I'm adding these sounds to the game (evolution sim devlog 2-4)
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- Опубліковано 9 чер 2024
- I'm working on evolution simulation game The Sapling, my solo indie game project. It's a game where you can basically do two types of things: on the one hand, there are a number of scenarios tasking you to design an ecosystem that meets specific requirements, on the other there is a sandbox where you can build your own plants and animals, turn on 'random mutations', and see how they evolve.
In this video I elaborate on the many new sounds this update, including sounds for animals, sounds for the UI and ambient sounds.
Website: thesaplinggame.com/
Steam: store.steampowered.com/app/99...
Itch: woseseltops.itch.io/thesapling
Twitter: / thesaplinggame
Fan initiatives:
* Discord / discord
* Reddit / thesapling
0:00 Animal sounds in other media
2:25 Animal sounds in The Sapling
4:56 UI sounds in the editor
5:51 Ambient sounds
7:17 Outro - Ігри
This is by far the best evolution based game out there. What I really like about the Sapling is how it doesn't just deal with animal evolution, but includes the evolution of plants (something again, severely lacking in other evolution games). You can't really build an artificial ecosystem without it
I really hope that this game will set a trend for more games like this
Exactly! Plant evolution is so much more important than a lot of games are realizing because if plants evolve, animals end up evolving with them which can cause multiple different ecosystems to arise. This is a MUST if you want your animals to truly speciate - otherwise they’ll compete with each other the entire time and while they will speciate it’ll only be by distance or to compete with each other. So many games have overlooked this and I think Wessel is the only guy who truly understands evolution and knows what he’s doing to the extent that he does.
Dude, that reveal at the end was REALLY well done lmao
100%! I was like…wait the sound changed under the water…UNDER THE WATER??!
@@gimps3937 and then the second I realized what I was looking at it was gone and I was like “wait a minute hold the fuck up”
I KNEW IT WAS GONNA HAPPEN LETS GOOOOOOOOO
I read this comment beforehand like I always do, and I waited the entire video for him to mention underwater stuff, and only at the very end I realized what you meant.
Yeah, just casually dropping the camera underwater when no one actually _expected_ him to drop the aquatic update and sandbox mode update at the same time goes *_WAY HARD_*
You should add small grass-like vegetation to cover the surface in between the trees. It will make it feel much more like an ecosystem.
I agree, the problem with fruits is that it prevents quite a lot of types of plants from existing in this game.
Check the previous video, there was a whole comment thread on this, I think he (dev) was intrigued by the idea
@@YLLPal Tanks, didn't saw it☺
Hi Arrow14100, thanks for your suggestion! It won't be in this update, but it's an interesting idea indeed.
@@TheSapling tbh the grass doesnt even have to be an organism but some short of simulated visual effect (would be best if it was somehow based on surrounding trees)
Having every patch of grass as an organism would be probably a massive performance sink.
If creatures aren't able to sleep yet, you should definitly add that. It would replenish energy but make the creature vulnerable for a while. This could even make some creatures nocturnal and some creatures might evolve to become diurnal, could really be cool evolution-wise.
Other than that, the video was amazing (like always) and I'm so excited for underwater life!
So he already showed off that this version has hibernation and estivation which were suited for helping animals avoid seasons they aren't well adapted for, and nests/burrows/hives have been implementated as a resting spot.
In the current release version I don't think there's an energy system. My memory is that there's a hunger bar ticking towards starvation, a health total (❤️), and an age tracker. So sleeping could slow down or pause the hunger bar and perhaps it could even restore health.
But one issue with your idea of sleeping being a vulnerable time is that even though that's intuitive that an animal would want to be vigilant and keep watch for predators, it wouldn't mirror the niche partitioning of real life very well. Most small prey species will sleep at a time that predators are more active, if they can manage it. Many bugs come out at night because only bats can hunt at night, and those bugs will rest during the day so insect-eating birds won't spot them.
So I'd hope that sleeping animals would be harder for predators to notice, in order to replicate those evolutionary pressures. Perhaps they'd deal critical damage to sleeping targets, and sleeping targets can't use sight-based behaviors until they awaken. They could still hear predators who have noisy foot types and trigger it to wake up.
Hey Kai and LandBeforeThyme, I think both of you are correct! Nocturnal animals (and sleep by extension) would be super cool, but it would only work if there was a way to hide for animals sleeping during the day (and don't build closed nests, of course), so that's something I'd need to solve. In any case, thanks a lot for the input, both of you!
@@TheSapling have you thought about caves? If there were naturally generated cave systems, animals could find homes in them to sleep!
@@TheSapling, what about paki'g the trees hollow so animals could sleep in them if they are the same size or less than the tree
Making*
You're so right about the sound effects adding more life to the game. Music and sounds impact the way our brains perceive situations in so many ways without us realizing it. Can't wait to jump into the next build of the game! :)
Wow! I'm so hyped (considering the teaser). I hope you do another "random mutations" video again, especially if we can really evolve from a sea creature...
Indeed planning to make more of these videos!
I love the sapling so much and I can not wait for the update please do a season 3 after this
Thanks a lot Nshorts :). I indeed plan to reveal future updates with series of devlogs like this one.
Patience is key
aquatic update *foams at the mouth and dies*
I am really exited for everything. Has been playing the game since day one and love everything. Really exited for how it turned out. And you can’t leave us with such a cliffhanger. It’s giving me goosebumps. Also looking forward to the new body parts and other blurred out features.
I'd totally consider it "market research" lol, the sounds make a world of difference! Good work 🙂
Well wessel, in the first devlog of this season i saw the blurred bodyparts and i thought that they branched off from the starter animal feet, i thought that it could be fins or something. As someone with quite some knowledge about evolution and stuff i saw so many clues but no confirms… You drove me crazy for a month thinking i maybe saw just want i wanted to see… But that moment when the camera got underwater i just knew it was the moment for the reveal, well played Wessel well played, now i cant wait even more for the update thank you so much for such an amazing game!
Kinda good stuff we finally get some sound, and I didn't expect the ending, im personally amazed
looking back I don't know how I didn't see this earlier... the planet editor has settings for ocean current speed and there are 2 blurred out limbs right before the split between arm and leg(probably legs with webbed feet and then flippers or fins), as well as several blurred out mouths(probably aquatic or amphibian mouths). there is also a viewing mode for ocean depth in the planet view which would not matter if the ocean depth was just for what height the ocean started at.
finally a aquatic update!
I've been really enjoying your process of making the game feel alive. Can't wait for the update!
I love the new sounds. They really uplift the world to a more alife status. It is just a masterpiece.
On the other hand: HOLY MOLY, I KNEW IT. LETSSSS GOOOOOOO. AQUATIC UPDATEEEEEE. Thank you for that :)
does vegetation have sound yet? like rustling leaves or creaking branches, and wind sounds too. also for the animal sounds, would fit well to have small creatures make on average higher pitched sounds and large creatures make on average lower pitched sounds
Yeah, Louder sounds for higher wind speed
Hey Morgan, good point! Vegetation sound is one of the sound related things I haven't solved yet; I can't simply add an audio source to every single plant because there are thousands, so I'd need something something smarter there.
About the size / pitch relation: it has that, totally forgot to mention :p
Words cannot describe how hyped I am for this !
my instant thought was to randomly change the pitch of a mouth as an evolutionary trait, with weight on size (most big animals would have low deep noises, smaller ones higher, at least most of the time)
Yeah, it works like that... totally forgot to mention ;)
The Sapling has started doing end credits scenes, the Sapling Cinematic universe is about to get wild!
I really love these devlogs, hearing your creative process for the game's new features is wonderful!
Sound is very fun to add to Games. You never think about it before while playing but once you get into to development you realize it makes a huge impact to the experience.
Right at the end of the video, I was thinking about ways to do underwater ambience and that last 2 seconds nailed what I was expecting. Right on point.
Its amazing how one person can make all of this!
Haha it gets less amazing once you discover how buggy the whole thing still is ;)
I know I commented about possible aquatic creatures before but how are animals going to move from continent to continent if they can't fly? Also one other suggestion is tectonic plate movement to see if continents can move around. Can't wait for this new update!
Sea and sandbox update would be interesting though as I mean the ocean is where life began so I thought it makes sense too bad it most likely won't happen anytime soon.
I thought exactly the same like exactly
Mate in the last several devlogs if you look you will see: many mentions of an algae editor, a fish icon in the animal creator, when he hovers over animal parts it literally says how much time it gives that animal underwater how much drag it causes, in the planet editor there is ocean currents. Like if the next update doesn't include aquatic animals then the dev is doing some next level trolling.
@@jorko2752 I saw the same exact clues lol cool to see someone thinking like me. Also in the first devlog some bodyparts were blurred out of you play the game you know that one the places with blurred out parts are little amphibious like feet, some branched of from those default ones, that might be a big indicator….
@@renzbongers337 Yeah exactly it's basically confirmed by this point
This is catching up to me in terms of love for evolution sims(Bibites is the current one I love the most).
This is so cool!! I think it'd be cool if you could customize sounds somehow, like you could make it make certain noises in a certain order or at a certain pitch occasionally. The noises you added really makes the game feel alive!!! :D
The music in this game is amazing
I already love just having this game run on my second monitor, so this will only make it better!
The progress is looking and sounding awesome! The world just came alive after adding the sound. I really like how make the soundfx sound like especially in the game world. Keep it up! :)
Amazing progress, great soundscape
Are there plans to remove the hardpoints for creatures in the future? I'm also curious as to whether or not there will be the ability to make bipedal creatures similar to humans.
Hey Mistey, you mean the fixed mount points? Keeping that part simple was a decision I made long ago to make sure the game would ship within my lifetime, but never say never. About bipedial creatures: you can make bipedal creatures, you are probably referring to an 'upright body posture'. Without making promises, agreed it is a cool idea.
@@TheSapling this would be useful for my earth experiments my humans look like mutants with broken backs
Awesome sounds, awesome teaser at the end, I'm more hyped than ever ! XD
Aquatic life! Much hype! Looking forward to setting up a map with multiple islands and starting life out in the water to see how long it takes to adapt to land and then what happens once it gets there!
Have I just seen aquatic plants in the finale?
Was that underwater grass? Also good luck on the dev logs and game
Those underwater plants at the end look pretty
I loved the sound design and the whole vibe of the music. and does that mean we'll also seearine life? That'll be so cool, can't wait for next week's dev log
Just one word: Amazing!!! 🦖
Can't wait for the Implementation if this Update. 🤩
Before 7:59: oh cool, vuvujello
After 7:59: oh cool, sea weed… wait…
Omg aquatics!
If your adding this please add piscivores I know I have been asking a lot but they could stable live whith herbivores as carnivores are still a bit hard
Your adding aquatic animals and plants
Don't overwork yourself. You already have one of the most underrated games on Steam.
One last suggestion i had is revamping the old evolution system since whenever I start a game after a few millenia the creatures get loads of heads or limbs. I would recommend that creatures can't grow any new limbs or heads and can just upgrade or remove the limbs it already has. Sort of like the similar evolution game Species Artificial life since on that the creatures changes are a lot more tame and believable because I'm not sure that a creature looking like a large round dinosaur will transform into a multi headed hexagonal snake. Just a suggestion that could help the game Good luck for the game as it is in my opinion my favourite game as of late Keep up the good work.
I think it would be better for evolutionary plasticity setting for how easy it is if it is high then new heads and limbs can evolve if low then they can't
Thanks for the suggestion Leo, much appreciated!
It's a far-fetchrd idea because it's unlikely to be advantageous with the game's current development level, but perhaps you could eventually make it so animals know the coordinates of where they were born, so that they can find their way back to that spot in the future like how many animals return to the same nesting grounds they were born at?
I suppose for that to work the behavior system would need to be expanded upon to include conditions so the animal could have varied behaviors depending on multiple conditions and stimuli.
👶: "I'm a baby and should cry out if and flee to avoid being gobbled"
👩🎤: "I'm a teenager and should venture out to greener pastures where I won't be competing so much with my own species, the further the better"
🤰: "I'm pregnant and should return to my home nesting site where there are food sources close to the ground"
🤱: "I just heard a baby's cry so me my crew are gonna gang up on any predator that comes anywhere near this place."
Hey LandBeforeThyme, I think the reason animals return to nesting grounds is because there is something there that makes it a good breeding place. I guess, before implementing the required instincts, I'd need to figure out what makes a particular area good for young animals of a species, but not so much for older ones.
@@TheSapling I'm always hesitant to suggest anything for the behavior system because I'm afraid of suggesting things that would just bog things down with unnecessary AI. There's a lot I don't know about how the feature works, and a lot I don't know about the technical limitations of the game in general.
In fact, can I ask how the time jump feature works? Does it do all of the same calculations as it would if the simulation had been running for hours, just sped up and without any of the resource-demanding graphics? Or does it simulate a period of time to determine a trend, then extrapolate that trend, rinse and repeat?
I've always assumed that the game is effectively turn based, though I don't know if all organisms take their turns simultaneously or whether they do it in order, and how that impacts the ways in which animals interact with one another.
Are all of an animals behaviors checked at the start of their turn, and if any trigger then one is chosen at random from among them?
I think you've implemented a really cute & quirky behavior system that does a nice job of producing phenomena like batesian mimickry, as well as producing reactions to not only a particular species, but also its similarly-colored close cousins (who likely fill similar niches). It was a bit of a pain to micro-manage the behaviors though, and I wasn't even sure if micromanaging them even affected the animal's fitness very much. Some of my frustration might be fixed through changes to the interface, as it was pretty finnicky when I tried it.
Was the current limited system chosen because more than four behaviors would be too expensive for too little payoff, or is the current system a solid proof of concept for emergent gameplay that's capable of expanding as development progresses?
What behaviors exist totally independently of the brain feature, are the universal hardwired instincts just to eat from adjacent food sources, wander aimlessly, and reproduce?
Again I love what you're doing and I'm excited to see more of it!
These are excellent questions! Some replies:
* About the time jump: the first approach you describe.
* Indeed turn based with random order, although I regret that decision (turn based) these days
* I indeed feel the instinct UI needs an overhaul (with more instincts, I don't think they are the performance bottleneck), won't be part of this update though!
* Eating and reproducing are indeed prioritized above the instinct system... walking somewhere at random is the fallback option
@@TheSapling Thank you so much 🥰🥰🥰
wow dude, you did a great job inscreasing the quality of the sound design. this sounds great
O my god there actually adding aquatic life forms
We need to put limbs on the top and bottom and stuff on the animal face
Since you have the various animal sizes as a trait in the game, it would be cool if the noise has got post-processed based on the animal size. Getting pitched and/or slowed down by a certain amount. The bigger the animal gets. It could add more variation without making the packs larger.
Also, it seems there's an opportunity to expand on what sport did and give sound packs to specialized body parts like wings that can rub together or bony parts that can click.
Hey Spencer, about the size: yeah, it works like that, totally forgot to mention ;). About the other body parts sounds: secretly the whole reason I'm adding this is because I want to add cricket like sounds one day :P... what kind of clicking animals do you have in mind?
@@TheSapling Hey! thanks for your response. Amazing work you're doing, by the way!
Something like a rattlesnake comes to mind. Also a sound for winged things would be cool.
All the best! Can't wait for the update to hit steam
(Edited to make shorter)
So cool
WHAT DID I JUST SEE AT THE END !
I might just wait for 23 hours
A simple suggestion: while zooming in close to the ground, the player should also hear the wind blowing the leaves of the plants, and the feet of animals stepping on the ground.
Without making promises, indeed an idea I like!
Great video and great project, I find your work very interesting.
I think making a vivid universe is a challenging task and maybe you could focus on adding visual/dynamic stuff into the game. For example less rigid animation, star glitter, grass, water shading and water foam animation. Also, I don't feel like mixing flat and smooth shading is very visually pleasant. Since the game looks low-to-medium poly, a full flat shading could be interesting ? I look forward to see the visual enchantements now that the gameplay basis is solid.
Thanks again for sharing your creation !
Thanks a lot for your feedback Kiordestruk!
Goosebump-inducing!
wow so cool! Keep up the great work!
adding sound like this was an amazing idea, but you should probably make UI sounds adjustable, and the sounds that the mouths make when hovering over them in the menu should be togglable so that it doesn't get annoying after hours of creature design
Hey Alex, thanks for the feedback, much appreciated!
It would be neat if the body mass of the creature effected the sounds as well (heavier creatures having lower sounds)
It works like that, somehow forgot to mention it in this video (facepalm)
Hi, the sapling needs a plant update as not all plants are trees you should be able to make:
Bushes,
Flowers( not on trees),
Grass,
And more.
Also the sapling needs more ways to spread seeds such as acorns, pinecones, more fruit and other ways - animals and wind should be able to carry these.
These additions would make the world look much better and varied!
Hey Ice Monk, without making promises, agreed that these would cool additions!
Can't wait till the updates released
Mabye there's gonna be more fruits
Hey Logan, more fruit won't be in this update, but (without making promises) it's an interesting idea indeed.
your game is amazing, I hope that I get to play it someday
I feel a tentacle mouth type may be cool so would mandibles like a insect and a trunk.
Ya
Hey Sadr, out of curiosity, is there a specific animal you are thinking about when you say tentacle mouth?
Maybe he is refearing to a squid? With the arms and tentacules surounding the actual mouth aka the beak but as a single bodypart, wich i think sounds like a good idea to make something like tge bullsquids from halflife or even lophostomes from a certaint youtube series.. Or just a normal squid like animal in the hypotetical scenario that aquiatic creatures are aded wich i doubt :)
@@Leyva0scarVRL that would also be nice
cool sounds bruther
One thing you could maybe do for mouths using the same sound packs is varying the pitch range they use. So different parts in the same group can sound different by default, even if you can tell they're in the same category, and it doesn't take up an annoying amount of extra space.
Might also be worth varying pitch ranges based on a creature's physical size though, and doing both would be confusing
Hey Seve, thanks for your suggestion! At the moment, different pitches are also used for various creature sizes, but perhaps it will be possible to squeeze even more variation out of the pitch parameter ;)
Do you plan to add ambient noises with the wind and the plants? I feel that it would add a lot to the environments.
Hey ChamadaFlamers, vegetation sound is one of the sound related things I haven't solved yet; I can't simply add an audio source to every single plant because there are thousands, so I'd need something something smarter there.
Also if you ad a piskovour niche (I can’t spell it) make the mouths branch of carnivore mouths and the first few like walrus branching of tusked carnivore mouth and then have mouth like crocodiles note: this is only a suggestion I love this game but it would be nice to have
Hey Nshorts, perhaps you mean fish eaters, piscivores? :)
@@TheSapling yes that what I mean
You need to add warm blood which would give creatures a larger temperature range
Thanks for the suggestion sunscreen! The difference between warm bloodedness and cold bloodedness is indeed something I considered, but so far I haven't been able to figure out how to prevent making one option much more powerful than the other.
@@TheSapling you could make warm blood creatures have a larger temperature range but need more food like real life
That ending I almost dropped my phone goed gedaan!
It would be cool if plants made a faint leaf-rustling sound
Agreed! Not sure how I would handle 10.000 audio sources though ;)
@@TheSapling haha True, that could be an issue. Maybe it could be simplified by assigning a variable to each leaf type, and then an audio source placed at the camera location plays each leaf type sound based on the proximity of the player to the plant-up to a certain total volume. Idk, I am just thinking out loud!
I think a big part of why there isn't research on mouth shapes vs sounds is that not all animals even *use* their mouths to create sounds in the first place.
Various insects do it by rubbing specialized parts of their body, for instance.
Song birds actually specially deform what amounts to their *lungs* to generate sounds. Their beaks aren't flexible like our lips, so they can do far less in that region, but they easily make up for it with finer control of more internal organs. And as you know they can very much *mimic* just about any sounds they hear. Famously near-perfectly if they happen to be a lyrebird.
So ultimately, while there is gonna be certain trends (bigger animals *tend* to do deeper sounds), it'll vary a lot. And some of it is adapable too:
Wolves' howls are especially good to carry across vast distances for instance.
And whales and songbirds actually significantly changed their songs due to background noise.
Whales today sing much higher pitched than they used to, because their preferred register is occluded by ship motor sounds. It turns out you can hear much MUCH farther under water than through air, so even rather distant boats are a big problem.
And birds that live near highways tend to do much shorter, simpler songs.
Hey Kram, thanks for this super interesting reply, love it. Still, I would like a procedural creature sound creator where I can input some parameters (and you convinced me that mouth shape should not be a parameter) and it will give me a few suggestions, similar to DALL-E.
@@TheSapling I guess it's gonna depend on how much detail you want to include / can get away with. Mouth shape should absolutely be a factor if it's used to generate sounds, actually. Just not the only one is the thing.
For us humans, our lips and jaw and teeth and tongue are a big part of what shapes sounds. But so is our uvula which is deeper down the throat. And you can't forget about just how important our nasal cavity is to sound. Both in terms of quality (more nasal voice/song vs less) and in terms of producing certain sounds at all (it's really difficult to speak clearly and distinguish all the sounds you can normally make when your nose is stuffy)
It's a really complex system even just for us alone. (I suppose humans aren't a good example for the *simple* case though, as we kinda have to be able to produce many different clear sounds for speech. Most animals get away with fewer. Though reasonably complex sound production isn't exactly rare)
Breaking it down to the simplest possible thing though, it's organs capable of producing vibrations in the air. There are myriads of ways to do this, but that's the basic thing you want to allow to have variations in.
Total size matters and allows for deeper sounds specifically because you need a sizeable resonator chamber to meaningfully generate such bass sounds in the first place, so that's a relatively easy parameter that will certainly matter. Deeper sounds are literally larger in that they have longer wavelengths. If you try to produce a 1m wavelength in a 25mm body, you'll have a pretty hard time of accomplishing this.
But that's just about the only justifiable rule I can think of. Everything else is down to body plan.
Depending on wind levels and plants near you, you should add sounds for light breezes and stronger winds
Hey Alex, thanks for the suggestion. Haven't really figured out wind sounds yet, but (without making promises), it would definitely add to the game.
Looks good. So all plants are the same size, how can you have floor, bush and tree type plants, would that need a whole plant height/light level system change?
Hey Tag, there are actually 4 different plant sizes... it's just not shown in these videos.
If you want a game to "market research" might I recommend birthdays the beginning it's a game with a very similar concept and I feel like you could draw a thing or two from it.
Hey Elowehi, thanks for the pointer! I was aware of Birthdays the Beginning, but I never tried it yet!
So hype!
To be honest, I don't even remember how I found this game. It might have been because UA-cam thought I would be interested in the devlogs since I watched a few Spore videos and a few idie devlogs.
I feel like I should ask. Do you think that there will be "visual vegetation" like grass or moss? The idea is that if there is a large enough concentration of vegetation in the area, the currently brown ground immediately around the area will become the same color as what best absorbs light. The only problem I could see with this is that it'd blend in with the designed or generated plants a bit.
Hey SY Ena, it's an often requested feature and (without making promises) indeed something I like. What you describe is one approach I'm considering, although I feel it would be even cooler if the grass could be designed and evolve like the rest of the life within the game :)
@@TheSapling aye, that would be cooler! Though I can see some performance problems arising there..
I didn't know this devlog existed, so I thought you quit working on the game because there weren't any updates in a while. I was wrong!
Haha this reminds me I haven't posted any of these videos to Steam ;).
You cant trick my brain
THE REVEAL YOOOOOO
Hey since you added some sounds to the game maybe you could add intimidating and display calls or even calls when spotting a predator or when hurt or dying.
Hey Zack, thanks for your feedback! The game always had the instinct options 'when you see [color of predator], [cry]' and since the previous update also 'when you [feel pain], [cry]'... the difference now is that you also really HEAR these cries :)
Could you add a rair intelligence thing where nests would be a building purity simple and cool also we need exoskeletons.
Hey Sunscreen, for exoskeletons, you would need limbs below the main body, right? Instead of on the sides, like all limbs are right now?
I see those blurred out things in the creature editor bro
We know what's coming next
WATER!!!!!
Watch till the end I can tell you that
There needs to be eyes better at discussing colors so a herbivore could tell plants from its species but predators would just see green
Hey Sunscreen, without making promises, that's quite an inspiring idea!
@@TheSapling ya it is the best way for camouflage because otherwise herbivores might die out because they couldn't tell each other apart from plants
UNDERWATER PLANTS AND CREATURES?????? THE REVEAL.
About sounds, would this require an ear like addition to the animal so they can sense sounds and are you thinking about adding social creatures?
Social creatures would be amazing to see in your game, such as pack animals hunting or a community of arboreal creatures . Animal sociality is based upon members of the group being able to coordinate with each other, so would an ear be needed or are all of your animals be with hearing straight away? also, passive social behaviours such as herding would be needed to evolve social creatures.
Along with this, you could also think about other senses, such as electro reception and electro genesis, especially for the aquatic life forms. And echo location for nocturnal animals (if you are thinking about that) and aquatic life.
Just some ideas for you.
Edit: I’m an idiot already ears, just focus on social animals part
Already ears
@@yes6650
Just found the video where he says it, thanks for ur help.
Hey Pine Torch, without making promises, these are indeed al super interesting suggestions :)
I hope in the future there's ants
Speaking of water... water organisms when?
Are we going to see sea life?
Will the price go up with the new update?
Hey O, it's not officially announced yet, but I indeed plan to add something like $2 to the price in september, so if you already know you want to buy the game it would be best to do that before that time.
Can you add to you'r game dead bodies of plants it will be Look better than disappering of it you can make them root and disapper slowly (you can add this to Animals too it will be more realistic)
Hey HakieManPL, I've played a bit with that idea before. One problem is that you soon get dead bodies everywhere... any ideas on how to solve that?
@@TheSapling make certain mouths that can eat rotted plants and animals and eat regular food less efficent because of this or maybe it takes more energy to have those mouths
Do you ever consider expanding to a development team?
Hey Hubblebub, creating a game where I do everything myself was one the main goals for this project!
@@TheSapling That's impressive
You should add aquatic plants and animal parts
You should watch the last few seconds of this video ;D
Aquatic life when?
As others have already told, the major thing this game is still lacking is grass. The simulation still feels not really alive, and it's only because of the uncanny lack of any grass.
Hey Michael, thanks for your feedback! Without making promises, grass is indeed something I'm interested in, although I haven't figured out how to approach it yet.
3:57 there is a blurred arm?
Can you add swimming animals in the sapling
Haha you can actually already see swimming animals in the background here and there ;)