The beta is now finally on Linux too! So far, I couldn't get the grass shader to work there (that is, in OpenGL), which I've solved for now by turning OFF tesselation. This means that on Linux, grass will be less pretty with fewer strands of grass. Plankton fixes: * Fixed plankton species classification (used to be based on body parts they didn't have) * Fixed plankton ocean depth requirements (used to be based on the alga height, but plankton doesn't have a height) Animal editor UI fixes: * Overhauled the statistics panels for eyes and mouths, to better represent the new situation * Increased the size of the food type icons in the animal editor 'food' tab Instinct list view UI improvements: * Removed the white outline of the color and brightness sliders * The audio slider handle position now match the cursor position more closely * Improved the position of the dark 'range' background of the sliders * The 'ready' button now responds to being hovered * The audio slider handles now indicate being hovered by becoming darker instead of brighter Epoch UI fixes: * Fixed the glitch you got when pressing ESC in the epoch and species detail views * Finally got the 'maximum number of organisms' statistic to work Species detail view fixes: * Most common meals and death causes are now in the correct order * Fixed that you could no longer zoom to organisms after using the species detail view and the cladogram view Scenario and understandability improvements: * Added more food types for the first carnivore mouth * The arrow buttons in the plant and animal editors, to see more body parts, now pulsate to attract attention * There is now a tooltip for the 'hanging baby' toggle you get when you add hands to a creature * The wildfire risk now also has (correct) legend labels * The attention getter circle on the alga handle, to teach new players they can grow and shrink algae, now only goes away after you used it correctly * The attention getter circle for the camera preset buttons in the mountain level is now on the correct location Audio improvements: * Added instinct list and diet view sound effects * Removed perpetual 'rain' music from the scenarios * Tweaked baleen mouth cry pitch * The water splashing sound effect is now less loud * The water splashing sound effect is now linked to the 'sound effects' setting * The wildfire sound effect is now linked to the 'sound effects' setting * All weather sound effects are now linked to the 'sound effects' setting
[ 2023-11-09 06:19:05 CET ] [ Original post ]
- The Sapling Linux [149.82 M]
Features
- Design plants and animals.
- Fast-forward time to and watch the ecosystem work like a charm or slowly fall apart (probably the latter :) ).
- A sandbox mode where you can skip time and turn on random mutation, allowing true evolution.
- An instinct system where you can specify what an animal should do when it hears or sees something.
- A procedural animation system so any animal can perform any animation.
- Procedural music mixed on the fly.
- Everything set up to be easily extended by players.
This looks just like Spore!
Wessel Stoop has wanted to play a simulation game where you can build your own plants and animals, put them in a world, and see what happens since 2002. You can imagine his excitement when Will Wright, the father of simulation games, demoed his latest game Spore to an enthusiastic crowd. When Spore turned out to be all game genres except simulation, Wessel decided he wanted to try to make the game by himself. The Sapling is the result of that attempt.
- OS: Ubuntu 16 or newer
- Processor: A processor with SSE2 instruction set supportMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 150 MB available space
- Memory: 16 GB RAM
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