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	Comments on: Game Idea: Slumber	</title>
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		<title>
		By: NounVerber		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-436099</link>

		<dc:creator><![CDATA[NounVerber]]></dc:creator>
		<pubDate>Sat, 11 May 2013 19:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-436099</guid>

					<description><![CDATA[I had a similar idea to this.
Instead of eating enemies you just have to FIND them (by clicking on them). Imagine bugs on leaves. Every bug has a randomly generated shape and texture governed by a number of parameters. After you find most of them, the remaining ones have offspring. Over time, they will start to resemble the leaves. They will start by being green, then imitating the general form and maybe even the motion leaves do in the wind, just like in real life! Of course, they can&#039;t be allowed to become too small they will have to have a minimum area.]]></description>
			<content:encoded><![CDATA[<p>I had a similar idea to this.<br />
Instead of eating enemies you just have to FIND them (by clicking on them). Imagine bugs on leaves. Every bug has a randomly generated shape and texture governed by a number of parameters. After you find most of them, the remaining ones have offspring. Over time, they will start to resemble the leaves. They will start by being green, then imitating the general form and maybe even the motion leaves do in the wind, just like in real life! Of course, they can&#8217;t be allowed to become too small they will have to have a minimum area.</p>
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		<title>
		By: RakeShark		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-308006</link>

		<dc:creator><![CDATA[RakeShark]]></dc:creator>
		<pubDate>Fri, 07 Sep 2012 20:04:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-308006</guid>

					<description><![CDATA[It&#039;s a good start of an idea, and a good core for a flash experiment. However, the evolution experiment I feel isn&#039;t just about predators and their preferred prey (and how they hunt with acid-webs), but cognitive evolution. There&#039;s another of my kind in this habitat with the same abilities, how do I keep my hunting grounds, do I share them and work together or am I territorial? Or do I leave for greener pastures and let him deal with what I couldn&#039;t catch? Perhaps there&#039;s an invasive species better than me, how do I find a better link to the food chain?

The one think Spore REALLY didn&#039;t get right was competition within a single predator species, not just competition to survive within the prey species.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a good start of an idea, and a good core for a flash experiment. However, the evolution experiment I feel isn&#8217;t just about predators and their preferred prey (and how they hunt with acid-webs), but cognitive evolution. There&#8217;s another of my kind in this habitat with the same abilities, how do I keep my hunting grounds, do I share them and work together or am I territorial? Or do I leave for greener pastures and let him deal with what I couldn&#8217;t catch? Perhaps there&#8217;s an invasive species better than me, how do I find a better link to the food chain?</p>
<p>The one think Spore REALLY didn&#8217;t get right was competition within a single predator species, not just competition to survive within the prey species.</p>
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		<title>
		By: John Waters		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-307662</link>

		<dc:creator><![CDATA[John Waters]]></dc:creator>
		<pubDate>Thu, 06 Sep 2012 19:01:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-307662</guid>

					<description><![CDATA[http://www.youtube.com/watch?v=pARffij0KaA&#038;feature=player_embedded

!]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=pARffij0KaA&#038;feature=player_embedded" rel="nofollow ugc">http://www.youtube.com/watch?v=pARffij0KaA&#038;feature=player_embedded</a></p>
<p>!</p>
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		<title>
		By: Popeye Doyle		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-305283</link>

		<dc:creator><![CDATA[Popeye Doyle]]></dc:creator>
		<pubDate>Thu, 30 Aug 2012 08:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-305283</guid>

					<description><![CDATA[What would happen if the player continually attacked the fastest, most able glowing creatures? Would that ensure the next generation were weak? Would there be mutations that allowed for even weaker creatures to appear? Could you create a race of sheep?

I think the game would need this ability (to be about evolution), but it would also potentially undermine the levelling up side of things, making it an interesting if (again potentially) short lived sandbox.]]></description>
			<content:encoded><![CDATA[<p>What would happen if the player continually attacked the fastest, most able glowing creatures? Would that ensure the next generation were weak? Would there be mutations that allowed for even weaker creatures to appear? Could you create a race of sheep?</p>
<p>I think the game would need this ability (to be about evolution), but it would also potentially undermine the levelling up side of things, making it an interesting if (again potentially) short lived sandbox.</p>
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		<title>
		By: Chris Pearson		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-305178</link>

		<dc:creator><![CDATA[Chris Pearson]]></dc:creator>
		<pubDate>Wed, 29 Aug 2012 19:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-305178</guid>

					<description><![CDATA[You had me at unlockable hats! (P.S I would definitley play this game)]]></description>
			<content:encoded><![CDATA[<p>You had me at unlockable hats! (P.S I would definitley play this game)</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304445</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Sun, 26 Aug 2012 06:12:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304445</guid>

					<description><![CDATA[Warning Forever is a good touchpoint. 

Overall I&#039;m not feeling it though. The constraint about equal points in a total of three niches feels like it would rapidly devolve, hah, into an eternal cycle at best. In such a trivial situation, evolution possesses no explanatory power - the power of natural selection is in freezing interesting environments into genes, with the most interesting elements usually being other genes in arms races, symbiosis, relatives and what have you. And the beauty of it&#039;s all about blindly breaking out of that kind of artificial constraint to have someone else&#039;s cake and eat it too.

Probably just a change to a more chaotic selection criterion could make it great. Maybe if the player avatar left trails in/pushed against a gelatinous particle fluid, and the targets adapted to camouflage and/or move in that environment, that could lead to interesting interactions like the player constraining their own motions to distinctive shapes or something. I do love both the design power and the poetry of pitting development against adaptation - ontogeny vs. phylogeny if you will. I&#039;m getting sort of a Godfellas vibe, the interaction between one long-lived slow creature and fast ones is great. Maybe bullet-time of some sort is in order?

Me, I&#039;d probably just go the literal route and do the bacterial resistance dilemma. Arena twin-stick or similar genre, or unrelatedly turn-based tiles. Spawn steadily? Waves? Anyway, any enemy that survives being near your attack for a certain time has &#039;escaped&#039; and is now unaffected by your weapon until you run and get a new powerup. Let them spread immunity by touching if you want to get literal about horizontal gene transfer. The dilemma between watching their forces grow while waiting until you can commit to a sweep that will leave zero survivors from an area is the interesting bit. Maybe their movements could be dictated by GA&#039;d Markov chains, so ideally they become more frustrating to your personal movement style as the game progresses. Fun!

Or something about the Baldwin Effect is always fun.]]></description>
			<content:encoded><![CDATA[<p>Warning Forever is a good touchpoint. </p>
<p>Overall I&#8217;m not feeling it though. The constraint about equal points in a total of three niches feels like it would rapidly devolve, hah, into an eternal cycle at best. In such a trivial situation, evolution possesses no explanatory power &#8211; the power of natural selection is in freezing interesting environments into genes, with the most interesting elements usually being other genes in arms races, symbiosis, relatives and what have you. And the beauty of it&#8217;s all about blindly breaking out of that kind of artificial constraint to have someone else&#8217;s cake and eat it too.</p>
<p>Probably just a change to a more chaotic selection criterion could make it great. Maybe if the player avatar left trails in/pushed against a gelatinous particle fluid, and the targets adapted to camouflage and/or move in that environment, that could lead to interesting interactions like the player constraining their own motions to distinctive shapes or something. I do love both the design power and the poetry of pitting development against adaptation &#8211; ontogeny vs. phylogeny if you will. I&#8217;m getting sort of a Godfellas vibe, the interaction between one long-lived slow creature and fast ones is great. Maybe bullet-time of some sort is in order?</p>
<p>Me, I&#8217;d probably just go the literal route and do the bacterial resistance dilemma. Arena twin-stick or similar genre, or unrelatedly turn-based tiles. Spawn steadily? Waves? Anyway, any enemy that survives being near your attack for a certain time has &#8216;escaped&#8217; and is now unaffected by your weapon until you run and get a new powerup. Let them spread immunity by touching if you want to get literal about horizontal gene transfer. The dilemma between watching their forces grow while waiting until you can commit to a sweep that will leave zero survivors from an area is the interesting bit. Maybe their movements could be dictated by GA&#8217;d Markov chains, so ideally they become more frustrating to your personal movement style as the game progresses. Fun!</p>
<p>Or something about the Baldwin Effect is always fun.</p>
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		<title>
		By: Jazzels		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304431</link>

		<dc:creator><![CDATA[Jazzels]]></dc:creator>
		<pubDate>Sun, 26 Aug 2012 04:57:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304431</guid>

					<description><![CDATA[If I play it do I get a Web hat in TF2?

Great idea though.]]></description>
			<content:encoded><![CDATA[<p>If I play it do I get a Web hat in TF2?</p>
<p>Great idea though.</p>
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		<title>
		By: Christian Walde		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304421</link>

		<dc:creator><![CDATA[Christian Walde]]></dc:creator>
		<pubDate>Sun, 26 Aug 2012 03:39:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304421</guid>

					<description><![CDATA[This has actually been done already. Look up Warning Forever. :)]]></description>
			<content:encoded><![CDATA[<p>This has actually been done already. Look up Warning Forever. :)</p>
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		<title>
		By: William Russell		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304373</link>

		<dc:creator><![CDATA[William Russell]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 20:29:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304373</guid>

					<description><![CDATA[Make ittttttttttt!]]></description>
			<content:encoded><![CDATA[<p>Make ittttttttttt!</p>
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		<title>
		By: Tony		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304352</link>

		<dc:creator><![CDATA[Tony]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 17:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304352</guid>

					<description><![CDATA[Great idea. Also, this is exactly what Mass Effect looks like if you&#039;re a Reaper.]]></description>
			<content:encoded><![CDATA[<p>Great idea. Also, this is exactly what Mass Effect looks like if you&#8217;re a Reaper.</p>
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		<title>
		By: Pope Jamal		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304349</link>

		<dc:creator><![CDATA[Pope Jamal]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 16:47:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304349</guid>

					<description><![CDATA[Very interesting idea!]]></description>
			<content:encoded><![CDATA[<p>Very interesting idea!</p>
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		<title>
		By: flaillomanz		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304320</link>

		<dc:creator><![CDATA[flaillomanz]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 14:09:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304320</guid>

					<description><![CDATA[I love this idea. I&#039;ve noticed that there hasn&#039;t been a single good, or even remotely &lt;i&gt;original&lt;/i&gt;, flash game release on the internet in a YEAR. Sure, there has been some half-decent ones, but the vast majority are carbon-copies of &quot;Generic Platformer: The Game&quot; or &quot;Colourful Click-a-thon: The Reimagining&quot;. The worst offenders are actually the old hands - companies that once released a couple of brilliant games and never made anything original again.
I mourn the days of good flash games; from the jaw-dropping Morningstar to the absolutely fantastic &quot;Robot Wants...&quot; series.
Alas, those days seem long gone... and this saddens me.
It isn&#039;t even for lack of great ideas, as yours shows - there has to be others out there capable of imagining things for themselves.
I&#039;ve said too much.]]></description>
			<content:encoded><![CDATA[<p>I love this idea. I&#8217;ve noticed that there hasn&#8217;t been a single good, or even remotely <i>original</i>, flash game release on the internet in a YEAR. Sure, there has been some half-decent ones, but the vast majority are carbon-copies of &#8220;Generic Platformer: The Game&#8221; or &#8220;Colourful Click-a-thon: The Reimagining&#8221;. The worst offenders are actually the old hands &#8211; companies that once released a couple of brilliant games and never made anything original again.<br />
I mourn the days of good flash games; from the jaw-dropping Morningstar to the absolutely fantastic &#8220;Robot Wants&#8230;&#8221; series.<br />
Alas, those days seem long gone&#8230; and this saddens me.<br />
It isn&#8217;t even for lack of great ideas, as yours shows &#8211; there has to be others out there capable of imagining things for themselves.<br />
I&#8217;ve said too much.</p>
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		<title>
		By: pascal		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304316</link>

		<dc:creator><![CDATA[pascal]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 13:45:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304316</guid>

					<description><![CDATA[I&#039;d simulate the creatures at a lower level, like some artificial life research does, as an evolving construct of limbs and sensors. It will take a lot more generations of creatures to get a challenging game, but it would be more obvious to the player that evolution is going on (when the children inherit the extra limbs from their parents, or more specific behaviour like a tendency to steer to the left due to sensor placement)]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d simulate the creatures at a lower level, like some artificial life research does, as an evolving construct of limbs and sensors. It will take a lot more generations of creatures to get a challenging game, but it would be more obvious to the player that evolution is going on (when the children inherit the extra limbs from their parents, or more specific behaviour like a tendency to steer to the left due to sensor placement)</p>
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		<title>
		By: some guy		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304310</link>

		<dc:creator><![CDATA[some guy]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 12:58:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304310</guid>

					<description><![CDATA[This is the best evolution game idea I&#039;ve ever heard of.  I love AI and Genetics and have been duly disappointed by games such as Black and White and Spore in the past.  Perhaps a kickstarter is in order?]]></description>
			<content:encoded><![CDATA[<p>This is the best evolution game idea I&#8217;ve ever heard of.  I love AI and Genetics and have been duly disappointed by games such as Black and White and Spore in the past.  Perhaps a kickstarter is in order?</p>
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		<title>
		By: Jack!		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304309</link>

		<dc:creator><![CDATA[Jack!]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 12:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304309</guid>

					<description><![CDATA[Oh wow. Why is every one of your game ideas the greatest thing ever? You should start your own company and get them all done. It would certainly let you get Gunpoint out faster!]]></description>
			<content:encoded><![CDATA[<p>Oh wow. Why is every one of your game ideas the greatest thing ever? You should start your own company and get them all done. It would certainly let you get Gunpoint out faster!</p>
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		<title>
		By: Risser		</title>
		<link>https://www.pentadact.com/2012-08-25-game-idea-slumber/#comment-304307</link>

		<dc:creator><![CDATA[Risser]]></dc:creator>
		<pubDate>Sat, 25 Aug 2012 12:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4826#comment-304307</guid>

					<description><![CDATA[Oh my God, that&#039;s a GREAT idea!  I love it!]]></description>
			<content:encoded><![CDATA[<p>Oh my God, that&#8217;s a GREAT idea!  I love it!</p>
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