Continuing the discussion from Demo Game: Evolution Island MVP:
In stark contrast to the MVP, this is an anything goes document. In here our default answer to “what if we did X?” should be “yes, and also…” or "we can, if…"
Bring on your best feature creep! Let’s imagine what Evolution Island might look like 1, 2, 3+ years from now.
Depending on the time of day, creatures will have certain perks, like longer line of sight during day, and greater sense of hearing at night.
The player can trigger Creature Mutations, and to a limited extent creature deaths.
- Randomised: You initiate a creature mutation by clicking on any creature in the game. This will randomly mutate it into a new creature. After a mutation, the player will have a short time window to choose whether or not to let this creature live. Once the window closes, the player has no control over the creature’s life any longer, except mutating it again after some delay.
- Card-based: You essentially draw different kinds of upgrade cards that you can apply to the creature-type of your choice.
3D terrain & models
Provided we come up with an efficient way to create the 3D assets we need (e.g. by using @huxingyi’s Dust3D), the game could be converted to 3D. This would also allow for new game features such as height differences, which in turn give way for interesting creature types that excel at living in higher altitudes, e.g. creatures with the ability to climb trees or mountains.
More Steering Behaviors
Hide, Follow Leader, Collision Avoidance etc.
Plants will only appear on dead bodies that actually contain a seed.
A herbivore will only contain a seed if it has eaten it.
A lighter first version could be just a multiplier on the spawn rate: *0.5(dead-bodies)
Most new game mechanics should be scriptable, so community-members can add new features in whatever scripting language Amethyst supports.
Eventually we can add more creatures into the mix.
(might get moved into its own doc eventually)
Pack of creatures that moves together in a cluster. Has a leader.