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by SeanAnderson 849 days ago
Love this book! I wrote Adrian after reading it and asked for permission to build a game inspired by it and received his blessing (https://i.imgur.com/JWwNMR4.png) :)

(slight spoilers, FYI)

https://ant.care/ https://github.com/MeoMix/symbiants It's my first game, so it's going pretty slowly, but the goal is to have the player fill the role of the Eliza/Kern hybrid. You send commands to your pet ant colony once-per-day when orbiting the planet gives you line-of-sight. The act of caring for the pet gives you a renewed sense of purpose and a reason to care for yourself and is a mechanism for helping undue the insanity and create personal growth.

I'm still trying to figure out exactly what the game mechanics will look like (if you have suggestions, I'm all ears!), but I took a stab at some creative writing to build up the plot a bit. It feels very Children of Time-y and some might enjoy reading bits of it:

Half-Assed Technical Document:

https://docs.google.com/document/d/17ACH1XLCn7hkKz2dhuL1c_nx...

Freeform Creative Writing of Scripted Game Intro:

https://docs.google.com/document/d/1wET9mWaYae_GMqbm8n37UoNF...

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Regarding the interview, I would love to know more about his process for deciding which aspects of an animal's ecology/behavior to represent in his fiction.

Tynan Sylvester (creator of RimWorld, a popular video game) wrote this article called The Simulation Dream, https://www.gamedeveloper.com/design/the-simulation-dream, and I think about it a lottt. One concept Tynan stresses for creating a rich and engaging simulation is to "Choose the minimum representation that supports the kinds of stories you want to generate."

I would love to know why Adrian chose to give ants/spiders/(octopi..) the behaviors they have throughout his series and, if he considered other behaviors that he ultimately omitted, what his thought process was for ruling those other behaviors out.

6 comments

Great idea. Leaf-cutter ants have something like five worker castes (soldier, excavator, forager, garbage collector, gardener) so managing that distribution might be a fun part of a game (tending towards Ant Factorio). e.g.

https://youtu.be/VLBDVXLiWxQ?t=301

Hey, that's cool. Here's my game- not inspired by Adrian's work (though I contacted him to ask him about a tt-rpg of his own called Bugworld and on which Shadows of the Apt was based). But it's about insects:

https://github.com/stassa/nests-and-insects

Haven't worked on that for a while though.

Thanks, this has put in perspective my frustrations with RimWorld simulation being a bit skin-deep... also how that frustrating rotting plants issue that you get zero advanced warning for might have made it into RimWorld !

Also : https://ludeon.com/forums/index.php?topic=57492.msg497822#ms...

About that Simulation Dream article, one dangerous thing about relying on apophenia is when the player model requires something but the game model can't answer it. It sometimes lead to immersion breaking, like I experience myself in RimWorld. In fact, the dream of super sophisticated game model is likely so that it can answer anything player model come up with.
This is super random but for a brief time I happened to be in a WoW guild with Adrian, did some raiding together. Really should get around to reading Children of Time at some point.
I love Adrian's work.

Take my money.