Completely refactored how plant and animal color is processed, leading to fixes like: * Dragged body parts no longer have the 'error' color (bright pink) * Dragged leaves take the color of the plant they are about to be attached to * When dragging the color pickers, the color of the animal changes in real-time, to the correct colors * When the animal has no secondary color, the secondary color pickers are now disabled * Billboards (for optimization) now take on the color of the bark instead of the main color of the plant * Animals that are hurt flash red again Improved UI for the 'allowed color' mechanic: * Replaced the weird '4 boxes' light color picker with regular sliders in the planet editor * There's now a small 'randomize light color' button in the planet editor * You can no longer place alga and plants if the color is not allowed, for example when you got them from the archive * Added 'allowed color' to the requirement panel for algae and plants Finished moisture and drought resistance as a statistic for leaves: * Added a first draft version of the statistics to all leaves * Added the statistic to the plant requirements panel seen when placing * Plants outside the moisture range take damage * Added 'too dry' and 'too way' as possible death causes Entered rough body part stats for: * Leaves * Eyes * Mouths (not finished) Worked on animations for the new body parts: * Putting new body parts behind the animals to get a tail (like the rattle, club tail and thagomizer) no longer leads to the animation system crashing * All new mouths now correctly open when the animal is eating * Added attack particles for the electric eel fins and poison spraying abdomen * The mouth with the ballistic tongue now has its own eating animation General UI improvements: * Redesigned the animal requirements panel, with separate icons for whether an area is suitable for animals and eggs * Added limits for the night cycle period slider in the planet editor * The new species names on hover no longer show through other UI elements * Added a new '300 degree' icon for the eye field of view statistic Small editor fixes: * Improved the hitbox for the aquavision eye * In the alga, plant, animal and fungus editors, hitting 'h' will now remove handles and dust/bubbles, so you can make better screenshots
[ 2024-11-16 12:59:23 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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