-The ability to have multiple simulations open and running, which will of course include the ability to drag bugs from one simulation to another.
-To let the user alter the number of states a map cell can be in, and what effect each type of cell will have. Possible effects are: general mutation, specific mutation, energy loss/gain, and certain "special" map cells might be able to move or have an effect at a distance (like a real radioactive source).
-More tools, especially tools for creating single, random new bugs, cloning bugs, selection tools, and also spraypaint painting tools.
-An actual "trace" function, where a trail is drawn behind any bugs you care to trace.
-Alter the environmental controls to make it possible to change conditions in a specific region of the map, so you can have varying "climates" in different areas.
-The ability to graph more than just population, and improved graphing controls. Multiple graphs in one window. Colored graphs, dot graphs, parametric graphs (phase spaces), etc. Well, at least a ruler on the side to give you an idea of what's happening...
-Better implementation of "meat-eating," including parasitism.
-Add more senses without slowing the simulation speed, find a better genetic representation than the current probability matrices.
-Make the eye sensor detect the color in front of it, not the contents of the cell in front of it. In addition to being a more biologically accurate representation, this will probably lead to interesting adaptations such as mimicking.
-Variable metabolism rates. This is somewhat problematic, however, since I'd have to assign an energy use value to different activities, which detracts somewhat from my goal of having a very simple rule set, and very adaptible organisms. The ideal situation would be a loose framework that supports many types of metabolism, somewhat like how different types of muscle tissue in the same animal can require different amounts of energy to perform identical tasks.
-To accompany variable metabolism rates, implement a greater variety of possible actions. Currently the only actions are looking (always happens), turning, moving forwards, and reproducing.
-Possibly allow for the evolution of simple chemical or electrical communication. Organisms could leave behind a trail of squares in a particular state, etc.
-Printing support? There isn't much to print so far...
-Dynamically allocated bug memory, so the maximum number of bugs is determined only by available memory (if I can find a way to do this that won't slow the program down).
-To distribute a bigger library of saved simulations with future releases.
-Support for the Drag Manager, and enabling a user to easily copy a bug and paste a text version of its genes in a text editing program, and vice versa, etc.
-A separate application for mass genetic engineering. It'll be able to open saved files, and perform selected operation to specific populations ranging from an indiviudual to the entire population. The operations will be along the lines of randomizing certain genes within a range or giving a definite value to specific genes.
-Saving the original ancestors' genotypes to help track the evolutionary progress of the current bugs. Possibly save several genotypes in-between, every 25 generations, or when the population drops below a certain level, etc. A sort of family tree idea...