Prokaryote Gameplay

Oh definitely not haha, I mean drifting that you can control. I just called it drifting to distinguish it from ameboid movement and the swimming/undulation of having cilia/flagella. As you said I don’t think a cell without movement organelles should be completely uncontrollable and immobile, only slower than a cell with a movement adaptation.

In the past there were ideas of the original cell starting out by pointing and clicking spots on the screen and your cell drifts there (so you’re not actively pressing WASD), but I don’t think that would be as fun.

By this I mean approximately the radius that the player can already see around their cell. Then later upgrades of chemoreception would allow you to see a wider radius around yourself when you zoom out (but plateauing at a certain point). We’d need to make sure to balance it so the initial radius is not too restricting and the upgraded versions not too revealing.

Reading over some other sources it seems like on average the difference is only around 10x, with more extreme cases being 100x or more. I do think we should rescale the hex grid anyways for some other reasons also, but that’s something we need to test out first to see if it’s a good idea. Otherwise yeah we could just have the player start as a single hex.

@BadOmen I think it may be a good idea to lock phagocytosis to eukaryotes anyways to incentivize the player to evolve a nucleic core.

Yeah membrane fluidity/rigidity will definitely be an editable trait as well. There is some good concept art on this as well from a user whose name I forgot but also made the latest devblog concept art.

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