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RespectableDot

@RespectableDot

Joined May 31st, 2026

  • 17Devlogs
  • 1Projects
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Im the goat
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3h 52m 16s logged

Visual Update

Devlog 16


Particles

  • Water used to look bad because it’s just blue and nothing else, so I added waves for the movement.

  • Leaves now fall off trees.

Other graphics

  • When near land(Sand, Grass, rocks), the water becomes more shallow. It is indicated by the water being more light than the others.

  • Added more grass when starting the game.

  • Clouds appear a lot less due to it sometimes blocking the user’s vision.

Bug fixes

  • Fixed a bug where slimes were not spawning, caused by a poor algorithm.

  • Temporarily removed the buggy walking animation for the slimes.

I also added apples🍎

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6h 18m 8s logged

World Building Update

Devlog 15


Terrain Editing

  • You can now edit your world. All of the blocks will be available. To use this feature, click on the button with the blocks.

  • All of the blocks: Water, Grass, Sand, Rock

  • Programming took a bit longer than I thought, but testing was surprisingly easy.

  • Next time, I could add things other than blocks, maybe like trees and grass.

Other stuff

  • There is now world age so you know how old your world is.

  • Small changes in some of the UI

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5h 28m 50s logged

Map Update

Devlog 14


Terrain Generation

  • After implementing A* pathfinding, I added obstacles and other things for the map. I used to perlin noise to make the mountains and rivers feel more real.
    float noise = Mathf.PerlinNoise(i * 0.05f+ offsetX, j * 0.05f + offsetY);

  • Added trees. I can make them useful for the slimes in later updates.

Art

  • I made the sprites for the rocks and water. It didn’t take that long because it didn’t need much detail.

  • Made the art for the “kill slime” button, which is a knife.

Bug fixing

  • Fixed a ton of bugs because adding in the new pathfinding messed a lot of things up.

  • A lot of problems came up when making terrain generation, like the slimes behaving weirdly.

Future Updates

  • I might add clans and tribes to make things more interesting.

  • Violence will be added very soon.

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5h 15m 24s logged

Big Update

Devlog 13


Favorites tab

  • You can now favorite slimes. This is for when you like one of them or find one interesting. To use, just click on one of the slimes.

Kill tab

  • If you want to get rid of a slime, go to the kill tab and click on the slime. I will add the death animation next time.

New pathfinding

  • Replaced the old AI reinforcement learning with the A* pathfinding method. This is because the new system can avoid obstacles and doesn’t take much computing power.

UI revamp

  • Made the UI better. Most of the buttons and panels have art and stuff.

Things I will add in the future

  • Terrain: You will be able to customize the terrain to make the world more interesting

  • Animations: When walking, the slime will have animation.

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6h 10m 28s logged

A title

Devlog 12


Things I implemented

  • Slimes don’t mixed up colors equally anymore. This is because mixing them up equally makes them more dull and grey over time. To stop this, I had to mix the colors up unevenly to maintain the vibrant colors.

  • To track and follow a slime, click on them and press the “Track” button.

  • The slime UI got a major upgrade. It’s now easier to read and more sorted out.

  • You can now spawn food for the slimes. To do it, go to the bar at the bottom.

  • Above the bar, there is a text that tells you what you have selected inside the bar.

  • Clouds have been implemented. Right now they don’t do anything, but they will be able to drop food.


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5h 1m 42s logged

Batch of Updates!

Devlog 11


Slime genetics

  • Slimes have more realistic natural genetic creation. Instead of only picking up one of their parent’s colors, they mix the two colors together.

  • Speed and Health changes for an offspring is toned down.

  • Implemented more slime mutations. These includes drastic color changes, faster or slow speeds, or health changes.

  • When testing, I noticed that after a while, the colors started becoming black(I don’t know why). That’s why I made it so that an offspring may be given a bold color(Blue, Red, Green, etc.).


UI

  • Made a system where you can view slimes’ friends just by checking their friends list. By clicking on one of their friends or family, it will take you to the selected slime.

  • I made the UIs a lot more responsive and clean.


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4h 32m 6s logged

More Mechanics!

Devlog 10


Small UI Update

  • The slime information and slime population text boxes are separated.

  • There is now a bar that is gonna contain some button. Right now the only button I added is adding more slimes, but there are gonna be more in the future.

Other Things I added

  • Slimes can now have multiple babies instead of only one.

  • I added some grass to make it less barren.


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3h 6m 57s logged

Update

Devlog 9


Traits

Slimes now have traits! Traits are minor tweaks on the brain of a slime. This brings out personality and characteristics.

For now, traits are only obtainable at birth. Slimes aren’t able to pass down traits to their offspring.

Other stuff

I finished working on the background and is preparing to work on the art of the food.


Things I will do next time

I will start working on the UI because that makes it easier for people to test my simulator.

I will work on more traits, so far I have 7-8 of them.


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7h 51m 35s logged

Big Fat Update 🔨🔨🔥🔥

Devlog 8

I don’t use AI to write any of my devlogs.


Relationships

Slimes can interact with one another. To do so, they just have to be next to each other. After an interaction, if they haven’t known each other before, they will have an updated friends list. If they have already met each other, then what they think of each other goes up.

If two slime’s relationship value go up to a certain number like 30, then they can have babies.


DNA and Genes

Each Slime have their own characteristics. This includes speed, health, and species. They pass down their genes to their offspring. Offspring’s traits will be slightly changed to maintain diversity and natural selection.

For example, a slime with a fast genes will be able to get to a food quicker than the ones that are slow. The faster slime will get to survive and make babies.


Color 🔥🔥(My fav update)

Slimes have multiple kinds of traits, and that includes color. They can pass down their color to their offspring(Though their offspring’s color may be slightly different). This addition makes the game look a lot better.


Problems 😢😢😢

While doing some tests, I noticed that some slimes were dying. This was weird because there were definitely enough food for everyone. When I looked closer, I realized that there was a bug where some slimes get stuck and become braindead. This problem is and still very difficult to fix.


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2h 19m 8s logged

Art! 🔥🔥🔥🔥

Devlog 7


  • Made a sprite for the slimes. The default color is white because it supposed to be changed into other colors.

  • The movement of slimes is now smooth instead of teleporting to the nearest block. A lot easier ot tell what’s going on.


Things I will add later:

  • Better UI will be implemented later. Because right now it’s just a piece of text that tells you the stats of a slime.

  • Demo will be released soon because I need some feedback.

  • Slimes will be able to kill each other. 💀💀💀


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4h 0m 54s logged

More mechanics!

Devlog 6

In this update I added a basic social structure and generations.


Things added in this update:

  • When two slimes meet, they gather some information. If one slime’s mental value is bad while meeting, then they will have a bad meeting. If they have a good meeting and keep it up for multiple interactions, then they can have babies.

  • There are a lot less bugs when slimes are interacting with each other. They don’t glitch out nor do they just stop moving.

  • Food now constantly generates, so the slimes can live and thrive.


Things I will add later:

  • Parents will soon be able to pass down genes and DNA to their offspring.

  • There will be a more advanced social structure so it doesn’t seem too robotic.

  • Art will be implemented later on.

  • I might put this on itch.io for people to test.


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3h 22m 44s logged

Relationships!😀😀😀😀

Devlog 5

This update is mainly focused on relationships. Slimes can now interact with each other.

How it works:⚙️⚙️⚙️

  • Slime number 1 will look for another slime within a certain radius.
  • If found, slime number 1 will go to that slime (Slime number 2) and have some sort of interaction.
  • If slime number two is already in the list of contact of slime number one, their bond will go up.

Formula for the value of interacting:
(100 - stats[2]) / 100 - Vector3.Distance(FindClosest(otherSlimes, Mathf.Infinity, "pluh").transform.position, transform.position) / 20;

Later updates: 🔨🔨🔨🔨

  • Big fixes: Sometimes after an interaction, slime glitches out and has a seizure. The seizure is temporary but I still want to fix this issue.

  • Slime mating: If slimes have a very high bond, they can have baby slimes. (Baby slimes will have the genes and DNA of their parents)

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2h 7m 53s logged

4th Devlog
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Things I added: ⭐🐵

  • Slimes now has an idling state. This mean that when they dont have anything to do, they will just wander around to nearby places or stand still. This mechanic is to make the slimes feel more alive.

  • Made it so that whenever a slime finishes a task, they will have a cooldown for around 2 seconds. Then they can do their thing again.

  • Fixed bugs, like the UI not working right and the slime tweaking out whenever they finish pathfinding.

Thing I will add later: 🔨🔨🔨

  • Slimes will soon have relationships with other slimes. They can be friends or enemies. Since I already coded the pathfinding, it should be easy.

  • Slimes who are enemies will attack each other.

  • DNA and Genes will be added later on. Parents will be able to pass their genes to their offsprings.

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2h 2m 29s logged

Devlog 3.😩😩😩

Things I added:

  • Slimes now have color!

  • There is a statistic text at the top-left. Whenever you click on a slime, it will show the stats of that slime.

  • Fixed a bug where slimes stop whenever they collect food.

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50m 45s logged

Du Bist Gut Genug🥵🥵 (Ball knowledge)

Devlog 3

Things I added:

  • I wanted to make each slime have a unique name, so I added a name generator. How this works is a script will put random words from a text file that contains nouns.

  • Slimes now has different movement speed. The average speed of all of them should be around 0.7 block/sec. (Lowest speed: 1 b/s, Highest speed: 0.4 b/s)

  • Slimes now have hit points. If the hit points go to 0 they will die. (Lowest hitpoint: 70, Highest hitpoint: 140)

  • If the slime has 0 hunger or is too tired, they will slowly start to lose health and die.

  • Made the github repo, so people can see my cool code.

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2h 22m 9s logged

2nd Devlog🥵🥵🥵

Note: Still no github repo for you

Things I added:

  • I put together the slime, so now it can walk around and do things slimes do.

  • The slime now has a food source, so the slimes can now walk around and collect some nutrients.

Things I will add in the future:

  • Slimes will be able to do more things, and they will be able to interact. They can do things like talk or kill each other.
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1h 20m 23s logged

1st Devlog!

Note: No repo yet, I will add it later.

Things I added:

  • Made the structure of a slimes’ brain and mechanic.

  • Made my own AI pathfinding thingy. Right now it doesn’t support obstacles, but it will soon.

How the slime’s brain works:

  • There was many variables inside. Each variable represents a stat, like hunger points or energy level.
  • Once in a while the brain chooses the highest variable and will act accordingly. ex. If the hunger variable is the highest then the brain will find something to eat.

Updates for later:

  • I will actually put everything together and maybe make the repo.
  • The slimes will be seperated into different species.
  • The the much later future, you can influence the slime’s dna and stuff.
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