In-game encyclopedia


#42


Here’s a quick node map based on a quick landscape I did, showing lots of interconnected biomes, and below that, an example of how a patch can have well over 8 neighbors.

Why should it split in half? I imagine, based on how well and how quickly your new species can compete with your old one, you could end up with a population larger or smaller than theirs, or your population can flourish alongside theirs without decreasing it very much. Splitting it in half kinda feels like an unrealistic and gamey representation of a pretty important game mechanic. I suppose it might work until we have a way to properly determine that sort of stuff, though.

I definitely like the idea of you being the first and only cell to evolve a nucleus. A while ago I did mention the idea of there being a really rare chance for another cell to evolve it as well, so your planet would have two completely separate lineages of eukaryotes (though I feel there’d have to be a significant difference in the nucleus and its effects for that to be any meaningful)


#43

That looks really nice. I’m a bit worried about giving the player geographical information in the microbe stage because I think we want to reveal that later, with voyages of exploration and satellites. For example in this image can you see where the continents are? If I told you light blue was coastal can you see them now? And that’s without connecting lines or knowing what the dots mean.

Moreover does the player need this geographical information? If they are moving from abyss to ocean does it matter if that’s north or south or 5 miles or 500 miles?


#44

I wasn’t suggesting that the geographical map be displayed, I was just showing it alongside the node map to give you an idea of how a node map based on it would look. I can see that the location of the continents is somewhat apparent in my map, but that’s probably just because of the way I drew it. A computer-generated one would probably look more random. You could still tell there are continents - even without terrestrial biomes included, there’s still the shallow ocean biome which usually suggests a nearby landmass, but their sizes, shapes, and locations shouldn’t be correct.


#45

Yeah ideally we could build a planetary map based on our patch node map so we don’t need a completely new system once you can be on land and such.


#46


Did a quick drawing on my whiteboard, trying to figure out how nodes (and grids) could handle maps that loop around (e.g, planets). The nodes ended up a little messy sometimes, (I like how the big map at the bottom middle looks though), and I couldn’t get a grid to handle it at all. In the bottom right, I also messed around with the idea of node paths being able to wrap around the edge of the frame instead of having to go all the way through the middle.
Apologies if the colors are hard to differentiate