Whomanid is a game based on the theory of the Evolution of Man, from the early species of Homo Hablis through to Homo Sapien. By acquiring additional tools and abilities, the player is able to progress through this evolution and discover for themselves the various species of the Human race.
Collecting additional abilities and items will allow the player to progress to areas of the level that would otherwise be inaccessible.
Chris Butler - El Capitano Leslie Moore - Destroyer Of Worlds Lesley Fersztman - Le ArtistÈ Andrew Thorpe - The Punisher
Using Real Time Strategy elements, the game focuses on strategising how you control your “pack” to defeat another predatory pack. Along the way, you’ll have access to evolution points. These points grant you the ability to change your limbs, body and head, each granting you certain bonuses and penalties.
There are three routes; carnivore, herbivore and omnivore. Going down a certain path gives you access to certain types of body parts. Carnivores are stronger than herbivores and omnivores, but are slower. Herbivores are generally tougher and faster, in order to survive a carnivore attack. Omnivores are a middle of the road, generic type, with average speed and strength. If you go down a certain path, you can always spend your points taking another path. Omnivores generally have an easier time switching to either herbivores or omnivores, but herbivores have a longer time becoming carnivores – and vice versa.
Mike Bowler - XNA Programming Luke Shires - Texture Mapping, 3D Modelling and Programming Josh Mcgregor - XNA Programming Gurminder Singh Rai - 3D Modelling, Texturing and Audio
The player controls 4 robots, but only one at a time, which can be upgraded by destroying enemies. There are four research bunkers, which each robot is assigned to, and the player must defend against an onslaught of enemy robots by switching between each playable character and repelling the attackers.
As the foes are destroyed, there is a possibility that they will drop a piece of equipment that will be fitted onto the player in order to enhance their abilities (e.g. leg boosts, enhanced eyes). The player must defeat the whole wave in order to progress to the next round.
Programmers: Ben Blakemore & Andy Gill Designers: Ian Maclure & Ian Atkinson
The game centres around a simulation of micro-cell organisms in a petri-dish environment. The player is, at first, in control of a small swarm of cells. Through eating food and evolving his swarm, the players’ aim is to destroy or convert the enemy swarm. When the player eats food, the swarm gains influence. This causes cells from the enemy swarm to leave their evil ways, and join the players swarm.
Evolving is achieved through obtaining and spending Evolution Points. These Evolution Points are gained through converting other cells and eating food. In order to evolve the player must manipulate the individual genes of his swarm through a DNA Editor. This Editor allows the player to choose what attributes and traits his swarm will have. A cunning player may choose to evolve his swarm to be the fastest so he can get the food before the enemy swarm. A more aggressive player may decide to fortify his swarm by putting all his points into Defence, whilst others may decide to benefit from the best of both worlds.
Adam Webb - Programmer Adam Thornton - Technical Designer Sarah Carter - Programmer Sam Postans - Artist
Instinct is a multiplayer game designed to be entertaining, fun and is loosely based around the idea of survival of the fittest, while concentrating on historical evolutionary stages, this is done in the form of species that have inhabited the planet in our past, present and possible future.
The user takes on the role of a prerevolutionary species to begin the game, due to the game being multiplayer only, the user can only progress in the game by killing other players, these players must be located on the same server, this pushes for an extremely competitive and fun experience as all players battle out in a game of survival of the fittest. Upon a certain amount of experience obtained by killing other players, a character is ‘evolved’ or levelled up within the game, this changes their appearance to match a more intelligent species with stronger offensive/defensive capability, if the user manages to peak the highest evolutionary level they can win the game by obtaining enough experience while there.
If the user is killed while at a level that is higher than the lowest species they are forced to evolve again, however if the user ‘evolves’ at any point in the game their health is refreshed upon receiving their new abilities to ensure the game is as fair as possible.
Created by Karsten Pedersen, Daniel Lisle, Paul Grattage, Glen Wells Sanguine Labs ‘TM
You are a fish in a pond and it’s the survival of the fittest. This game is targeted at Secondary schools and is easy to pick up and play.
You are the orange fish. The goal of the game is to feed on the small green fish, gaining enough strength to beat the blue fish. The blue fish is camouflaged, meaning the green fish will not swim away from him. The blue fish’s main target is YOU, however if a green fish crosses his path he will eat them, thus gaining points. The green fish can see you, so will swim away for you and possibly into the path of the blue fish.
Evolutionary! Is a new breed of educational game, designed to introduce the complex subject of Darwin’s theory of evolution to a young audience, through the series of increasingly challenging platform games. The game incorporates an accurate timeline, to inform and educate players on how the world once was, and how it has change to become the world around us.
The game charts the evolution of man, starting with a single cell organism, then a prehistoric fish, the first amphibians, early mammals, primates, ‘cavemen’, until ultimately the player arrives at the modern day! The core game mechanic is built around the idea of ‘survival of the fittest’ – although the player may not play the largest or strongest of creatures, they must use all of the skills available to them to prove that they are worthy of evolution.
The challenge of the game comes from adapting to a variety of game modes, as with each stage of evolution new options will become available. This means that tactics previously used have to be unlearned, and the player will have to evolve with the game itself!
Programmer: Stuart Walton Character Design: Michael Lambourne Level Design: Robert Sanderson Research/Assistant Designer: Gareth Mekwinski
Attribution: All Coding produced by Stuart Watson Player Character Designs and Animations by Michael Lambourne Level Designs by Robert Sanderson Enemy Character Designs by Gareth Mekwinski Documentation produced by Gareth Mekwinski and Robert Sanderson, with contributions from all the team! Game Assets produced by Michael Lambourne, Robert Sanderson & Gareth Mekwinski
The game is derived from the concept of the coined ‘singularity’ with a cheesy twist. The evil conglomeration of an artificially intelligent mutated agent, robot manufacturing plant and cheese, sets the scene. The agent, from herein known as the ‘Cheese Monster’, forms itself a robotic casing and a time machine with which he intends to reverse the entire process of evolution and all existence.
Our hero, the nerdy programmer and creator of the original agent, notices a bug after releasing the alpha version. He predicts with a 0.87 degree of credibility that its intention is apocalyptic in terms of existential despair, and a 0.98 degree of plausibility for pro-creationism.
Members: Alex Belovs Marek Ososinski Shisheng Wang -”Vaughan” Peter Scully
The premise of our game is that two ant colonies are positioned within close proximity to each other. The only option for survival of either colony is to wipe out the other; natural selection will dictate which one will survive.
The player commands a colony of ants from an RTS perspective. The objective of the game is to completely eliminate the rival colony by capturing nearby food sources and reproducing in greaternumbers than your opponent. Each player must use their soldier ants to capture and control thevarious vacant or enemy colonies nearby.
This game is intended to be run on two machines, via a network link.
Artist - Luke Shardlow Designer / Programmer - Alec Vickers Programmer - Chris Lord Programmer - Andrew Broadbent
Evo Fighter is a Street Fighter-esque game with a Darwinian twist. The player starts off as a small primate at the beginning of human evolution. By landing punches during a fight, the player can increase their ‘Evolution Meter’ until it is maxed out and an evolution to the next stage is initiated. There are three evolutions available to the player in this prototype game: Primate, Neanderthal, and Modern-day Human.
Evolutions happen during each fight and the level of evolution is not carried on to the next fight. There is currently only one species in the game, however, further species have been discussed with the possibility of adding them at a later stage of the game’s development. As a player evolves (in single player mode), the scenery changes to reflect appropriate habitats for the character’s evolutionary state.
Game Design: Craig Dickman, Robert Eagle, Robert Hubbucks, Harry Overs Artwork: Robert Eagle, Robert Hubbucks Main Game Code and Algorithms: Craig Dickman, Harry Overs
Acknowledgements: Sounds Courtesy of freesound.org Jungle image courtesy of xphunt3r.blogspot.com/ Special thanks to XNA Creators Club website