Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Evolution

Create creatures and let them evolve to see how they master various tasks. · By Keiwan

Suggestions & Ideas Sticky

A topic by Keiwan created May 06, 2018 Views: 22,222 Replies: 247
Viewing posts 1 to 20 of 181 · Next page · Last page
Developer(+5)

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.

(+3)

An obstacle mode for both running and climbing

(+4)

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.

I agree, would definitely buy again

(+11)

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

(1 edit) (+7)

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! 

(+4)

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

Developer(+1)

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

(+8)(-1)

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!,!,!,!,!,,!,!,,!,!,!,!,!,,!,

(+4)

yo, zero gravity mode actually sounds fucking dope dude.

3D in a 2D project is impossible.

(1 edit) (+2)

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

(+2)

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.

Is it available for Android because I don't see it nor the neural networks

(+5)(-1)

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

(+5)

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

(+3)

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

(+2)(-1)

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

(+1)

i think this would be really cool as in my current species they do what i want, up until a point, and to fix their error i would only need to move 2 muscles.

(1 edit) (+9)(-1)

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

(+3)

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

(+8)

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...

(+3)

I really want to see something like this! it would add so many more possibilities and would be more like real evolution.

+1 !

(+1)

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

(+1)

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

(+9)

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 

(1 edit) (+4)

I agree.

(to meynckens.paul) Me too. (I also agree.)

(+7)

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

(+2)

Yes please!!!!

Deleted 3 years ago
(+8)

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

(+3)

Yes please!!!!

It would be fun

(+5)

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.)

(+3)

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

(+5)(-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.

(+4)

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

(2 edits) (+2)

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.


(+1)

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

I usually make hyper-symmetrical creatures actively intended to move by rolling; having the simulation make them 'stand' first would mean the simulator would never find the intended movement pattern for my 4-fold mirror rotationally symmetric creations meant to roll. Granted, I realize I am likely an outlier among the playerbase; for non-rolling creations, your suggestion does make sense. If it were something that could be toggled, I'd be fine with it; just as long as it isn't forced on me when trying to make and evolve a rolling creation.

(+1)

you aren't an outlier, i'm currently doing this.

(1 edit) (+4)

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.

(+5)

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

I like this one. Data is infact B E A U T I F U L.

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.

(+1)

I gotta agree but for a different reason. Sometime I have the population set too high and I have the time set so something like a minute. Well 5 minutes go by and I'd like to know how much longer till everything resets.

Viewing posts 1 to 20 of 181 · Next page · Last page