In case you're just coming in now, we've finished evolution.
Has that sunk in yet? That's one of the biggest conceptual hurdles in the entire game, and we've nailed it down. Thanks to excellent teamwork and a it of inspiration, we have finished off an absolute monster. This leads us to some definite work, though. Since evolution is done, the only main concept that we have not yet completed, or even gotten a good start on, is the tech editor.
Which brings us to some questions that we've never really answered about the good old TE.
Does technology evolve like organisms?
Can we allow people to model freely?
How do we manage complexity?
What limits do we place on Function Parts?
What FPs are needed?
These are all very important questions. they all need to be answered, and if we want sapient gameplay, we need to answer them so that we can create techs.
If you're not interested in the TE, there are other very important things we need to do. We absolutely need
more biomes. We also need to create food webs for all of the biomes. I'll be updating soon with rules for food webs and how to construct them. I'd really like it if someone could come up with a food-web designing program to make the process easier. You'd just need numbered circles ans the ability to drag them around, place them in trophic levels, and draw connections in between them. PM me if you think you can do that.
Please keep discussion of things other than the TE and biomes/food webs to a minimum. All discussion about biomes and food webs is in the new biomes section at the bottom of the homepage. If we work hard enough, we could have the entire game conceptually sound by the end of the year
. Then we can really start hunting for programmers, and the game can be built.
Remember our goals: simplicity, science, and playability. Keep them in mind always.[OE]