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Robotex4

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A member registered Mar 29, 2021

Recent community posts

(2 edits)

some of my bibites evolved to "herd" with individual prey, chasing it to eat its meat once it dies. I kind of think that the herding node is too advanced and powerful (it seems to completely overpower things like "pellet concentration angle"), it could have an internal neural network which can also evolve and change, or a better option would be to make it an input node like pellet concentration angle which would simply cause the bibite to accelerate towards its herd (but only when moving slower) if connected to the accelerate node, or turn towards its herd, if connected to the rotate node, this option could also come with making all input/output nodes also being able to be modifier nodes, allowing for strands like ""pellet concentration angle"-"herding"-"rotate"" which would cause the bibite to turn towards pellets by a value altered by how close/far said pellet is from the herd

Here's my idea to make bibites able to be just a bit better: memory, for example,  if they see a pellet somewhere but pass by it (and no longer see it). They could, with this adaptation, remember where it is anyway, acting as though they can see it even if it's out of view. A memorized thing would no longer need to be sensed to trigger something like "pellet concentration angle". This would all work through a "commit to memory" node, which would save the bibites location, direction, and everything it senses to a single memory slot, a "bite" if you will, but it would not need any extra nodes to call this info, instead, it would be called by the normal sensing nodes if nothing else is found. there would be a "memory" stat, which by default would be 0, and would control the number of "bites" a bibite can remember, and once a bibite fills its memory older memories are deleted. There could also be a node that would update/replace a memory slot, and another that would delete a memory slot. This memory system would save many splendid bibites from a lonely fate in the void.