Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NeuraQuarium

Neural-net evolution in a chill aquatic environment · By urocyongames

Ideas for filters

A topic by Coppini created Jan 24, 2023 Views: 182 Replies: 2
Viewing posts 1 to 2

I’ve been thinking about some other filter ideas, and not sure if you think these are interesting to implement or not, but it’s some things that might be nice to be able to check during the game (specially for finding the critter with the highest and lowest scores):

  • Age: something like how many in-game minutes the critter has been alive
  • Total accumulated energy: how much energy the critter has been able to eat during it’s lifetime
  • Total distance travelled: distance the critter swam in it’s lifetime
  • Total damage healed: damage it healed over it’s lifetime
  • Total energy wasted: amount of energy the critter ate while at 100% energy (correct me if I’m wrong, but I critters do eat over their full capacity if they can, and it would be good to know this to watch out for potential overeaters)

I was thinking of these mainly as I’m trying to figure out a way to find fit critters to save. I was using fecundity for that, but having other stats like that could be interesting to try and select some traits and save some good critters - specially if you wanna encourage sharing.

I’m not sure how you could calculate this, but I seem to see a lot of my critters eat their own eggs/offspring/siblings, as it could be interesting to try and see that with some filter, as it’s also an undesirable behaviour that we’d like to keep them away from. It pains me when a critter puts a lot of eggs only to circle back in a perfect circle and eat 3/4 of its own eggs… sigh.

Developer(+1)

This is an interesting idea -- most of these wouldn't be difficult to track, just tedious. The real pain in the neck would be adding them to the (already huge) list of graphable/trackable stats in the UI. I wonder if we'd almost want a separate list that you could swap the dropdown between -- "Traits" for genetic stats that don't change (all their physical traits, species/tags, etc) and "Stats" for fecundity and other things that change in real time. Food for thought.

Well, I guess traits might be much easier to track… I’d suppose all these Stats would add some sort of overhead to keep track of, right? If performance would take a hit for that… then I guess it should at least be an optional thing whether to track it or not :P