CONSTRAINTS
As I discussed before, I really do think having constraints which the player must cleverly deal with fundamental challenges is going to result in the greatest amount of engagement, excitement, and diversity, with clear lessons learned from KSP. And I do think that managing these constraints should be among the largest components of editor gameplay.
Again though, it is important to have these constraints be interrelated as much as possible, and have them be approachable and universal so as to not throw 50 different factors at the player to consider at a moment’s notice.
Relating these general constraints to secondary stats can help us understand how they can manifest in gameplay, and will better inform us on how to approach providing tools in the editor.
Biodynamics
Revolves around the movement and mobility of a creature. I think this should be one of the more “active” and engaging constraints a player faces, encouraging a bunch of tweaking and playtesting. I think such a system will ultimately need to represent these aspects:
Center of Mass
If possible, assessing where along a creature’s length their center of mass would result in really interesting emergent dynamism with the editor.
Marine animals with a center of mass closer to their front (sharks, crocodiles, rays):
- Have stronger limbs in the front, optimizing striking and lunging capabilities.
- Find it easier to swim downwards, being generally better optimized to diving.
- Spend less energy swimming since they are better able to “cruise”, reducing movement costs.
- Are generally less nimble and agile.
- Have more prominent fins in the front to help balance movement.
- Are better able to stay attached to the ocean floor.
Marine animals with a center of mass closer to their rear (tuna, sailfish, flying fish):
- Have stronger limbs in the rear, optimizing movement and explosiveness in movement.
- Find it easier to swim upwards, being generally more buoyant in propulsion.
- Spend more energy stabilizing orientation, thus increasing movement costs.
- Are generally more nimble and agile.
- Have more prominent fins in the rear to help stabilize.
- Are better able to breach the water surface, escaping predators.
If we’re looking for a mechanic which makes limb location influential and dynamic, this is a good one. Along with influencing stats, including a measure of center of mass can result in incredible divergent gameplay in the editor, influencing choices made and the positioning of limbs and providing greater depth.
Note that having center of mass be relevant vertically as well will be important for land, but is generally less important for marine animals. Discerning where the center of mass is along the x-axis of an animal is good for the early macroscopic stage.
“Streamline” Measure
Having some sort of measure of being “streamline” would be an important thing to include. It is something most marine animals should generally prefer, but is traded for in certain abilities, such as armor or certain limbs. So players should balance being streamlined between potential improvements in other avenues, such as combat and maneuverability (burrowing, ability to reach land, etc.).
In general, being more streamline reduces the impact of currents, and increases top movement speed. Being less streamline means currents can grab you more, and decreases how fast you can go.
Otherwise/concurrently, the more traditional stats derived from biodynamics include:
- Speed: The top speed you can reach.
- Agility: Ability to turn, as well as acceleration and deceleration.
- Buoyancy: How easy it is to swim upwards or float as opposed to sinking or diving. Influential in benthic v. pelagic lifestyle choices. Neutral buoyancy would probably be desired by most swimmers. Note that we should generally represent buoyancy through movement costs associated with going up or down as opposed to actually making the player sink or float upwards unless buoyancy measure is extremely towards a certain direction - it could be annoying for players to constantly press space or control.
- Movement Costs: In general, more explosive movement styles require a lot more energy. Your body plan will also influence movement plan efficiency, with smart placement of limbs in response to constraints placed on your body plan going a good way in making movement more or less efficient.
Certain adaptations, such as swim bladders, can generally reduce the impact of constraints such as center of mass if a player wishes to avoid them. They won’t be impacted by the negatives, but they also won’t benefit from the positives.
Mass
Mass is probably one of the more intuitive constraints a player will face. In general, as a player grows bigger, their mass will increase.
- Influences how strongly center of mass affects animal; less massive animals won’t have to worry about their center of mass as much.
- Influences total health, with larger animals being better able to take damage.
- In general, reduces agility and slightly increases movement speed, up to a certain point. Reduces general buoyancy, requiring more adaptations to remain neutral.
- In general, increases the force production of an animal, increasing damage. Note that smaller muscles are more efficient at creating strength however, so there is a tradeoff; beyond a certain size, strength is lost.
Mass also has a strong influence on your metabolic rates. Larger animals generally need more food in terms of sheer quantity, but have reduced metabolic rates, meaning the same amount of food lasts a bit longer. However, I believe metabolism should be more specifically discussed before discussing this aspect of things.
Surface Area to Volume Ratio
Surface area is multi-faceted, affecting metabolism, respiration, and movement. It will be more important for soft-bodied animals and for certain types of skins/thickness, influencing evolutionary strategy. Movement effects will be a bit more universal. Note that for every bullet, the opposite statement is true (if higher surface area to volume boosts x, then lower surface area to volume reduces x)
- Higher surface area to volume increases buoyancy.
- Higher surface area to volume reduces health.
- Higher surface area to volume increases the impact of currents, as there is more of a “sail” to catch.
- Higher surface area to volume decreases speed and increases agility due to drag.
- Higher surface area to volume decreases tolerance to cold, but increases tolerance to heat.
Questionable
Square-Cube Law: The square cube law is an important constraint to represent that we surely should put some thought into. I put it here though because it is a multi-faceted feature which influences other constraints in dynamic ways, influencing metabolism, movement, growth, and more. As such, a lot of thought would need to be put into explaining this feature.
Ultimately, I think creating really well-made mechanics centered around these constraints would be really worthwhile and would go a long way in making the Macroscopic Stage really fun. Hopefully it’s manageable for auto-evo as well.