Not as much to talk about in terms of decisions this week. I did play around with how “succession” works, whether it should be through direct descendent only or through the broader family. In other words, should a “sister” or “aunt” of the queen be selected as the next queen. I’m strongly leaning towards direct descendent only, on account of how long a game might take if you had to kill every member of every team. I’ve also considered doing some kind of possible team splitting when a queen dies, but that would mean that I’d have to plan for quite a few more different colored sprites (which is probably less work than I’m making it out to be, but I hate doing sprites).
I had a meeting with my professor this week to review the game. We mostly talked about introducing additional levels of ecology and environment. This is something I was kinda wanting to do as well. I think of SimAnt, its predatory spider and, to a lesser extent, the lawn-mowing humans that were environmental hazards for the player to cope with. I would also like to see an organism on the level below our intrepid colony creatures. Ones that would have an effect on the resources available(a la pollination), or possibly become a resource themselves. I’m supposed to meet with another professor to talk about what they did for their dissertation project (as it relates to ecology) , hopefully that happens and proves to be productive.
He was also really getting into the idea of different environment conditions occurring in the game, and the idea of revealing deeper systems in the game to the player. I’m totally down for trying a sort of Don’t Starve style environment system that slowly changes length-of-day, temperature, snow/rain-fall. I don’t think that’s necessarily what he was talking about, but it’s something I think could work.