Evolution Simulator
Posted: Thu Jun 06, 2013 2:16 pm
I read a Wednesday update a looooooooong time ago about an evolution simulator and I haven't heard anything more about it. Is it still being worked on?
Bringing Science to Life... then chatting about it
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I believe so, but I think Andy is more focused on the ~~Electric Shocktopus!~~ at the moment. However, I do think he should make something new out of it. Like a game where you make defenses and see how long you can survive for until evolution and natural selection gets the best of you.19683 wrote:I read a Wednesday update a looooooooong time ago about an evolution simulator and I haven't heard anything more about it. Is it still being worked on?
I actually much like this idea. TD games are mostly boring, but this would give it a twist. It would make it more challenging, and much more interesting. Have the play area be an open field, and have the paths "jiggle" randomly with each iteration. Whichever creature got the farthest away from the beginning would be the one reproducing. Even without the other things such as total HP and regeneration, this could get some pretty solid gameplay. Add just speed and regeneration, and have them be inversely proportional. Bam. Great game right there.A Random Player wrote:I was planning to make a topic about this as well
I had thought of an enemy-evolution game before I saw the blog post, but in my idea, I had the enemies following an evolved path. Like it would start off straight up/down, but
if you put towers near the path, they evolve to not go that way. After seeing the post, I had though of possibly letting the enemies spend "points" on improving their "skills", which are Total HP, Regeneration speed, Speed (motion), and Defense (subtracts some damage before applying damage: a strength 10 shot hitting a defense 2 creature would deal 8 damage), and possible more, I hadn't though of any yet. They each seems specialized toward different tactics (Regeneration beats spread out towers, speed beats grouped towers, defense beats quick but low damage towers), but I'm not sure it would be any better.
Great idea! I also thought that you could "invent" new towers to counter the enemies abilities.A Random Player wrote:I was planning to make a topic about this as well
I had thought of an enemy-evolution game before I saw the blog post, but in my idea, I had the enemies following an evolved path. Like it would start off straight up/down, but
if you put towers near the path, they evolve to not go that way. After seeing the post, I had though of possibly letting the enemies spend "points" on improving their "skills", which are Total HP, Regeneration speed, Speed (motion), and Defense (subtracts some damage before applying damage: a strength 10 shot hitting a defense 2 creature would deal 8 damage), and possible more, I hadn't though of any yet. They each seems specialized toward different tactics (Regeneration beats spread out towers, speed beats grouped towers, defense beats quick but low damage towers), but I'm not sure it would be any better.
Yeah! I was actually thinking they could have something like this too:robly18 wrote:I actually much like this idea. TD games are mostly boring, but this would give it a twist. It would make it more challenging, and much more interesting. Have the play area be an open field, and have the paths "jiggle" randomly with each iteration. Whichever creature got the farthest away from the beginning would be the one reproducing. Even without the other things such as total HP and regeneration, this could get some pretty solid gameplay. Add just speed and regeneration, and have them be inversely proportional. Bam. Great game right there.A Random Player wrote:I was planning to make a topic about this as well
I had thought of an enemy-evolution game before I saw the blog post, but in my idea, I had the enemies following an evolved path. Like it would start off straight up/down, but
if you put towers near the path, they evolve to not go that way. After seeing the post, I had though of possibly letting the enemies spend "points" on improving their "skills", which are Total HP, Regeneration speed, Speed (motion), and Defense (subtracts some damage before applying damage: a strength 10 shot hitting a defense 2 creature would deal 8 damage), and possible more, I hadn't though of any yet. They each seems specialized toward different tactics (Regeneration beats spread out towers, speed beats grouped towers, defense beats quick but low damage towers), but I'm not sure it would be any better.
Ooh, maybe after every round, you can select which tower to "enhance", decreasing its base price and improving its base stats, while doing to opposite to the other towers!19683 wrote:Great idea! I also thought that you could "invent" new towers to counter the enemies abilities.A Random Player wrote:I was planning to make a topic about this as well
I had thought of an enemy-evolution game before I saw the blog post, but in my idea, I had the enemies following an evolved path. Like it would start off straight up/down, but
if you put towers near the path, they evolve to not go that way. After seeing the post, I had though of possibly letting the enemies spend "points" on improving their "skills", which are Total HP, Regeneration speed, Speed (motion), and Defense (subtracts some damage before applying damage: a strength 10 shot hitting a defense 2 creature would deal 8 damage), and possible more, I hadn't though of any yet. They each seems specialized toward different tactics (Regeneration beats spread out towers, speed beats grouped towers, defense beats quick but low damage towers), but I'm not sure it would be any better.
This would create a situation where both you and your enemy must constantly evolve to counter the other's abilities.
It'd be great to bring in competing evolution of predator-and-prey. Or, I suppose, a bit more along the lines of antibiotics-and-bacteria. (Where there's a fair bit of human involvement in developing new medicines)19683 wrote:Great idea! I also thought that you could "invent" new towers to counter the enemies abilities.
This would create a situation where both you and your enemy must constantly evolve to counter the other's abilities.
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