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bludgeonsoft

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Yeah!

WHOA! This is awesome. I really do need a better trailer. Coming soon...

All of the life forms in Vilmonic reproduce asexually, so to create different breeds you will need to propagate those that have the traits you are looking for. To breed yellow fungs you will have to pick the yellowest of your green fungs and plant them around, continually picking and planting the yellowest of each generation until you finally have yellow fungs. This is essentially artificial selection. You can use a similar technique to generate any color fung. Their colors migrate based on the colors of the rainbow, so red becomes orange becomes yellow - green - blue - purple (indigo) - and back to red.

You need to put fungs that closely match those colors into those slots. So a gate can only be made with a GREEN fung, a YELLOW fung, and two fiberoyd boards (fences). If you can't find any fungs that match those colors, you will have to wait until some evolve, or try breeding some!

Sure, send me an email!

Status: Finishing up version 0.27.00

A quick post to let you know that I'm finishing up the next update which will include a new crafting material (hint: it's toxic) and some new craftables (for the home and office and home office) and new body parts! Also, have you ever wondered what's going on inside the mind of those zombs? This update will begin to shed some light (just a bit, for now).

What I'm working on right now!

  • DNA manipulation. Extract DNA from anims, modify it, and inject it back in somehow...!
  • New beverages, one that makes you super strong, another that attracts anims. Maybe a third that makes anims fertile (kind of forces reproduction).
  • More walls and floors and tables and chairs and...
  • Possible neural-networks for evolvable "brains".

Update: Version 0.26.00

Phew, finally! Version 0.26.00 is out.

Try out the new Camera! Build one, or if you are lucky, dig one up. Document your world and all of its changes. Then export and share your photos.

There's a new beverage: Revoltβ„’ soda. Drink some if you are (hint) antisocial.

This version contains a lot of behind-the-scenes changes to anim and especially fungol biology.

WARNING: This will cause a bunch of your fungs to die off! Don't worry though, the species that survive will grow back pretty quickly. Consider this the First Great Extinction event in Vilmonic.

These changes were necessary so that in future updates I can start adding features that allow players to view and modify the internal biology of creatures in the world. This will make possible features like an x-ray machine, syringes for extracting DNA, gene splicing, etc.

The Vilmonic simulator now has much more complex model of nutrients and hydration.

One example of this is that creatures now return their nutrients to the soil as fertilizer when they die. So if you have some fungols that need more nutrients, try planting them where something has died (including zombs). Currently fertilizer in a location is used up in the first stage of fungol growth, so it only really helps germination.

As always, let me know what you think of these changes.

Enjoy!

- Markus

A quick post to let you know that I'm finishing up the next update which will include a new crafting material (hint: it's toxic) and some new craftables (for the home and office and home office) and new body parts! Also, have you ever wondered what's going on inside the mind of those zombs? This update will begin to shed some light (just a bit, for now).Status: Finishing up version 0.27.00

Saving your character is coming soon(!), and I used to have Vilmonic playable from http://bludgeonsoft.org, maybe I'll put it up there again...

New version 0.27.00: Added new junk and treasure (Chairs! Tables!), more body parts to choose from, and now gates are available to craft in the Lite version!

(Edited 1 time)

I'd love to hear your ideas! I've made a post above ^ to help collect ideas for future updates.

(Edited 1 time)

Ideas? Suggestions? Post them here! (reply to this comment)

Species history for fungs is definitely coming! As well as genetic engineering, and leashes are planned too :-)

Oh yeaaah! I hope you enjoy it!

What I'm working on right now!

* Eggs and DNA manipulation. Extract DNA from anims, modify it, and inject it into an egg...!
* New beverages, one that makes you super strong, another that attracts anims. Maybe a third that makes anims fertile (kind of forces reproduction).
* More walls and floors and tables and chairs and...
* Possible neural-networks for evolvable "brains".

* Eggs and DNA manipulation. Extract DNA from anims, modify it, and inject it into an egg...!
* New beverages, one that makes you super strong, another that attracts anims. Maybe a third that makes anims fertile (kind of forces reproduction).
* More walls and floors and tables and chairs and...
* Possible neural-networks for evolvable "brains".

Created a new topic Update: Version 0.26.00

Phew, finally! Version 0.26.00 is out.

Try out the new Camera! Build one, or if you are lucky, dig one up. Document your world and all of its changes. Then export and share your photos.

There's a new beverage: Revoltβ„’ soda. Drink some if you are (hint) antisocial.

This version contains a lot of behind-the-scenes changes to anim and especially fungol biology.

WARNING: This will cause a bunch of your fungs to die off! Don't worry though, the species that survive will grow back pretty quickly. Consider this the First Great Extinction event in Vilmonic.

These changes were necessary so that in future updates I can start adding features that allow players to view and modify the internal biology of creatures in the world. This will make possible features like an x-ray machine, syringes for extracting DNA, gene splicing, etc.

The Vilmonic simulator now has much more complex model of nutrients and hydration.

One example of this is that creatures now return their nutrients to the soil as fertilizer when they die. So if you have some fungols that need more nutrients, try planting them where something has died (including zombs). Currently fertilizer in a location is used up in the first stage of fungol growth, so it only really helps germination.

As always, let me know what you think of these changes.

Enjoy!

- Markus

Major changes are coming to how DNA affects morphology which in turn affects the physiology of fungs in Vilmonic. (anims to follow)

Everything is now based on the number of pixels in each "organ". This reworking is to make it easier to surface some of the depth and detail that is currently hidden in the game. Features will be added to so that you will be able to view the internal workings of each life form. (X-ray machine? Dissection?)...

Fungs will now require hydration based on their cap size, take in water from the environment based on how much is available in its biome, and lose hydration based on the surface area of its cap.

The surface-area-to-cap-size ratio will be a strong selector for fitness in different environments. This creates interesting stresses that will affect the evolution of morphology in the game. For example: more water than needed without enough surface area to dissipate the excess and the fungol will possibly die before reproducing.

Similarly, the number of spots and height of the stalk will affect how many spores are released.

The growth of these structures is (already) controlled by the DNA of each organism. Genetic mutations will change how a life form grows, and affect its fitness for its environment. Nutrient use will also be affected.

I'm deep into this change, and it's a pretty intense one, but I just wanted to give a quick update to let you all know that things are still moving!

Also, more beverages are coming: one that repulses zombs, one that attracts anims, one that makes you super strong, and another that heals you!

Stay tuned!

- Markus

YES! I'm so glad you think so.

Created a new topic Upcoming Versions!
(Edited 5 times)

Upcoming Versions!

This is my current outline for the next few updates. The features are likely to change somewhat, and the items that are higher up have higher priority.

Let me know if I should reorder this list, or if I'm missing something you want! There's a bigger feature wishlist at the bottom of the in-game Help window.

Current version is 0.26.00

VERSION 1 Full Release (1.00.00) ETA Q1 2017
Game Design Goals

  • Simplify the simulation to make it easier to learn how the world works
    • Re-do the ecosystem & genetics simulator. IN PROGRESS
    • Make better use of nutrients. DONE
    • Develop a clearer distinction between genes and their derived attributes. IN PROGRESS
  • More intelligence behind zombitons and their hoarding/swarming behaviors.
    • Zombs should build and modify the world on their own, not just when you attack them

Ideas for future features
  • in-game music!
    • v1: composed songs contained within crystals that can be dug up and played in a craftable boombox
    • v2: programmatically generated
    • v3: with it's own genetic code, evolving
  • more walls and floors
  • new beverages
    • green: Revolt! Drink it to keep the zombs away DONE
    • red: Dr. Up, heals you and your anims
    • orange: Urge, makes your anims highly fertile
  • ghosts (or "ghosts")
  • statues: to save/load avatar dolls
  • pets!
    • name tags (to name anims and keep them alive indefinitely)
    • leashes
    • whistle (to call named anims back to you)
  • DNA manipulation
    • DNA extractor (syringe)
    • DNA holders (test tubes)
    • DNA sharing (as text "AGCCATCTC...")
    • Some way to create an anim from injected DNA (eggs? a replicator?)
  • camera and photo sharing DONE
  • hard mode / easy mode
  • craftable paint cans and painted walls
  • more achievements
(Edited 3 times)

YES! I love the review. It's so much fun (and informative) to see someone else play the game. Thanks for supporting this project!

I tweeted about it here: https://twitter.com/Bludgeonsoft/status/700145980545454080

- Markus