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Initial design notes: critical questions #6
alice-i-cecile
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Emergence Design Notes
(Brian, Rose, Alice)
Project summary
Colony of symbiotic insects.
Symbiotic with plants, fungi and so on: permaculture theming.
Speciation and genetic control.
Organic hex-based factory builder.
Indirect control early.
2.5D; height but no overhangs.
Players encouraged to make multi-nuclei bases.
Strong spatial variability: stronger prompts, less blueprint spam.
Strong temporal variability: encourage automatic robustness.
Strong environmental control.
Units have their own needs that must be fulfilled.
Conservation laws: energy, mass, elemental identity.
Workers, not belts and inserters.
Share resources via mycorrhizae (power pole analogue).
Programming game, but with hyperparameters instead of code.
Critical questions
Can indirect-only control still feel tight enough?
Tools:
Can we set expectations well?
How do we provide high-quality debug information when problems arise?
How do we avoid death-spirals?
Concerns:
How does signal-propagation scale?
Scales very well: computation is only done once no matter how many units we have.
Needs benchmarking to make sure order of magnitude.
10k tiles to a side, 1k ants at minimum.
What are the performance characteristics for each variable?
Tangential questions
Ants, or not-ants?
How do we evaluate this question?
Real-world species pushes us into a simulationist perspective: harder to deviate.
Notes
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