only be a certain shape when placed on specific body locations, have you considered a potential compromise in the form of some kind of cheat code or hidden option that lets the player put them wherever they want? That way, by default players must work within the game's systems and compromise in creative ways to get around restrictions, but more experienced players or those who just want to get really into the creature creation aspect have the option to use a little more freedom. Think about how the Sims games restrict where players can place objects in order to guarantee their buildings are actually functional, but Sims builders regularly enable the cheats that let them get around this for the sake of creating really unique builds that would not be possible ordinarily. Or how in Spore players use cheats to make creatures far more elaborate than what the game's complexity restrictions normally allow. Just something I thought could be neat.
Wow, this update is going to have a lot of stuff. I like it, but it felt a bit forced, like every sexualy reproducing animals was going to eventually reproduce like this, which is not what happens in nature. That being said hovewer, I am over the moon about the shrooms!
Atractiveness should be something on the same page as hormones and reactions (or a reaction on its own, like: "When see green, atraction += 5" or something) Cause then it would be more realistic instead of "hmmm 30 antlers and ugly colours? Seems sexy!" (also, attraction is subjective, and i have noticed that objective options go in the stat menu, and subjective options go as sliders / in the other menu)
Now that we can make ant-like creatures please give us pack behavior Packs and primates or something (we can add bipedal creatures) you can take that free of charge
Since weight bearing correlates with legs at the cost of speed. We can have it that fins correlates with stability at the cost of speed as well. Which would offer a meaningful reason to evolve more or less fins.
scary and sexy update 💀 bro is going down the minecraft update naming convention route I wonder if its possible to put several ecosystems on a map and have them effect each other?
When you mantioned subslots for body parts atached to body, a part of me have realised that (theoreticly) adding parts on parts(like spikes on limbs) is possible. This could open a lot of doors, especialy for more creative players.
Hey these updates are really cool but I feel like the game hasnt been playable since the new map update and haven't been able to play the game 5 minutes without a game breaking bug on either of my gaming pcs, btw this game has the potential to be my favorite game of all time keep up the work! -Fan since the David Attenborough documentary video