Ecosystem

Ecosystem

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Tom Johnson  [developer] Sep 20, 2019 @ 1:09pm
Welcome!
Hello everyone,

I'm Tom, the developer of Ecosystem. I hope you liked the demo. I'll be here to answer any questions you have, to hear your ideas for what might make the game better, or just to talk about speculative evolution in general. Thanks for playing; I'm looking forward to hearing from you.

Tom Johnson
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Showing 1-15 of 66 comments
Firefish72 Sep 20, 2019 @ 4:12pm 
From what I've experienced from the demo this game looks amazing! I can't wait for it to be worked on more and become better and more complex.
I have 2 questions:

1. Is there a discord server or some other community outlet besides steam?

2. Would it be possible to extend this game to terrestrial creatures?
Kingjaffad Sep 20, 2019 @ 4:28pm 
Hello Tom, just played the Demo and I am incredibly interested in this! I was wondering if you'd happen to have a Discord for Ecosystem, just figured it'd be a handy way for people to get together and discuss Ecosystem.
Tom Johnson  [developer] Sep 20, 2019 @ 4:56pm 
Originally posted by Firefish72:
From what I've experienced from the demo this game looks amazing! I can't wait for it to be worked on more and become better and more complex.
I have 2 questions:

1. Is there a discord server or some other community outlet besides steam?

2. Would it be possible to extend this game to terrestrial creatures?
Originally posted by Kingjaffad:
Hello Tom, just played the Demo and I am incredibly interested in this! I was wondering if you'd happen to have a Discord for Ecosystem, just figured it'd be a handy way for people to get together and discuss Ecosystem.

Thanks to both of you, I really appreciate all the support. There are a lot of new things coming up that I'm excited to add and that I think will contribute a lot of depth to the game.

I don't have a Discord server yet but that seems like a good idea. I'll talk to my publisher about setting one up.

I've experimented with terrestrial creatures a little already! I was able to evolve creatures that dragged their body along the ground; they often looked a bit like crustaceans to me, and interestingly, I think this is how the first real-life land animals may have actually actually moved. I never managed to get one that could balance on its legs and hold its body up the way most terrestrial animals do. So something like crustaceans is very possible, but it may be that other terrestrial animals are just a little too complex to evolve in a normal gameplay timeframe. If I can find a way to make them work, I definitely would, but it may just not be possible at the time.
Last edited by Tom Johnson; Sep 20, 2019 @ 4:56pm
edmek55555 Sep 20, 2019 @ 6:20pm 
Hey Tom! I actually just sent you an email but I will post here as well. Here is my feedback from what I have played.

Hey Tom! Hope you are doing well. I was super excited to see the ecosystem demo come out today. I got a chance to play it a bit and I have some feedback.


1. Predators seem to have a rough time. They don't really seem to hunt down prey very well and almost always end up dying even when in close proximity to prey.

2. I think there needs to be a way to indefinitely gain points for nutritional items. After you achieve goals currently, that is the end of placing any plantlife while populations grow and will inevitably need more.

3. The nursery system is currently a bit wonky. One small adjustment can make something that was a nursery into an area that isnt a nursery at all.

4. It is hard to tell anything is going on without the log. There doesn't seem to be any animations for eating other fish or laying eggs. If so they are very hard to see.

5. There is no interaction. It is fun to make an ecosystem and see what comes out of it, but once there are a few established species, nothing really happens. They don't interact, there is no evolution causing a new species to come out of an existing one. I let the game run for a few hours to see how everything went and I had 2 species that pretty much stayed the same the whole time once everything else died out.

6. The lifespan of individuals is a bit short. Some individuals dont lay eggs or even seem to eat before dying of old age.

All in all I am loving what little I have gotten to play. I think that making species interact and wander around more would be a big help. It is cool to see how everything evolves and what species ends up taking the top spot. But once the top spot is established the game gets a bit dull. I never really see many species survive for a long period of time so the end is always 1-3 species just sort of existing. Keep up the great work, can't wait to see what the game becomes!
Menzagitat Sep 21, 2019 @ 3:00am 
The creatures could have a little bit more natural movement. They look silly in the trailer :)

In the end I hope the game to become a complex simulation and have an educational impact too.
https://www.hcn.org/issues/46.21/have-returning-wolves-really-saved-yellowstone
I mean playing and observing algorithms can be fascinating, but the game could even present the player some scenarios/challenges accompanied by references to real life.
Just like some strategy games like to simulate historical battles, this one could do the same but from ecosystem point of view.

When I play Banished, the beginning is interesting but later I set the game to max speed and I still have to wait to reach the next milestone in my plan.
I wonder if having a detailed creature simulation will impact performance and the possibility to speed up the game.
Last edited by Menzagitat; Sep 21, 2019 @ 3:08am
creatura05 Sep 21, 2019 @ 9:19am 
I have to edmak's first and second points. I've seen a lot of species get spawned in that just weren't capable of swimming.
Tom Johnson  [developer] Sep 21, 2019 @ 7:51pm 
Originally posted by edmek55555:
Hey Tom! I actually just sent you an email but I will post here as well. Here is my feedback from what I have played.

Hey Tom! Hope you are doing well. I was super excited to see the ecosystem demo come out today. I got a chance to play it a bit and I have some feedback.
It's good to hear from you again! I really appreciated your ideas back when I was running the Kickstarter, and also from Enemy.

1. Predators seem to have a rough time. They don't really seem to hunt down prey very well and almost always end up dying even when in close proximity to prey.
Predators do have a tough time! In early versions of the game, prey didn't know to flee from them, which resulted in the opposite situation, in which predators would always wipe out their prey. One thing I found interesting is that it can be difficult to balance predator and prey populations in real-life lab conditions as well: https://en.wikipedia.org/wiki/Huffaker%27s_mite_experiment. Because an AI adjustment was enough to switch from predator-dominant to prey-dominant, I'm hoping that with further adjustments (there is a lot of work to come), I can get zero-in on a more even balance.

2. I think there needs to be a way to indefinitely gain points for nutritional items. After you achieve goals currently, that is the end of placing any plantlife while populations grow and will inevitably need more.
The physics and AI for creatures can be CPU-intensive, so the game has to be careful about how many creatures exist at the same time. That's actually why the nutrient points are so limited: because, just like in nature, food supply is what ultimately determines the size of the population. Allowing for more creatures and more different species is definitely something I am interested in though, which could allow for more nutrients, and I was also planning on allowing the player to grow out into nearby zones (e.g. out into the deeper ocean or up a river) which could pause creatures in zones you weren't in and allow for spawning a whole new batch.

3. The nursery system is currently a bit wonky. One small adjustment can make something that was a nursery into an area that isnt a nursery at all.
That's good to know. That's something I've been working on; previous versions didn't have the blue highlight or the percent-completion display. I'll try to make it more usable.

4. It is hard to tell anything is going on without the log. There doesn't seem to be any animations for eating other fish or laying eggs. If so they are very hard to see.
There are some animations for laying eggs, but I can emphasize them a little more so they are more noticeable. I was trying to go for 'realistic' but maybe erred in making it too subtle. Predators have bite animations and there is a little blood splatter when they eat prey, but I can definitely come up with something that looks better.

5. There is no interaction. It is fun to make an ecosystem and see what comes out of it, but once there are a few established species, nothing really happens. They don't interact, there is no evolution causing a new species to come out of an existing one. I let the game run for a few hours to see how everything went and I had 2 species that pretty much stayed the same the whole time once everything else died out.
I think this is the main challenge of development for this game and its the main thing I will be working on in the future. I was a little worried about releasing the demo for this reason - it's just a little taste of the core idea. I hope to add more interaction and also more depth to the systems / more interlocking systems.

6. The lifespan of individuals is a bit short. Some individuals dont lay eggs or even seem to eat before dying of old age.
Lifespans are short at first to speed up evolution of simple swimming ability (otherwise it can take a long time for swimmers to evolve). Those are the creatures that you are seeing that don't lay eggs or eat. The fiction is that they reproduce asexually and are getting energy from microscopic plankton, but in practice it's to prevent the game from being to slow. As the game goes on, their lifespans get longer, and I will make them even longer once I get to the point where creatures can evolve higher level behaviors and complex traits like bioluminescence.

All in all I am loving what little I have gotten to play. I think that making species interact and wander around more would be a big help. It is cool to see how everything evolves and what species ends up taking the top spot. But once the top spot is established the game gets a bit dull. I never really see many species survive for a long period of time so the end is always 1-3 species just sort of existing. Keep up the great work, can't wait to see what the game becomes!
That makes sense, I think having species interact and wander around more would be a big help too. Thanks for all your feedback. It's clear that you put a lot of thought into it and I think it will help make the game better. :)
edmek55555 Sep 21, 2019 @ 8:07pm 
Originally posted by Tom Johnson:
Originally posted by edmek55555:
Hey Tom! I actually just sent you an email but I will post here as well. Here is my feedback from what I have played.

Hey Tom! Hope you are doing well. I was super excited to see the ecosystem demo come out today. I got a chance to play it a bit and I have some feedback.
It's good to hear from you again! I really appreciated your ideas back when I was running the Kickstarter, and also from Enemy.

1. Predators seem to have a rough time. They don't really seem to hunt down prey very well and almost always end up dying even when in close proximity to prey.
Predators do have a tough time! In early versions of the game, prey didn't know to flee from them, which resulted in the opposite situation, in which predators would always wipe out their prey. One thing I found interesting is that it can be difficult to balance predator and prey populations in real-life lab conditions as well: https://en.wikipedia.org/wiki/Huffaker%27s_mite_experiment. Because an AI adjustment was enough to switch from predator-dominant to prey-dominant, I'm hoping that with further adjustments (there is a lot of work to come), I can get zero-in on a more even balance.

2. I think there needs to be a way to indefinitely gain points for nutritional items. After you achieve goals currently, that is the end of placing any plantlife while populations grow and will inevitably need more.
The physics and AI for creatures can be CPU-intensive, so the game has to be careful about how many creatures exist at the same time. That's actually why the nutrient points are so limited: because, just like in nature, food supply is what ultimately determines the size of the population. Allowing for more creatures and more different species is definitely something I am interested in though, which could allow for more nutrients, and I was also planning on allowing the player to grow out into nearby zones (e.g. out into the deeper ocean or up a river) which could pause creatures in zones you weren't in and allow for spawning a whole new batch.

3. The nursery system is currently a bit wonky. One small adjustment can make something that was a nursery into an area that isnt a nursery at all.
That's good to know. That's something I've been working on; previous versions didn't have the blue highlight or the percent-completion display. I'll try to make it more usable.

4. It is hard to tell anything is going on without the log. There doesn't seem to be any animations for eating other fish or laying eggs. If so they are very hard to see.
There are some animations for laying eggs, but I can emphasize them a little more so they are more noticeable. I was trying to go for 'realistic' but maybe erred in making it too subtle. Predators have bite animations and there is a little blood splatter when they eat prey, but I can definitely come up with something that looks better.

5. There is no interaction. It is fun to make an ecosystem and see what comes out of it, but once there are a few established species, nothing really happens. They don't interact, there is no evolution causing a new species to come out of an existing one. I let the game run for a few hours to see how everything went and I had 2 species that pretty much stayed the same the whole time once everything else died out.
I think this is the main challenge of development for this game and its the main thing I will be working on in the future. I was a little worried about releasing the demo for this reason - it's just a little taste of the core idea. I hope to add more interaction and also more depth to the systems / more interlocking systems.

6. The lifespan of individuals is a bit short. Some individuals dont lay eggs or even seem to eat before dying of old age.
Lifespans are short at first to speed up evolution of simple swimming ability (otherwise it can take a long time for swimmers to evolve). Those are the creatures that you are seeing that don't lay eggs or eat. The fiction is that they reproduce asexually and are getting energy from microscopic plankton, but in practice it's to prevent the game from being to slow. As the game goes on, their lifespans get longer, and I will make them even longer once I get to the point where creatures can evolve higher level behaviors and complex traits like bioluminescence.

All in all I am loving what little I have gotten to play. I think that making species interact and wander around more would be a big help. It is cool to see how everything evolves and what species ends up taking the top spot. But once the top spot is established the game gets a bit dull. I never really see many species survive for a long period of time so the end is always 1-3 species just sort of existing. Keep up the great work, can't wait to see what the game becomes!
That makes sense, I think having species interact and wander around more would be a big help too. Thanks for all your feedback. It's clear that you put a lot of thought into it and I think it will help make the game better. :)
Thanks for taking time out to address all of that. It sounds like you are already working on most of the stuff I mentioned. I can't wait to see the final product. Enemy is still one of my all time favorite indie games and even though this is a wildly different endeavor, I could see this being one as well.
b9thirty99 Sep 21, 2019 @ 8:58pm 
Originally posted by Tom Johnson:
Hello everyone,

I'm Tom, the developer of Ecosystem. I hope you liked the demo. I'll be here to answer any questions you have, to hear your ideas for what might make the game better, or just to talk about speculative evolution in general. Thanks for playing; I'm looking forward to hearing from you.

Tom Johnson
Thanks. Looking forward to your game.
Tom Johnson  [developer] Sep 21, 2019 @ 9:04pm 
Originally posted by Menzagitat:
The creatures could have a little bit more natural movement. They look silly in the trailer :)

In the end I hope the game to become a complex simulation and have an educational impact too.
https://www.hcn.org/issues/46.21/have-returning-wolves-really-saved-yellowstone
I mean playing and observing algorithms can be fascinating, but the game could even present the player some scenarios/challenges accompanied by references to real life.
Just like some strategy games like to simulate historical battles, this one could do the same but from ecosystem point of view.

When I play Banished, the beginning is interesting but later I set the game to max speed and I still have to wait to reach the next milestone in my plan.
I wonder if having a detailed creature simulation will impact performance and the possibility to speed up the game.
I've tried to make the motion a little smoother in the demo than in the trailer, which is from last year. :) It is something I will keep working on, though it's difficult to get these kinds of procedural meshes to look just right.

I hope to add a lot more depth over time: the demo is kind of short and simple, aiming only to present the main idea. Adding challenges based on real historical ecological events is a great idea. I was partially inspired by real-life examples such as the famous Lake Victoria case where they introduced Nile perch from outside, which ate a lot of algae-eating native fish to extinction, resulting in large algae blooms and creating dead-zones with depleted oxygen. https://en.wikipedia.org/wiki/Lake_Victoria#Environmental_issues. I can't promise I'll get it in (just because I have a big to-do list) but I will definitely try it out and see if I can make it work.

The game is somewhat CPU intensive from simulating physics and AI for all the creatures, so it may be difficult to get a sped-up mode to work. If I can improve performance, I am often more tempted to increase the number of creatures that can exist at a time because I think the game is more interesting with larger populations and more different species. But it's good to know that such a mode is wanted, and I will look into clever workarounds.
Tom Johnson  [developer] Sep 21, 2019 @ 9:19pm 
Originally posted by creatura05:
I have to edmak's first and second points. I've seen a lot of species get spawned in that just weren't capable of swimming.
I'll do my best to address those issues then!

When you spawn them in at first, creature bodies and brains are actually completely random. Many of these won't be capable of swimming so it's often useful to spawn several at a time. If the random flailing of one of them is even a little bit effective, they should be on the way to eventually giving birth to offspring that can genuinely swim.
Tom Johnson  [developer] Sep 21, 2019 @ 9:21pm 
Originally posted by edmek55555:
Thanks for taking time out to address all of that. It sounds like you are already working on most of the stuff I mentioned. I can't wait to see the final product. Enemy is still one of my all time favorite indie games and even though this is a wildly different endeavor, I could see this being one as well.

Originally posted by Herculean Toad:
Thanks. Looking forward to your game.

Thank you, to both of you. It's really encouraging to know you are interested.
Woko100 Sep 22, 2019 @ 8:15pm 
Well i was able to draw a penis in the game so 10/10 for me good work its really fun
Woko100 Sep 22, 2019 @ 8:35pm 
also it seems that animals arent spawning in for me even though i have a nursery set up
Tom Johnson  [developer] Sep 23, 2019 @ 4:02pm 
Originally posted by The B. O. B.:
Well i was able to draw a penis in the game so 10/10 for me good work its really fun
Ha! Last year I made some promo images and people told me that one of the first fish that evolved kind of looked like that as well.
https://ecosystem-game.com/wp-content/uploads/2018/04/dna.gif

also it seems that animals arent spawning in for me even though i have a nursery set up
That's no good; it's not paused by any chance, is it? Once or twice when I watched someone play, that happened. You can unpause with the spacebar if so.

Someone made a video where he spawned some creatures, if you do exactly this, does it work?
https://youtu.be/Y1-ZN3AH3LE?t=95
If not, it may be a bug and I'll try to fix it!
Last edited by Tom Johnson; Sep 23, 2019 @ 4:02pm
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