So Let’s Talk About Death Shall We…
Sean and I met up
today for our weekly meeting at the local Starbucks. The topic of our meeting today was death and
how this concept would continue to effect organisms within the game world we
have created, Evolution Through the Ages.

Organisms will
soon be able to effectively eliminate a global population of organisms within
our game world. This will occur through
a process known as organismal over-competition for limited resources. Due to a scarcity of resources within the
game world, as is the case in the real world, organisms will inevitably result
in competition between two different species.
“Within the game of life, there are always
clear cut winners and losers. The
winners go to bed fed and happy; the losers go to bed dead”. There are no participation trophies in the
real biological world, and so you won’t find them in tis evolutionary game of
life and survival of the fittest either.
Soon users will be able to watch as organisms compete with each other
for survival space within the game.
The next
extinction events we discussed pertained events triggered based upon the global
CO2 and O2 levels within Earth’s atmosphere.
We already have half of this extinction event’s framework pre-designed
with the previous installation of the CO2 and O2 global sensors within the
game. Soon these sensors will have dire
implications for your game world should the levels go too high or fall to
low. Careful, or you could also trigger
massive extinction within the game.
The most difficult
of concepts to discuss tonight was the topic of how to incorporate the mass
extinction event revolving around the Earth being impacted by an asteroid. Did you know that after every so many years
the Earth is due to be impacted by an asteroid?
We are taking the statistical number of years from this fact and
incorporated it into the game by developing a background timeline
framework.
Using this
framework, when the user evolves creatures they will effectively be progressing
the number of equivalent years that have been spent on Earth. This framework operates on the principals
that, once again, evolution takes time to occur. Evolution occurs on a population level, not
on an organismal level. After so many game
world/year equivalent units have been accrued, the user will gain an increasing
likelihood of having a catastrophic event occur.
These developing new
features will be a great addition to our game world, as this continue to make
this game a more accurate depiction of how the biological world operates; while
simultaneously making a more unique and challenging video game experience. All of these features will be included in our
scheduled August 2018 release of V.4
of Evolution Through the Ages.
Note: Select features will be incorporated sooner
for pre-launch demonstrations.
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