| Evolution tree | |
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+4~sciocont Invader US_of_Alaska koiboi59 8 posters |
good idea | good, put it in the game | | 42% | [ 8 ] | bad i hate it | | 26% | [ 5 ] | i guess its cool | | 16% | [ 3 ] | too complicated | | 0% | [ 0 ] | i don't know | | 16% | [ 3 ] |
| Total Votes : 19 | | |
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koiboi59 Learner
Posts : 125 Reputation : 4 Join date : 2010-07-20 Location : Free Country USA
| Subject: Evolution tree Tue Jul 20, 2010 6:13 pm | |
| sorry if this topic was already posted (i didn't see any as far as i know) but an idea for the editor is an evolution tree. my idea goes like this:
you have a few limited parts to choose from, for example lets go with mouths. you start out with say a suckermouth (like the kind on fish like astaspis), a beak, mandibles, and a jaw. lets say you pick beak.
cut to next generation. now you have for choices are slightly longer pointer beak, slightly more hook-like beak (terror birdish), and a beak with a few teeth at the back of the mouth. and lets say we pick the long beak.
next genration. parts are more longer straighter beak, a more longer curved beak, a longer more thicker beak, and a longer hooklike beak. and you pick one of them and the list goes on.
(note the parts are used as examples and are not parts i sugest for the game).
so you see the point now? whatever you pick effects the next set of parts you pick later on. what do you guys think (and if this topic has been posted then sorry. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Evolution tree Tue Jul 20, 2010 9:15 pm | |
| Hmm... I really don't like how much control the player has over evolution with this. I prefer the method of having random mutations that are pitted against the organism's lifestyle. Or having a bunch of random mutations each generation, and the player gets to choose one. | |
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Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 27
| Subject: Re: Evolution tree Tue Jul 20, 2010 9:36 pm | |
| Sorry, but I prefer the existing method. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Evolution tree Tue Jul 20, 2010 9:38 pm | |
| And could you change the poll options, koiboi? I want to vote for 'Existing method is better', but the only way to do that would be to say that i hate your idea. And that would be lying. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Evolution tree Wed Jul 21, 2010 10:04 am | |
| I don't hate it, but i don't support it so that was the only opinion. It's a good idea, but we already have a better one. | |
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koiboi59 Learner
Posts : 125 Reputation : 4 Join date : 2010-07-20 Location : Free Country USA
| Subject: Re: Evolution tree Wed Jul 21, 2010 10:16 am | |
| oh ok then. sorry. but where is the existing method forum cause i didn't see it. | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Evolution tree Wed Jul 21, 2010 6:15 pm | |
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Waap Newcomer
Posts : 77 Reputation : 1 Join date : 2010-07-20 Age : 26 Location : Waap. HQ
| Subject: Re: Evolution tree Thu Jul 22, 2010 12:16 am | |
| The existing method is better, but I see this method as being really good. Great idea. -Waap.
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koiboi59 Learner
Posts : 125 Reputation : 4 Join date : 2010-07-20 Location : Free Country USA
| Subject: Re: Evolution tree Thu Jul 22, 2010 6:48 am | |
| yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo). | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Evolution tree Thu Jul 22, 2010 6:14 pm | |
| - koiboi59 wrote:
- yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo).
So you mean this would be an option for direct editing? This could very well be worth trying out... | |
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koiboi59 Learner
Posts : 125 Reputation : 4 Join date : 2010-07-20 Location : Free Country USA
| Subject: Re: Evolution tree Thu Jul 22, 2010 6:32 pm | |
| - US_of_Alaska wrote:
- koiboi59 wrote:
- yeah, the current one seems better, although i meant for my method to be the version of direct editing, not the entire evolution process(the other parts of it would be the same like auto evo).
So you mean this would be an option for direct editing? This could very well be worth trying out... yes thats exactly what it is, a limited version of the direct evolution editor. | |
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Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Evolution tree Wed Dec 01, 2010 7:32 pm | |
| so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut? Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D | |
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US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Evolution tree Thu Dec 02, 2010 5:47 pm | |
| - Mysterious_Calligrapher wrote:
- so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut?
Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D This is direct editing. It is basically Guided Design. Like intelligent design, but with constraints to how much you can chage per generation. | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Evolution tree Thu Dec 02, 2010 5:52 pm | |
| I think the current editor should be used for direct edits. Complexity changes will be restricted. | |
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Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Evolution tree Thu Dec 02, 2010 11:58 pm | |
| - US_of_Alaska wrote:
- Mysterious_Calligrapher wrote:
- so, to use a sporeism, this would be that part of the sporepedia where you just went in and built a creature? Or simply a shortcut?
Maybe we could stick this in the god mode and call it "intelligent design for dummies." ;D This is direct editing. It is basically Guided Design. Like intelligent design, but with constraints to how much you can chage per generation. Cool. | |
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gario10 Newcomer
Posts : 12 Reputation : 0 Join date : 2011-06-12 Location : The Netherlands
| Subject: Re: Evolution tree Sat Jun 18, 2011 8:59 am | |
| I don't know if this idea already exists:
The first time you get into the editor, you can put some parts on your creature. Lets say you choose some sort of beak. It starts as a small beak. When you in-game eat a lot of hard things or use you beak a lot in fighting or breaking things open, your beak will automaticly(or something) evolve into a long, sharp beak, but it takes some generations to do this. But if you instead eat a lot of fruit, you beak will become soft and do less damage in fighting.
Lets say you can go into the editor every 10 generations, then you add some spikes. Again: they start small, but if you use them a lot, they will get larger and stronger every generation. But if you don't use them, they will stay small.
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Evolution tree Sat Jun 18, 2011 1:00 pm | |
| - gario10 wrote:
- I don't know if this idea already exists:
The first time you get into the editor, you can put some parts on your creature. Lets say you choose some sort of beak. It starts as a small beak. When you in-game eat a lot of hard things or use you beak a lot in fighting or breaking things open, your beak will automaticly(or something) evolve into a long, sharp beak, but it takes some generations to do this. But if you instead eat a lot of fruit, you beak will become soft and do less damage in fighting.
Lets say you can go into the editor every 10 generations, then you add some spikes. Again: they start small, but if you use them a lot, they will get larger and stronger every generation. But if you don't use them, they will stay small.
That's been around. That was the main idea of this thread. | |
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gario10 Newcomer
Posts : 12 Reputation : 0 Join date : 2011-06-12 Location : The Netherlands
| Subject: Re: Evolution tree Sat Jun 18, 2011 4:05 pm | |
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Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Evolution tree Thu Aug 02, 2012 1:03 pm | |
| No, the main idea was simply choosing "soft beak" or "hard beak", but this new idea is better. Instead of evolution independent from use, similar to Spore, it makes evolution IDENTICAL to use, similar to reality. But for example, eating fruits should give it's own bonus, such as color vision. The wrld, and Spore, always has trade-offs. | |
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