Talk:Garden Activity

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Revision as of 13:38, 2 April 2008 by Wade (talk | contribs)
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You should definitely have a "rapid breeding" mode where high mutation rates and fast generations get you fast evolution. This should be followed by "rapid evolution" where there are predators (eat the three shortest in each generation), natural hazards (kill any taller than X with a probability of Y), and sexual selection (the one with the biggest flowers gets two extra seeds). You could do experiments like how fast evolution on one or two traits gets to point X, with or without sexual reproduction... etc.

67.214.33.77 12:23, 2 April 2008 (EDT)

Great proposal: creative, achievable, and relevant.

I would love to see some hand drawn & scanned interface mockups added to the wiki page.

I actually like the idea of keeping the growing process slow. Spelunx for the Mac (ancient game) had a tree grower activity where you set specific traits and then plant a tree, it took around 15 minutes during which you had to either wait or go do something else.

Resuming the activity after a period of time would cause all the elapsed time to instantly be calculated, so it would appear that things were growing "overnight".

This causes the user to become invested in their plants, and assign emotional value to them, as they took time to generate.

wade 13:38, 2 April 2008 (EDT)