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Evolution: The Video Game v2.30.

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Can you adapt to the changing environment or will your species go extinct?
Based on "Evolution: The video game by Kickstarter" which is based on "Evolution", an old Russian board game.
Life simulator. Evolution-based, board-like map played in turns where living beings compete for surviving and domination.

The game has 64 Turns.
Between Turns is managing time.
Turn and managing time both are 16 seconds.
Game length is about 35 min.
On the start of the game is "Starting", it's free time for a player to prepare.
On the end of the game is time to check Leaderboard.
Player gets points when Eat with Carnivore equal to Carnivore lvl.
A player loses when being Eat with Carnivore equal to Carnivore lvl.
A leaderboard is shown after the game ends.
Limits: Since Original game is based on board game there are much of limits and, doe to it, weird logic. | I bypassed that so Logic and math here are much better.
Gameplay: One-buy-one. In Turns. | Everyone at the same time. In Turns.
Difficulty (Including: difficulty, knowledge, skill, thinking...): Harder. | Easier. I want to "evolve" it to be very hard to play.
Duration: Mostly less than 10 minutes. | Random time, average, about 20 - 30 minutes.
Content amount: Fair amount. | Very little. I am working on that.
Look and sound quality: Good. | Very bad.
Turns: No limit (I assume...) | Random limit.
Maximum number of Species: 5 (I assume...) | Unlimited.
Maximum number of Units per Specie: 6 (I assume...), represented by a number. | 1. Does not have.
The way Specie gets members (Excluding first.): By sacrificing any of the Evolution Traits. | Do not get.
The way Player gets Species: By sacrificing any of the Evolution Traits. | By choosing, after the end of the Turn, work half of the times.
The way Player gets Evolutions (Evolution Traits): By getting after the end of the certain phase. (Maybe another way exist, I am not sure.) | By collecting from killed LBs and By choosing after the end of the Turn.
Evolution Traits value: Big variety. | All have the same value.
The maximum number of Evolution Traits per Specie: 3 | 6.
Level limit of Evolution Traits: Maybe 2-3 or more for some Traits, for all others is just 1. | Unlimited.
Size limit: 6 (I assume...) | Unlimited.
Adding:
Randomly spawned Minerals at the start of the game. Chance to spawn is: 5 : 6. Minerals are spawn until the first miss.
Camera set. Only four digits number.
Improving:
Descriptions, both in the map and the site.
Random rotation is given to Minerals.
Unit Selection on the start of the Turn for each player.
Changes:
Turns amount: 64 ---> After the first turn, every next have 1 : 128 chance to be the last.
Turn length [Starting / Turn / Managing / Ending] (s): 32 / 16 / 16 / 16 ---> 32 / 20 / 12 / 64. The length of the game is unnafected.
Corpse Food Capacity: maxLife of Dying Unit ---> maxLife of Dying Unit + Food of Dying Unit.
Spikes Damage: 1 plvl ---> 1 plvl * Incoming Damage.
LB now spawns with a random Feeding Type.
Map name: Evolution: The video game ---> Evolution: The Video Game.
The walls are higher, this fixes some visibility issues.
Fixes:
Unable to use multiple different Feeding Types in the same Turn.
Matter Transformator.
World being hidden even during the Turn.
The Attacker would get as much Food and Points as the Damage he "dealt" and, in case of Carnivore, the Prey would lose as many Points as that, regardless if a Food Resource had that much Food. That isn't the case anymore.
Spikes.
Carnivore. Partially.
Descriptions, both in the map and the site.
Chemosynthesis. Name: Chemiosintesis ---> Chemosynthesis.
New Life is automatically selected.
Adding:
New region, "World", it occupies the whole middle.
Matter transformator. It has 1 inventory slot and it transforms matter (Evolutions) into the minerals. Transformation happens at the start of Turn and minerals spawn in the World. Every Evolution transforms into 4 minerals.
Minerals, a new type of Food. Eaten by Chemosynthesis. Can be seen on the map, represented by green dots.
Chemosynthesis, a new type of Feeding. Eats Minerals.
Corpses. Now LB leave corpses on death. Eaten by Vulture. Items from Corpses can not be picked-up if Corpse exists. Since corpse emits much of smell it can be seen on the map, represented by green dots.
Vulture, a new type of Feeding. Eats Corpses.
Photosynthesis, a new type of Feeding. Automatically generates Food.
Changes:
LB can try to eat impropriate Food but won't get anything.
Carnivore graphic duration (s): 1 ---> 2.
Evolution descriptions a bit changed.
Skeleton Orc selection scale: 1.1 ---> 1.2.
Adding:
Agility. 20% chance to CS (including Food and score), dodge, and avoiding Defense (Spikes). It's counted as a difference between Agility of the attacker and the attacked.
Spikes. The attacker gets hurt and loses points.
The boundary on parts of the map that aren't used.
Changes:
Size now have a passive icon, and other items that should have will have it.
Adding:
LB got Food. Food is represented by mana. LB starts with 0 Food every Turn. After the Turn ends LB's Life become determined proportionate by Food they have. LB gets Food by eating others with Carnivore. Food got is equal to the damage they dealt with Carnivore. maxFood and maxLife of a Unit are proportionate.
Each Player controls units that can evolve and reproduce. The goal is to be the most successful.
Success is measured in the amount of Food obtained during the game.
Each Turn units can eat and defend. Each Managing time units can evolve and reproduce.
LB is a unit that Player plays with.
Size is the Maximum Life (Max HP) of an LB. LB must have this Trait, if LB drops Size, it dies.
When LB dies, it becomes Corpse. A Corpse is a Food resource for Vultures. The amount of Food it provides = Size of dead LB + Food of dead LB.
Minerals are eaten by Chemosynthesis.
Matter Transformator, at the start of each Turn, transforms Evolution into Minerals, each Evolution provides 4 Minerals.
There are 4 ways of Feeding.
Carnivore. Eats LB for 1 (Life, Food, Point.) plvl.
Vulture. Eat Corpses for 1 (Food) plvl.
Chemosynthesis. Eats Minerals for 1 plvl.
Photosynthesis. Makes Food over time (Each Round, at the start.), 1 plvl.
There are some other Evolution Traits as well.
Spikes hurts the Attacker for 1 (Damage) plvl.
Agility 20% chance to CS (including Food and Score), Dodge, and avoid Defense (Spikes). CS and avoiding Defences happens at the same time. It's counted as a difference between Agility of the attacker and the attacked.
Size - HP maximum;
Life - Current HP;
Food - Mana, Food required - Mana maximum;
LB - Living Being;
lvl - Level;
plvl - Per level;
CS - Critical strike.

Credits: terrio.
Previews
Contents

Evolution: The Video Game v2.30. (Map)

Reviews
deepstrasz
No. You can update this thread, not make another. Awaiting Update.
Level 8
Joined
Feb 11, 2016
Messages
231
But it's basically "Evolution: The video game by Kickstarter", why it needs a description, but okay...

Edit: I did My best, I added: "Evolution-based, board-like map played in turns where living beings compete for surviving and domination.", and fix some spellin' errors.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
I tried this two times but didn't understand anything. The score always remains 0. Sometimes you can click new life/evolve on "?" units if they remain selected after the first phase of the game. Nothing happened in the middle of the map where there are green neutral hostile camps on the minimap.

@Daffa the Mage @Paillan if you guys can figure this out, please.
 
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