Post by Oliveriver on Feb 17, 2017 12:46:34 GMT
At some point in the near future, we’ll be implementing a behaviour tab to the microbe editor (currently an unselectable grey button in the new GUI). It might include options to synthesise and upgrade agents, but that’s a topic for another day. We have some ideas, but it’d be a good idea to have a discussion about it with the wider community to see what the general feeling is.
There's an existing thread on our dev forums which I recommend you read first. I don’t think there was really much of a conclusion there. Ages ago, right after this forum was created, Scottnov suggested an idea I quite like here as well.
Before I begin, I’ll point out this is the first of our so-called in-depth discussion threads. Anyone can participate, but moderation here will be stricter than usual to promote an environment the developers would want to join in with. Your post must contribute to the discussion, stay on topic and be linguistically coherent.
How much of an impact do we want the behaviour editor to have on gameplay? Is it only editing the behaviour of AI members of your species or are you affected by automated decisions as well? If so, to what extent? Somewhere in a past discussion someone suggested that another member of your species could come along and force you to bond to it for a few seconds using bonding agents. Is that a good idea for gameplay or just plain annoying? At the same time, auto-evo could affect species behaviour just as it does your own species. Mutations could involve changes to reflex actions or something.
As for the interface, I quite like the idea of having input blocks, process blocks and output blocks, a little like Scratch. Drawing wires between blocks to activate them would cost mutation points, so in some cases you’d have to choose between evolving a new organelle or upgrading your species’ intelligence. What would those inputs and outputs be? Is there a better solution to all of this?
There's an existing thread on our dev forums which I recommend you read first. I don’t think there was really much of a conclusion there. Ages ago, right after this forum was created, Scottnov suggested an idea I quite like here as well.
Before I begin, I’ll point out this is the first of our so-called in-depth discussion threads. Anyone can participate, but moderation here will be stricter than usual to promote an environment the developers would want to join in with. Your post must contribute to the discussion, stay on topic and be linguistically coherent.
How much of an impact do we want the behaviour editor to have on gameplay? Is it only editing the behaviour of AI members of your species or are you affected by automated decisions as well? If so, to what extent? Somewhere in a past discussion someone suggested that another member of your species could come along and force you to bond to it for a few seconds using bonding agents. Is that a good idea for gameplay or just plain annoying? At the same time, auto-evo could affect species behaviour just as it does your own species. Mutations could involve changes to reflex actions or something.
As for the interface, I quite like the idea of having input blocks, process blocks and output blocks, a little like Scratch. Drawing wires between blocks to activate them would cost mutation points, so in some cases you’d have to choose between evolving a new organelle or upgrading your species’ intelligence. What would those inputs and outputs be? Is there a better solution to all of this?