While we wait for the Dream Build Play 2008, we keep working on our game Polpette. For those of you that are new new to our website, Polpette is an XNA RTS featuring strange little creatures fighting for survival. Every player controls a group of creatures with the purpose of wiping out every other player from the map. While the creatures may look cute, it is a game about evolution and the survival of the fittest. :)

Prototype tiles with test “microscope” shader.
Since our last update on Polpette we added new behaviors traits to the creatures AI, such as aggressiveness, obedience and altruism. Last time we wrote about the game they had only a simple path-finding algorithm, and a basic “hungry -> get food -> wait -> get hungry again” philosophy.
Now we have our little bastards running trough the map in search of something to eat for themselves or some food to share with their brothers. They attack without fear (for now) the enemy faction and sometimes they even obey to their queen, of course when they feel there is nothing more important to do :).
To better understand what they are actually doing, we implemented “intention” icons that float above the creature’s heads, so it is easy to know when they are hungry or when they think it’s time for a little carnage. Knowing the creature’s attitudes is the key to choose the right “specimen” you want to be the template for the creation of new units.
As a finishing touch we decided to give a name to every creature, so that you can recognize your favourites, and you can be really sorry when they are killed.
With the creatures basic behavior working, it was time for the queen to make her appearance in-game. The queen act as a mobile “base” as many creature behaviors refer to the queen’s position to operate. The queen is the only creature mouse controlled directly by the player and has the ability to spawn new units assimilating the DNA of the creatures chosen as genetic “templates”.
With two groups of creatures and their queens roaming the map, our 3×3 play-field was a little too small, and one of the two factions was systematically annihilated in a matter of seconds. Looks like even in Polpette small spaces lead to aggressiveness ;)
We needed to build bigger and more complex levels, so we had to stop the development of the game in order to build a rough but functional level editor … Too bad we could not use the Puppeteer … but it was built for an entirely different engine.
However, in a matter of days the mini-editor will be ready, and we will finally move forward to the multiplayer part of the game.
I really like the idea of this game, it sounds like a more sophisticated and graphically more appealing version of “Hive”.
As you mentioned, that you can recognize your favorite creature and also have an AI of some sort for them, it would be great if they gain experience and get for example a darker shade while doing so, so that you can recoginize your elite creatures.
Hey Alex! I’m glad you dig the idea behind Polpette.
I have to agree it’s very similar to Hive, and that is because we initially created the game idea for the same goal, the Silicon Minds contest.
We were thinking about an experience/level model for the creatures, but we have to see how it fits with the “evolutionary” part of the game that we want to be dominant. We want them to be “genetically” elite more than “veterans” to keep the focus of the gameplay on evolving your creatures, I guess the solution to this dilemma will be alla bout balancing the “elites”.
Thank you very much for your feedback! Really appreciated. :)
I like the idea behind this game seems like it would be fun to watch these things grow from little things to super predators and just watch battles instead of having direct control over them good luck
Yep, this is exactly our idea! Select and refine the brood that behave more closely to yuor expectations, the hard part is to understeand what these creature are thinking, and which are their abilites.
observe, preserve and evolve… of course you’ll have a full set of tool to use wisely, that helps you in these tasks.
It is very interesting to notice how much strong the feeling with these creatures becomes while you try to understeand what’s running in their minds.
:) stay tuned for more news ;)