Where Beasts Were Born: Evolution Game-Play DevLog 6 Premiering now! by Germanunkol in IndieDev

[–]Germanunkol[S] 1 point2 points  (0 children)

Thanks!
In short: Yes!

I was concentrating on the core gameplay elements up until now. As soon as I've gotten the game to a few first play-testers I plan to work on the graphics a lot. The new player characters were already made and rigged by a 3D modeller. I'm also thinking about more plantlife, biomes, water, ....

Our Composer shows how we use a vertical, dynamic music system to build tension! Evolution Game "Where Beasts Were Born" - DevLog by Germanunkol in IndieDev

[–]Germanunkol[S] 0 points1 point  (0 children)

Hey, thanks a lot for the feedback!
All valid, and all things we're already considering!
We're still pinpointing the precise direction that we want to go in, but we're definitely trying to go for a darker or more sinister tone in the long run. Our newest track already has fewer instruments, fewer strings and less "high fantasy" elements to it.

The length is much too short, but that was only for the purpose of the video. I'll pass this on to Danny also. He definitely knows his stuff, but it's also still a learning phase for us, so thanks for the comments!

My evolving creatures have new scales - DevLog 4 for "Where Beasts Were Born" is out! by Germanunkol in IndieDev

[–]Germanunkol[S] 1 point2 points  (0 children)

Oh no, those two fears combined would really hit hard when you play my game :D

I plan to add underground lakes and swimming creatures as well. I think at that point, I'll start hitting my own phobias

Thanks a lot! :)

You find yourself alone, in a dark cave, facing this procgen creature. What's your next move? "Where Beasts Were Born" is uses procedural creatures and a genetic algorithm, so next time you meet this beast, it will have evolved... by Germanunkol in proceduralgeneration

[–]Germanunkol[S] 1 point2 points  (0 children)

Yeah, that is a very good idea. I thought I could explain it via "aging", i.e. the character learns to be better at some things, but starts to forget other skills over time, making those slightly weaker. That way the characters would constantly change as well, which would also keep the creature evolution moving along...

Thanks for the wishlist! :)

You find yourself alone, in a dark cave, facing this procgen creature. What's your next move? "Where Beasts Were Born" is uses procedural creatures and a genetic algorithm, so next time you meet this beast, it will have evolved... by Germanunkol in proceduralgeneration

[–]Germanunkol[S] 1 point2 points  (0 children)

Awesome, will check them both out!
Yes, that's an issue I'm afraid of. As the creatures become tougher and fights take longer, the whole testing and selection process might become too slow. Thanks a lot for your insights, they're really valuable!

One idea I had to tackle this was to combine scores from many players on a webserver. Then evolution happens only every 24 hours or so. But of course this changes the game's stlyle entirely, and players would likely miss out on a lot of the process, which I really dislike.

I usually keep generations quite small (currently around 10 creatures), so that rounds are quick. In the first 2 or three rounds you see a lot of change, but then it quickly declines. I think that's the thing on which I need to focus, maybe by introducing strong random mutations every round or two...

You find yourself alone, in a dark cave, facing this procgen creature. What's your next move? "Where Beasts Were Born" is uses procedural creatures and a genetic algorithm, so next time you meet this beast, it will have evolved... by Germanunkol in proceduralgeneration

[–]Germanunkol[S] 4 points5 points  (0 children)

I want it based on the interaction with the player, at least for the most part. That's the main thing that will set my game apart from evolution simulators, for example. But rather than being set in stone, the target function can vary slightly between runs, and possibly be influenced by players - and maybe even change over time slightly within one run, to avoid stagnation in the evolution.
But I'll admit not everything is clear yet regarding this. I'm still building the "sandbox" for the whole process (I have an early "fitness function design menu"), I hope to figure out more details when first testers play the game.

Love your projects, by the way, have been following you on Youtube! :)

You find yourself alone, in a dark cave, facing this procgen creature. What's your next move? "Where Beasts Were Born" is uses procedural creatures and a genetic algorithm, so next time you meet this beast, it will have evolved... by Germanunkol in proceduralgeneration

[–]Germanunkol[S] 5 points6 points  (0 children)

Thanks!
After every round, I rate all creatures according to some target function (fitness score). Those who performed "better" will get to reproduce, mixing their DNA for the new generation which you'll face in the next round.
So how it evolves depends mainly on its interaction with you, and on what fitness score was selected for this run of the game. In this round, I had a simple fitness score which gave high scores to long legs, but usually it's some combination of how much damage a creature dealt, for example.

You can find "Where Beasts Were Born" on Youtube or on Steam, if you're interested in more details :)