One post per creature. Feel free to reply with comments as well. On-going conversations will get split off into their own topics.
Designing non-interactive creatures
As of right now (v0.0.x) we are not adding any more new “live” creatures to the game, as we’ve yet to fully implement and stabilise our mere plant-herbivore-predator starting point.
In the meantime we are more than happy to add creatures that don’t impact the game in any way (to begin with).
It could for example be an insect, represented by a few translucent pixels. They re-spawn at a fixed, steady rate. Their number remains the same throughout the game, as they’re not interacting with the other creatures on any level.
This insect could just exist statically after a pseudo-random distribution upon game initialisation. Or if you wanna go advanced it could still have movement based on behaviours already implemented in the game.
Non-interactive creature ideas:
Bees - Flies around in tiny clusters.
Butterflies - Would fly around in pairs.
Trees - Wouldn’t have any collision.
Mushrooms - Grow under trees that define shade.
Grass - Moves across the map in a certain pattern.
Use something like https://www.fantasynamegenerators.com/species-names.php to generate a creature name for you.
How to make a new Evoli creature
all the way from design to working implementation.
Write and post a design, like the ones below, complete with a usable, free art asset.
With help or by yourself, write and submit a PR that implements your creature design.
- designer+dev duos will usually want to communicate a lot before going to stage 2, since these design specs start out very thin.
- it’s also fine to do a draft PR and figure out the rest of the design by just following the path of least resistance.
- example PR for Ixies
Creature will most likely be merged in so long as it doesn’t break the game and it (for now) doesn’t interact with the rest of game world in any way. It just is. The one criteria for merging is that the creature doesn’t behave quite like any other in the game.