v 0.5 Screenshot

Unmutate

In the game you breed creatures to traverse the platforms and gain immortality which has been lost due to mutations. Mutations are downhill, information can be deleted but not gained by mutation. Most of the variety in the creatures actually arises from their original created genome. And through changing the allele frequencies, different creatures arise with different abilities which will aid in getting the immortality genes back into the genepool. The creatures are diploid, so they have two copies of each gene which allows for dominant and recessive as well as codominant traits.

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Poor swimmer award
Presented by tundish

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Ratings (show detail)

Overall: 3.5
Fun: 3.1
Production: 3.6
Innovation: 3.9

Respondents: 25

Files

File Uploader Date
unmutate3_stripped.zipfinal
No changes made to code. Just got rid of junk files out of the zip.
tnelsond 2011/09/18 03:00
unmutate3.zipfinal
Unmutate v 0.8
tnelsond 2011/09/17 19:52
screen3.jpg
v 0.5 Screenshot
tnelsond 2011/09/17 18:38

Diary Entries

Genotypes, phenotypes, and survival, oh my!

So far my game is going to involve survival of the fittest (Yes, it's very much a fairy-tale) and I'm going to implement alleles and mendelian inheritance. Mutations (being random) are all going to be downhill, but sometimes that can be a good thing as with the loss of wings or legs when they are not suitable for the environment.

No evolution is going to happen (Not of the amoeba to man kind anyway), just changing in the frequency of alleles and some (mostly) harmful mutations.

This will all make a bit more sense when the game is finished.

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Day 6: My siblings adore my game.

Well, it's day 6, progress has been slow, but my siblings (I have 9) have been begging to play my game. So here's a screenshot:

The black bar at the top shows the genotype of the currently selected creature.
I'm thinking that the game will become a puzzle/platformer where you have to breed certain creatures to pass certain parts of the level.

Because I don't believe in evolution, (This should be interesting right?) All the genetic information is there to begin with, but some of it are recessive traits or codominant. So different combinations of the genes produce different creatures. And when mutations do happen, they're all downhill mutations which essentially turn that gene off, which is not always a bad thing, but no genetic information is gained, the genes are just lost.


In the screenshot you can see a ball-like creature without legs, that is caused by a mutation on the leg genes, so the creature has lost the genetic information for legs, so it can't walk, but now it can bounce.

5 comments

My game is a genetics based breeding platformer game.

In the game you breed creatures to traverse the platforms and gain immortality which has been lost due to mutations. Mutations are downhill, information can be deleted but not gained by mutation. Most of the variety in the creatures actually arises from their original created genome. And through changing the allele frequencies, different creatures arise with different abilities which will aid in getting the immortality genes back into the genepool. The creatures are diploid, so they have two copies of each gene which allows for dominant and recessive as well as codominant traits.

If anyone wants to try it, the link is Py_Ed.

P. S. if anyone beats it I would like to know "how" (What kind of creatures they bred, what path they took) they did it to see if anyone has done it through someway that I have not thought of.

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I am an awful musician.

For the compo I made all the music and sound effects myself with a microphone. The song was played on both a drum and a kalimba that I bought on a missionary trip to Africa years ago. To put it succinctly, I've never took music lessons, my sense of rhythm is pretty terrible, but hey, I made it myself.

5 comments