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Species Development Blog | Artificial Life – Real Evolution

Artificial Life - Real Evolution

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Species Development Blog | Artificial Life – Real Evolution | speciesdevblog.wordpress.com Reviews
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Species Development Blog | Artificial Life – Real Evolution | speciesdevblog.wordpress.com Reviews

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Artificial Life - Real Evolution

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1

Species Development Blog | Artificial Life – Real Evolution | Page 2

https://speciesdevblog.wordpress.com/page/2

Artificial Life – Real Evolution. On February 11, 2016. Tremble mortals and despair blah blah maniacal laughter blah blah kill off a main character to prove I’m a threat etcetera etcetera blah blah blah. Nothing you haven’t seen before, let’s move on to the interesting stuff:. The attempt went poorly and I systematically broke all of the things (ALL OF THEM) but the sunk cost fallacy is strong with this one, so I kept plugging away at it. The content management system is functional and a lot better than ...

2

Dense Technical Jargon: Progress Report | Species Development Blog

https://speciesdevblog.wordpress.com/2015/07/28/dense-technical-jargon-progress-report

Artificial Life – Real Evolution. Laquo; Dense Technical Jargon. Don’t visit speciesgame.com. Dense Technical Jargon: Progress Report. I’ve finished stage 1: the UI stat dictionary is no more. All data is now coming from a single, ridiculously complicated source. It works, though. Pretty much all the important stat data is now coming from the StatData definition class. This is a good thing. Hmm… eh, why not. It’s possible some of my readers are almost as boring and nerdly as me, so…. See, rather than jus...

3

Where to next? 0.9.0 | Species Development Blog

https://speciesdevblog.wordpress.com/2015/06/10/where-to-next-0-9-0

Artificial Life – Real Evolution. Laquo; Website having problems. First of all, let’s go over what we. Be focusing on. I’ll keep making tweaks in these area’s as we go on, but the central feature of 0.9.0 won’t be any of the following:. Simulation in it now. It’s got a long way to go yet, and there’s still lots and lots of neat features to implement, but in it’s current state with the new AI, it. That’s probably the first time I’ve personally felt able to say that about it. It feels good. In truth I tend...

4

0.8.0 Hotfix 1 | Species Development Blog

https://speciesdevblog.wordpress.com/2015/05/07/0-8-0-hotfix-1

Artificial Life – Real Evolution. Laquo; 0.8.0 Released! Nothing ever goes perfectly. You build an orbital superweapon, it gains sentience and decides it doesn’t want to work for you. You release horrifying biological abominations on an unsuspecting populous, turns out they were totally expecting it. And you release a game update, and it immediately needs fixing. Oh well, we can do that one at least. Full Download: Species ALRE 0.8.0 (Alpha). Hotfix Only: Species ALRE 0.8.0 Hotfix 1 (patch). Wow, I haven...

5

Dense Technical Jargon | Species Development Blog

https://speciesdevblog.wordpress.com/2015/07/07/dense-technical-jargon

Artificial Life – Real Evolution. Laquo; Facility Design. Dense Technical Jargon: Progress Report. I know how much you all love dense technical jargon about boring-but-necessary coding tasks that don’t really advance the progress of the game, so here’s some. Of that. Seriously, you might as well just skip this post, it’s gonna be dull. You were warned! So I’m killing the UI Stat Dictionary and transferring all of it’s functions to the Simulation one. How hard can it be? I have some interesting idea&#8217...

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gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: Graphics - Alpha Changes

http://gravelgamedesign.blogspot.com/2011/07/graphics-alpha-changes.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Thursday, July 21, 2011. Graphics - Alpha Changes. A bunch of people were kind enough to download 30 mb worth of example graphics, look through them, and give feedback. One of the background layers is off by a smidge; I'm having the devil of a time figuring out where the break started. (It's likely to be unnoticeable in-game, but it's irritating me.). The general goals (season/weather inf...

speciesalre.com speciesalre.com

FAQ | Species: Artificial Life, Real Evolution

http://www.speciesalre.com/faq

Skip to main content. Aka help I'm addicted to writing faqs). Welcome to Species ALRE. What is this, what even is this? Species: Artificial Life, Real Evolution. Is a realistic evolution simulator and a sandbox video game. It simulates a large population of imperfectly replicating organisms, in an environment that offers a variety of food sources, and then allows darwinian evolution to take over from there. Species: Artificial Life, Real Evolution" is a heck of a mouthful. Why such a long name? Provide l...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse

http://gravelgamedesign.blogspot.com/2012/03/ive-had-farm-maps-kicking-around-for.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Thursday, March 1, 2012. I've had farm maps kicking around for awhile now, but I'm trying to finalize it so I can start a serious build of the area, clarify sub-areas, and get cracking on the many actions and meta-actions that require the geography to be less mushy. It's going to be a radically different place than if it's been abandoned for decades. One of the first things the PC will pr...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: Innards: Growing Degree Days

http://gravelgamedesign.blogspot.com/2010/09/innards-growing-degree-days.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Wednesday, September 22, 2010. Innards: Growing Degree Days. Growing Degree Days is one of those wonky agricultural concepts that appears initially to make no sense whatsoever and then you realize that everyone ought to be using this. Like the metric system. (If you are living in a metric country: kudos.). Small steps, but it's nice to get hold of helpful equations to drive the internal m...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: June 2011

http://gravelgamedesign.blogspot.com/2011_06_01_archive.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Wednesday, June 8, 2011. Procrastination is dead. Long live procrastination. Yes, that is one of those fluffy flavor graphics I wasn't going to make until everything else totally working. Sue me. 1200 pixel crop - probably about where most people will end up. Notice the complete lack of forests on the horizon. Pretty sweet moon, though. Notice how it's got a blue background du...Cliffs, w...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: IF Comp: How do y'all do it?

http://gravelgamedesign.blogspot.com/2011/10/if-comp-how-do-yall-do-it.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Thursday, October 6, 2011. IF Comp: How do y'all do it? Judges, I mean. (I don't know how authors do it, either, but whatever.). 42 days, several of which are now GONE FOREVER? I probably won't be playing many during the comp this year - I am temporarily typing impaired, and Real Life is wreaking havoc on my free time, but I salute you all. October 8, 2011 at 10:27 AM. Inky has a blog.

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: April 2011

http://gravelgamedesign.blogspot.com/2011_04_01_archive.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Monday, April 25, 2011. Design Diary, April 25. The book noted a lot of different bog types, which will hopefully be helpful in writing descriptions. I was also surprised just how many species are "edibility unknown", and how many more were only mostly poisonous - some appear to poison some people but not others, and others are only intermittently poisonous. Friday, April 22, 2011. Turns ...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: March 2012

http://gravelgamedesign.blogspot.com/2012_03_01_archive.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Thursday, March 1, 2012. I've had farm maps kicking around for awhile now, but I'm trying to finalize it so I can start a serious build of the area, clarify sub-areas, and get cracking on the many actions and meta-actions that require the geography to be less mushy. It's going to be a radically different place than if it's been abandoned for decades. One of the first things the PC will pr...

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: December 2011

http://gravelgamedesign.blogspot.com/2011_12_01_archive.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Friday, December 16, 2011. Lesson: Don't Injure Yourself While Your Projects Are Stripped Apart. In late summer, I fell off the curb. It was one of those really simple, stupid things, where I put a foot wrong and just toppled forward onto my hands and knees, but this time physics and anatomy were not working in harmony, and I broke both my wrists. Subscribe to: Posts (Atom).

gravelgamedesign.blogspot.com gravelgamedesign.blogspot.com

Farming the Apocalypse: April 2012

http://gravelgamedesign.blogspot.com/2012_04_01_archive.html

Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff. Monday, April 30, 2012. I'm not dead. Real life is really really swampy right now, and I'm running on way too little sleep. I'm still working on some boring peripheral planning issues, sort of apathetically, but it's stuff like "how the hell can I make this wibble here without making that stuff wobble" except even more boring, so you don't get updates on that. Subscribe to: Posts (Atom).

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Species Development Blog | Artificial Life – Real Evolution

Artificial Life – Real Evolution. Dense Technical Jargon: Progress Report. On July 28, 2015. I’ve finished stage 1: the UI stat dictionary is no more. All data is now coming from a single, ridiculously complicated source. I’m not kidding about the “ridiculously complicated” bit, either. Check out how many different stat classes there are, just to hold the various values associated with creatures alongside their descriptions, mutation rates, minimum/maximum, and mutation maps:. See, rather than just hardc...

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