First of all, really appreciate this reply. I’m glad to see you see the strength of the foundations of this concept: even though I really started believing in the strength of the concept as I could fit more and more adaptations within it, I was constantly wondering “is this something that won’t resonate at all with the community/other developers?” while making it.
You do bring up many good points.
I think one of the benefits of having something like center of mass relate to limbs is that the system has more of a framework to work with, even if placement is relatively free form. If the distance between a center of mass and an appendage/limb has an effect, then auto-evo has some sort of parameter it can work with. The additional joints and segments on an appendage is a bit more complex, but with that, something like the streamline relationship to appendages (longer appendages reducing streamline) can also have an effect. There obviously is more to think about with positioning, but we do have atleast some frameworks existing (hopefully) with a concept like this.
I think that’s a fair assessment for certain parts of this document. My approach to the concept initially was creating the fundamental constraints, providing a framework that can allow customization and choice in a way that is comprehensive but manageable, and demonstrating how tying these frameworks with these constraints can result in desirable gameplay. So in numerous parts of the concept, a general demonstration of ways we can fit in diverse adaptations took precedent over the exact nature of those adaptations, which leads to the point you bring up: correlation, or causation?
The following section of this post is as a whole somewhat rambly, but I think it’s all related to the points you bring up related to gradualism.
Relating to the above, progression is absolutely something that must be considered heavily in an extremely dedicated matter. Relating more to the approach of this document: this is an attempt to organize a large number of potential adaptations in as cohesive of a dynamic system as possible. In the hypothetical editor experience I visualized throughout most of creating this concept, I imagined a sort of “free build”, where the primary question was: how could we possibly organize all the information and detail needed to create an editor that could resemble as many life forms as possible? So again, in pursuing those general frameworks, there are areas which do need some considerable refinement.
I think there are three challenges to approach with progression…
- How do we present progression in a way that encourages gradualism?
- How do we adequately present this gradualism in a way that isn’t extremely convoluted, or overly simplistic?
- How do we present gradualism in a way that doesn’t completely lock the player into a specific path, but also reflects the “commitment” behind several adaptations?
The first one I think is something that relates to the two other bullet points, and the second one is something that I think can be solved with intentional thought behind when “unlocks” occur.
The third doesn’t necessarily keep me up at night, but is one of the more challenging aspects of this editor. We don’t want there to be a case where the Thrivian version of an arthropod suddenly evolving an internal skeleton rather than an exoskeleton, or a mammal immediately transforming itself into a fish with gills occurs.
I think one approach we can keep in mind: we have to expect that some of this will occur in Thrive, just for the sake of player approachability and the fact that we are ultimately an editor-based game. Being a sandbox game, we generally avoid “locks” as much as we possibly can, unless that lock is tied to a stage progression. So there will be points of time where a player could hypothetically jump across an evolutionary “decision” rather easily, or revert a change.
So the way we approach this is - with this acceptance of the above fact - having a discussion and categorizing different “categories” of adaptations as ones that we are okay with being a bit more flexible for the sake of customization, ideal progression, and ease of development, and adaptations that we want to make sure are more strict and “commital”.
For example - in my mind, choosing between an exoskeleton and an endoskeleton should be really definitive, and I really would not want any ability to switch between the two after a certain relatively early point. Changing your Skin Type should be a really big deal. On the other hand, changes to your extremities are something that I can accept as being a bit more flexible considering how dynamic appendages and extremities can be.
I think ultimately, this sort of difference between commitment to an adaptation and not being committed to an adaptation will be making certain changes undoable if you have features which are derived from that adaptation. For example - if you have any sort of joint, you cannot switch between being something with an endoskeleton, an exoskeleton, or a hydrostatic skeleton. That way, you can switch pretty early on in the stage if you’re trying different things, but you wouldn’t be able to switch once you have any sort of limb or tail. Or for Skin Types, you cannot switch if you have certain adaptations or features that are unlocked by that Skin Type - for example, you cannot switch from reptilian scales if you have scutes, or from feathers if you have feathered appendages, etc.
That isn’t to say that these fundamental mechanics cannot be tweaked in order to encourage more gradualism, mind you. Just a general thought on the topic as a whole.
I do agree that the starting point of the Macroscopic Stage should be a bit before the urbilaterian, though I do think that level of complexity should be unlocked somewhat soon. Very interesting thoughts about symmetry, and I do like the sound of several of your suggestions. I think discussion of the beginning of the stage can be informed by an overarching framework such as this - and that discussion can alter that framework as a result.
Yeah, that was something I was beginning to think about towards the end of this process. As you mention, some of the most explosive animals have rather massive limbs because of their muscle. You see this in ungulates and species of feline, such as horses and cheetah.
I do still think that certain extremities should interact with the mass of an appendage - for example with damage or offensive weapons - and do think that certain extremities should use this constraint in a way that relates to mobility. But like you said, there definitely needs to be another layer of care dedicated towards musculature.
In my head, buoyancy ought to be a stat derived from your parameters and the effects of specific parts. So that can be an important distinction to declare; instead of mass or center of mass determining your behavior in fluids in broad brushstrokes, Buoyancy itself is an independent stat that mass and center of mass effect, but don’t necessarily define.
You do bring up a very interesting point with your distinguishing between CoM and center of weight (CoW). That is the tough part about designing an editor with such a scope; there’s a bunch of nuance for different situations. Because I do think it’s important that a generalized parameter like CoM exists, but it doesn’t necessarily act cohesively in all cases where we would like it to.
I wonder, if anything else, that specific parts like swim bladders can alter the effect that the mass of your torso/parts in a specific area has on your CoM, in a way that is more impactful in organisms with less mass but less impactful in an organism with more mass? That way, CoM remains as a definitive constraint and we still demonstrate the fact that larger mass organism do tend to have more weight, but we provide that sort of nuance needed behind animals shifting their weight with specific adaptations.
I will also bring up that I am open to changing the name of different constraints (especially for CoM, since that can be a very nuanced discussion).
Part of the reason why I wanted a parameter like CoM is that there would be some sort of relationship between where an appendage is on your body and the impact of that on various stats - being closer to your CoM favoring certain things, while being farther favoring others. Though if auto-evo still would find that difficult, there can be more rigid treatment of limbs in terms of maybe snapping onto a specific metaball for the AI.
That was me trying to find something that would work akin to the “wrist” or “joint” designation, which lets the system/auto-evo know “hey, the player/this AI is trying to evaluate this as a wing.” Cases like flying squirrels, sugar gliders, or the draco lizard honestly give me a lot of grief - could that potentially be a skin attribute? The answer there is pretty difficult to deal with; but hey, so is the topic of the origin of flight for paleontologists.
Fused joints could ideally be some sort of thing that signals the transformation of a limb the player was utilizing for unpowered flight/gliding into more powered forms of flight. It could maybe be dealt with like a special sort of digit/extremity that is applied at some point, though limiting when it can arrive would be an interesting question.
That is a good point, and something I thought about when creating that requirement as well - beyond bats, I’m sure many players would like to create some sort of wyvern-like organism, or a pterosaur-eqsue animal. I think that is enough to drop the requirement of having the appendage be wristed - the question yet again goes back to adequately limit progression to flight.
There also was a bit of question in my head of “how do we represent the biomechanics and physics of how wings are usually evolved near the front rather than the back limbs?” But I think that can be dealt with by having flight benefit much more from a forward CoM (really important for stability).
Perhaps the thing with flight isn’t fully a matter of making it be “locked” until really late, but instead have it be something that requires an extreme amount of commitment; you need to make sure your organism has lower mass, has a forward CoM, your appendages have to be really oriented towards a specific parameter, etc.
This didn’t properly address everything you bring up, but I do think there is something of value in the framework. Many of the points you bring up can be individual topics themselves - what really mattered to me with this document however is creating a sort of lens we could use to look at the editor with, and illustrating examples of this lens in action. It’s really hard to talk about the starting point of the stage without knowing how the editor works, how to talk about wings without knowing how appendages/limbs could work, how to understand how we can present dynamism without understanding how our stats could work, etc. So I hope we can establish atleast one basis of understanding that we can base some sort of future concepts on.
The above paragraph isn’t to say I’m not currently interested in discussing those individual topics you bring up, mind you!