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1. Company name in this case is "Keiwan Donyagard", product name is "Evolution"

2. You can take a look at the code, if you want. You need to scroll down to the UpdateInputs function in each Brain implementation. Here's the running brain for example. 

3. The mutation variable determines the percentage of creatures that get mutated per generation. So if you have 10 creatures about 5 will be mutated during the recombination step. I say "about 5" because the actual number of mutated creatures is still random, based on a uniform distribution.

4. No, since the mutation rate works on a per-creature basis.

5. By group you mean have them expand and contract at the same time? Currently no, but maybe in the future (It's not very likely though)

6. I'm not too sure what exactly you mean by that? Something like this?

7. Since the last update there is now an option to visualize the amount of muscle contraction / expansion per muscle, which is effectively nothing other than the network output for that muscle.

8. No, the network gets randomly initialized every time you start a new simulation.

9. If you click on the little screen in the top right that says "Best of Gen..." you can view the best creature from any previously simulated generation.

10. On that same "Best of Gen" screen, you'll find some stats about the best creature of the previous generations, including the distance travelled. I might add little markers to the simulation screen to indicate the current distance sometime in the future.