1 year ago • Geat

Info about how the gender system will work:

States for the gamete production: none, exists, receptor active, receptor dead.

So for example a clown fish would start out as:
sperm: active
egg: exists

and if there were only females some of the males would change to:
sperm: dead
egg: active

This also means that mr seahorse doesn't get his own gender, eggs are just transferred to him in script. 

This is supported by the chromosome system where XY pair and ZW pair but these pairs don't do crossover, so each gender can get their own genes, but the chromosome names don't inform what gender the creature is. 

Since the last update: 
Added owners kit photos + photos of objects outside world like in the creator screen.
Added ability to convert these photos to icons (for muco, eggs will have pattern of creature that will be born!)
Added creature metadata (name, description, life event system etc)
Added minimap system so things like the bridge maps can be made for all metarooms not just built-ins.
Added support for ladders, debugged a bunch of problems in the animations. (this took too long but apparently lots of games have problems with them)
Added support for game controllers; this was necessary because emulating an analogue stick based on WASD is a lot easier to work with than a script. 
Improvements to JSON handling (networking stuff)
Improvements to inter-agent communication (easy but not obvious kinda stuff)

Preliminary work on language learning (having an issue where different languages have different word orders that should effect norn output),  animation improvements, and multiplayer

Tons of bug fixes, as always!

Currently adding functionality to the first metaroom in the game the tutorial area. I wanted to have another gameplay demo test by the end of the month but i missed that deadline.

The current thing being worked on is procedural animations, I'm unsure how advanced these will be at this stage, i'm trying to use a library with advanced animations so it could be used with genes for entirely procedural creature animations, but we'll see (the library's documentation is bad and its code is hard to understand)