More Lifecycles and Return of the Game Save

It’s been a whole lot of work behind the scenes to get this far. But File saving and loading is once again functional.

I’ve also redone the art on the buns to suit a new aesthetic direction I’ve picked for the project. Expect more critters to be matched to this style.

The great file saving refactor opened up and tuned/tweaked a whole lot of data, this necessitated things like the first scaffolding of genetics and the very early stages of supporting modding.

Technically it is completely feasible for you to go into your own save and change around all of the variables on a critter to try and modify how they operate. I will warn you though that you will have to do this to their offspring data as well if you want to make the changes stick over generations.

I am also considering starting up a name pool so that the critters are given more interesting identity to tell them apart instead of just their species.

Build is available Here.

Controls are Still:

  • WASD or Arrow Keys to move camera.

  • Mousewheel or + and - keys to zoom in and out.

  • Left click to place a selected Critter.

  • Right click to setup links (these are now invisible due to removing the debug display)

  • C & H for controlling temperature (now invisible without debug display.

  • Escape key to quit the application.

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The Clover is Watching You.

Seeing is Believing