That control goes against what evolution is supposed to be like. In a game, you need to control something to reach an objective. This genetic car simulator is, in my opinion, a great example of actual evolution of a species facing a challenge. It happens through several seemingly random mutations over time, with the most apt permutation surviving. In the end, the problem with a theme like “Evolution” in a game is that evolution is unassisted. I was confident I could fit any theme around it. Originally, I had an idea of what kind of game I wanted to develop, gameplay wise – something with lots of enemies/actors, simple graphics, maybe set in space, controlled from a top-down view. Working over the theme was probably one of the hardest tasks I had to face. I’ll go through every topic, insted of making the typical what went right/wrong list. Playing on the web works, but you have to simulate multi-touch for table moving and that can be a bit confusing. You can play “Survival of the Tastiest” on Android, and on the web.
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