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Suggestions & Ideas Sticky

A topic by Keiwan created 19 days ago Views: 1,057 Replies: 71
Viewing posts 1 to 48
Developer(+1)

If you have any features you would like to see in a future version of this simulator you can post your suggestions here or just upvote the ones you like the most.

An obstacle mode for both running and climbing

(+1)

I know that it's not about feature for the simulator but I think it would be useful and and cool if it was on Steam.

(+4)

maybe a way to see how far/good your creatures are (maybe by adding meter/feet lines in the floor/background)

(Edited 1 time) (+2)

Yeah. display the score (in meters or feet) of the last gen's best creature. And the score of the current gen's best creature.

Good job! 

(+1)

I would like to be able to alter the simulation time and the rate of mutation during the evolve process :) Good work!

Developer

Thanks! You can already doth both from the pause menu :)

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zero gravity running mode so you can make “swimming creatures”. 3 dimensional building(3D creature). Able to download other user creations. Weapon attachments. And ultimately multiplayer race/pvp!,!,!,!,!,,!,!,,!,!,!,!,!,,!,

(+2)

yo, zero gravity mode actually sounds fucking dope dude.

(Edited 1 time) (+1)

lol yes I just found it. I came here to retract my suggestion :P Thanks for your reply though!

Ok another idea then: maybe you could have an option to let bones slowly evolve in length especially when most creatures are within a few percent fitness from each other. 

also it would be fun if you could move the joints design around between generations :P

(+1)

do not exist a way to change the total population per generation, some times is better start with a huge population, and star to lowing the number of population, for exmaple, i started a spider with 1000 population per generation, using 40 per batch. now after 500 generations i would like low the population and speed up my simulation, becoune now the spider is close of the best way to run.

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I love ur game! No ads, no ingame purchases. Just a pure free to play game. You could add premium color options  that offer no ingame advantages to make some money :D

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Muscle programming. So you can tell specific muscle what to do 

Seems kinda against the whole evolution idea, isn't it?

well yeah... but it would prob a pretty fun gamemode, or whatever it would be called

(Edited 1 time) (+3)

haven't played it (saw it on YouTube) it's a cool idea. One thing I'd like to see is the creatures have a chance to evolve their structure as well. Like mutate to add or remove joints bones or muscles across generations. Having an immutable body structure doesn't make for interesting evolution over the countless generations


Edit: sorry I kinda misspoke. It's for sure interesting and evolving neural nets are awesome... But it's only half half of the evolutionary process

(+1)

imagine creating a creature that runs really fast until you save and then amputate one of its legs to see it cry for help, yes please

(+3)

morbid :o but such a negative mutation would be pretty detrimental so I doubt it would persist. that and the others of the population would be selected. unless they all magically develop the same mutation? Maybe if the creator allows us to set our own fitness variables...

Select tool that basically does all of the essentials? Select, drag, copy, paste, and delete nodes, please?

An add on for this suggestion, also allow the select  tool to rotate nodes too

(+4)

Being able to choose how far a joint will let a bone rotate will be nice, something that can limit the angle could help make even more exciting creations 

(Edited 1 time) (+2)

I agree.

(+4)

is it possible to “fast forward” or speed up the simulation overall?

(+2)

Yes please!!!!

(+4)

If we could save the generation of a creature, upload it, and then race the uploaded creature with another one would be kinda cool

(+2)

Yes please!!!!

It would be fun

(+4)

Maybe ad head feature. It could look like just a black spot(like an eye) and mark bones like you mark muscles . This might make evolving some creatures more effektive/fun.  (The head or body i shouldn't touch the ground cold be an evolve rule.)

(+2)

I agree. Many creatures get a good score by falling forward before "trying" to make a single step. 

(+3)

What about a way for the brain to measure how much stamina is being used, to allow creatures to figure out the most energy efficient way to move.

Perhaps as a check box in the brain menu to make it optional

(+3)(-1)

This might be a strange suggestion, but hear me out... Do not count the first 2-3 seconds in each generation. The reason why? Because each creature is slightly slower because they have to get into position to move, since creature design that the creature spawns in isn't exactly the optimal starting position. For example, who would be faster? A human who started in a running stance, or a human who is started in a sitting position? The reason why I think this should be implemented is because you can basically make any creature faster by a large amount just by increasing the evolution time, and by not counting the first 2-3 seconds of prep time, we would have a more accurate view of the creature's actual speed.

(+2)

Being able to scroll around the evolve screen and not just fixed on a single creature. 

(Edited 2 times) (+1)

SUGGESTION TO IMPROVE THE A.I. to be a better runner

Like in real life, babies don't start trying to run, they

try first be stand up.

The program should divide the learn moves into 3 steps to lear how to run:

1- STAND UP : this is important to software knowing what is the correct creature  position, to kwnon what is theyer foot, legs, head etc. 
in this process at some moment we should to able  to use a drag force using the mouse cursor, to try desestabilish the creature, or thrown heavy objects in it direction to test and see how creature try stand up with "stranges" forces on it body.

2- WALK: After learned how stay on foot, should now learn how to walk, becouse have a huge diference between walk and run, some animals (like a cat) when they are running, some times (mileseconds) they dont touch the ground and walking have slower moves and software should try to find the best way to consuming less energy in muscles (becouse walking is the most eficient way to move, differently of running, becouse is more explosive moves and higt energy musscle consuption..

3- finally using all the informations from step 1 and 2 to  learn how to run, tryng to be the faster as can,


thats it THANKS.


But how would the game know what was your legs, and what was your body?

(Edited 1 time) (+3)

Add the ability to save and load neuron strings. Of course the net has to be the same size, and have the same number of muscles, but the body itself can be edited freely.  Additionally the muscles could be visibly numbered so you can make sure the network connects roughly the same way.

(+4)

A  graph of how well the creature has done over all generations would be nice

Would be nice if there is a timer, to see how long the current generation will go and a possibility for an overview of current generation.

A timer would be pretty pointless imo, but what do you mean by "an overview of current generation"?

(+1)

When i think of an "overview of current generation", i mean that you can zoom out with the camera and also move the camera with the arrow keys. And like i said in the post of the walking human (https://itch.io/t/228740/did-anyone-get-a-good-running-humanoid-creature), i "train" my creatures in a special way and for this would a timer be very practicle.

This seems quite ambitious, but this game simulates just only the half of the evolution process, so how about add  a way that evolves any creature, without only evolving its brain, but also evolving its nodes, where they're placed, and possibly mutates a random new bone and muscle even?

(+1)

Great game! As a begginer in machine learning / deep neural networks, I have a suggestion that I am sure you considered but it's hard to implement in Unity api. It would be nice if you could somehow implement a gpu acceleration method and let it run in the background, without the need to render it (  and obviously scale up the speed of the game to be more efficient ). This would let us train the creatures faster and see the result afterwards. Good luck in the future!

I absolutely adore this game!  It would be awesome if one could add antagonistic muscles, for example a triceps with a biceps or the quads with the hamstrings.

(Edited 1 time) (+1)

A possibility to let your computer (especially the gpu) simulate a bunch of generations in just a few seconds/ much less time. For example i have a gpu that just calculates at the beginning of a generation and that even with only about 40-50 % of its capabilities. However i have to wait till the simulations are over.

Edit: Upss... this was already posted by someone else.

(+1)

would having a 64bit version improve performance?

(+2)

I would like two have more control over how to determine fitness.  I am not exactly sure of a great way to handle this, but here are 2 scenarios.

1) I was trying to evolve bipedal motion, but the thing keeps following over, then the one that can squirm the best is selected for.  I would like to be able to maybe pick a Joint in the creature and stipulate something along the lines of, if this joint drops below a certain vertical height then drastically decrease the fitness of the creature.  Hence creating a pressure to select for the creature to stay upright.  Also, there are creature that stand upright initially, but they get selected against because following over moves the creature further.

2) When my creature all start hitting 100% fitness, then evolution no longer selects for improvement.  For instance I can get 45.63 m/s on Generation 9 and then 12.7 m/s on Generation 57 for the Running Simulation because both produce a fitness of 100%.

Another thing I think may be cool would be to change the fitness equation.  For instance, train something to stand upright, then train it to walk, then train it to walk and jump.  Instead of having to start at square 1 for each task.

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Ability to connect muscles from node to node and node to bone maybe?

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i agree

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here are some things i would like to see maybe if you like the idea and if it's possible it would be nice if bones were able to curve and bend and if it were possible to place more than one muscle between two bones also place the muscle freely anywhere on the bone and even muscles that begin and end on the same bone i think that could fix creatures not working 

i love your Evolution simulator it's super awesome

cool!!

I think it would be really cool if you could rate the creatures one by one instead of the simulation rating them by a certain thing. Then you could evolve your creature to do more specific things instead of having a few monetary options. Also, there should be a option to make sure that the crautures never just stop moving, because some of them do that and it is really annoying when they evolve to just fall forward and do nothing.

(+2)

I love the Idea of having stamina and having to find the most efficient way to run. If that ever gets added I think that if you also put in the option to let the creatures get hurt, then they would have to run with slamming any limbs into the ground because that would hurt their stamina. That would be really cool.

I saw the option to pay for the simulator and I wish I could because it’s amazing but I can’t.  I know this sounds really weird but if you added an option in the pause menu to just watch ads for no reason, just to help with the project, I would do that.

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I'm not sure if this has been suggested or not but i think it would be great if we could manually pick which AI we wanted to continue to the next generation. this way if there's something the person is aiming for that isn't apart of the already established rules they'll still be able to do it.

(+2)

Add an option during the generation simulations to create a "target speed", basically a speed that the creature has to reach, and can't go higher or lower than it. This might make for more interesting creatures since you can basically simulate the running, walking, and standing versions of the same creature, without having to add anything else. I got this idea from this video, the "target speed" shows up at the bottom at the 1:30 mark.

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This idea would also work better with somekind of stamina system, so that, too

Add rigid bones, basically bones that can't bend

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Ability to change individual bone's weight

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Let us be able to select a parent from all the best from each gen so we can have a "little" more control.

Please make it so that we can train a creature and take the evolved creature into a different simulation. For example, you could train something to run and then take the evolved running creature and see how good it can climb. That would be really cool

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So i have been thinking of a way to implement the "choose the best creatures" idea and i think it would be cool if you just got to give the creature a score. The score could be any number, but the higher the score, the better. You could use the same programming as deciding who was best in running, but just plug in the users score instead of distance. The creatures will still try to evolve to get a higher score even though the goal could change. It would be amazing if you put that in. By the way this is probably the coolest simulator i 

Ability to change the incline of the stairs in climbing mode

(Edited 1 time)

Ability to recolor bones, nodes, and muscles to make it easier to see groups and parts in a complex creation

Add layers in building, like the layers in photoshop

Something like inverse kinematics where moving a node moves the rest of the bones and nodes its connected to, but without changing the length of the bones? I'd really like this so that identical limbs are easier to make, please

(Edited 2 times) (+1)

An alternative type of bone/joint that when it touches the ground greatly reduces the fitness and so lets you get the type of movement you want (for example not dragging on the ground or lunging) more reliably without having to mess with Mutation rate/keeping the best creatures.

Making getting the type of movement you want less time intensive.

I agree, anything in this kind of form where if it touches the ground lowers the creature's chance of survival would create more interesting creatures faster.

(+1)

A way to delete current generations for older ones in saves, for example, in generation 4, I get the movement that I want, but in gen 5, everything goes bad and glitchy and stays that way for a long time, but I only have the save file for gen 5. So I can delete gen 5 and go back to 4 and hope that it continues like that.

(+1)

I agree, for now with the bugs in version 2;0 it is very necessary..

Not necessarily a suggestion for the game, but a FAQ page in the website (maybe even in the game) would be nice, and would stop the threads that are just easily answerable questions.

Just a simple suggestion, the option to change the name of gen saves would be nice, my saves are too cluttered and I don't know which is which.

A tool that connects every bone with muscles

Way too many times do we create a creature that glitches to the skies, which is obviously bad. So an option to add a vert distance line that whenever the creature passes it, dramatically lowers its fitness.

To add to this, an option that makes it so that if any creature goes below -5m vert distance dramatically lowers its fitness, too.