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Devlog #2: still dumb, but better at surviving

this update was mostly me yelling “why are you like this” at tiny simulated life.

after the first build, Tidekins had neural brains, mutation, inspection, and reproduction. technically, evolution was happening. emotionally, a lot of them were drifting into nowhere and dying with total confidence.

so the goal became: make them less doomed without making them secretly smart.

first came lineage memory. Tidekins still do not learn during life. there is no training loop, no backprop, no server brain. but lineages now leave pressure behind. if a parent survives and has kids, descendants mutate more gently. if a line dies fast, future variation gets more exploratory. evolution feels less like pure lottery noise now.

then came communication.

Tidekins leave signals in the world. eating leaves a food signal. getting hurt leaves a danger signal. being healthy enough to reproduce leaves a mate-ish signal. other Tidekins can sense those fields, so one creature finding food can make that area more attractive, and one creature suffering somewhere can make that spot feel cursed.

this helped.

they were still dumb.

so i added survival instincts under the neural brain. not pathfinding, not “go exactly here,” just weak built-in pressure toward food and away from hazards. the neural brain still matters, but gen one is no longer born with absolutely zero survival reflexes. they are dumb in a way evolution can actually work with.

then i added intent modes, because they kept changing their mind every frame.

now a Tidekin can briefly commit to seeking food, fleeing danger, recovering, or reproducing. low-energy Tidekins also slow down instead of sprinting themselves to death when they have no useful cue.

after that, the problem was perception. they were basically nearsighted. if food was not close enough to create a nearby gradient, they often had no idea it existed. now they have directional feelers. each Tidekin samples the world in multiple directions at a distance based on vision, so they can notice food or danger before physically stumbling into it.

they can also remember a food direction for a short time. not forever. not intelligently. just enough that they do not instantly forget what they were doing.

the last big addition is Creature Lab.

when you inspect a Tidekin now, the popup has sliders for its trait genes: speed, size, vision, metabolism, diet, toxin tolerance, heat tolerance, fertility, fear, aggression, hue, and accent. you can edit the selected Tidekin directly, then spawn a variant from it.

that changes the whole feel. instead of only watching evolution happen, you can meddle. make one with huge vision. make one fearless. make one tiny, fertile, and weirdly colored. then see if that strain actually survives.

it is not a polished creature creator yet. it is more like poking the gene pool with a glass needle.

which feels right for Tidekin.

the sim is still simple. the brains are still tiny. the Tidekins are still extremely capable of making terrible choices.

but now their terrible choices have more structure.

they can sense farther, remember briefly, signal to each other, inherit pressure from their lineage, and be manually nudged into strange new forms.

they are still dumb.

but now when they survive, it feels a little more earned.

thanks for reading :)

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