Species: Artificial Life, Real Evolution cover
Species: Artificial Life, Real Evolution screenshot
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Genre: Simulator

Species: Artificial Life, Real Evolution

Progress Update - Quickstart

The New World UI is a mess. Let’s not sugarcoat it: clicking the “New World” button is like kicking a beehive, except instead of kicking you’re clicking and instead of being assaulted by wrathful insects hell-bent on vengeance you’re exposed to a confusing excess of numerical input spinners hell-bent on vengeance.

So, the first part of the new 4-part New World screen will be a simple Quickstart screen, designed to get you away from menu and into the game as quickly as possible.

Keep reading here: https://speciesdevblog.wordpress.com/2019/07/02/the-quickstart-page/

Where to next? 0.13.0: the Map Editor Update

It’s about time I wrote one of these. I’ve been working quietly on 0.13.0 in the background for a while now, but I didn’t want to write anything solid until I was certain 0.12.0 no longer being haunted by the dreaded ArithmeticException.

0.13.0 will revolve around improving the New World screen, or at least changing it to be something more user friendly than an impenetrable wall of number spinners. Instead of one New World screen, the game will have 4: Quickstart, Starting Creatures, World Editor and Advanced Settings.

Read more here:

https://speciesdevblog.wordpress.com/2019/06/03/where-to-next-0-13-0-the-map-editor-update/

0.12.0.10

Changelog:

* Strapped the ArithmeticException bug (the most common cause of crashes in the game) to a table and attempted to bisect it with a laser. Gloated for a while, then left the room in the certain knowledge that escape was impossible and my victory was complete.
* Increased the scale of limbs to make creatures in general a bit more interesting and... appendagery. That's a word now.

0.12.0.9

Changelog:

* As I have still been unable to catch the ArithmeticException (the most common cause of crashes in the current version), I have purchased a significant quantity of fireworks from the Acme Corporation and laid an ingenious trap.

When the crash happens, the program will report a significant quantity of additional information about the problem that I can use to track it down and fix it for good.

0.12.0.8

Changelog

* Once again attempted to defeat my nemesis, the ArithmeticException bug (the most common cause of crashes in the current version). I'll get you this time, gadget.

0.12.0.7

Changelog:

* Again attempted to fix the most commonly reported cause of crashes. It may or may not fix the the infinite leg flesh expansion bug, but it should fix the ArithmeticException it causes. So... that's something to look forward to, I guess.
* Fixed glitchy walk animations when a creature is selected.
* Fixed a potential crash when you revive or import a creature.

0.12.0.6

Changelog

* Prevented an ArithmeticException related to leg animations from causing crashes when it happens.
* Fixed a bug preventing the "Spinner" controls (up/down arrows next to number inputs) from working.
* Made a number of changes to the UI to better support the new variable-sized fonts.

0.12.0.5

I'd say I'm ready to merge the experimental and main branches. Let's hope this works!

Changelog:

* Variable font sizes! Should be of some assistance to people on high resolution screens. You'll find the dropdown in the "Options" menu.


(Click to enlarge)


* Fixed multithreading bug that could cause a random crash in long running games.
* Improved alignment of some UI features.

0.12.0.4 Experimental

Changelog:

* Fixed bug causing program instability leading to an eventual crash after the "Revive" tool was used
* Fixed bug causing sleep to flicker between frames and stamina to regenerate at half speed as a result
* Made Nurse Bots reset NumberOfChildrenBirthed so that artificial selection won't stagnate when specific parents are kept alive.
* Made Nursery average creature 'reset' when the Nursery UI is opened (to reduce the number of incidents in which it becomes a non-euclidian abomination that causes terrible gibbering madness in all that witness it)
* Made the borders of cliffs a bit sharper (visual adjustment only)
* Lowered cost of empathy when deciding what to eat
* Raised cost of travel distance when deciding what to eat
* Added several 'early warning' exceptions to help catch errors before they reach the steam version
* Multiple small background adjustments to make the game more stable overall. I'm hoping it will make the game stable enough to push to the main release branch. (hahahaha it's cute that I still have hope)

0.12.0.3 Experimental

Changelog:

* Adjusted grazing to be more random and less biased towards travelling in a specific direction.
* Fixed a bug preventing fins and flippers from increasing swim speed unless they touched the ground
* Fixed a crash when exporting an engineered genome.
* Fixed a crash when starting a game with a small world size
* Fixed a crash that happened randomly in longer running games.