Thanks again for all the input
I had a go at making a list of all ‘genes’ in the game and describing their specific effects. I was nearing 1000 words before I even finished all the genes so far. Too complicated for what I had in mind for this NES
I’d rather keep it kinda ‘iffy’ and self explanatory for now, you can go in whatever direction you want, ill let you know of any problems/limits. I could move to a different system at some point, if I can think up a better one.
@cvlowe, that is a nice list, thanks! I will copy this style, expand it a bit, and put it on the first page at some point, if that’s ok with you.
@Abaddon, I plan to make a tree diagram, but I might not get around to it tonight. I don’t want to stop you making your own if you want to.
Lord_Iggy said:
so chemical defenses and the like make it more energy-consuming to grow up?
Yes, its something I should take into account
@Daftpanzer, i got 2 questions:
1. Why is it so important to have some kind of vision or targeting system? i'd say my creature resemble most a Jellyfish and they don't have a targeting system (like a lot of other animals) and Jellyfish are pretty widespread.
2. My Tentablow uses its tentacles to do its hunting now right? Would removing the Sucker mouth gene have adverse effects? i would not want to be told that my creature got extinct because it had no mouth to put what he caught in anymore or something like that
#1, Jellfish are plankton eaters as I understand it, they don’t need to hunt fast-moving/well-armed/alert prey! Correct me if im wrong, but I thought the nasty tentacles of some jellys were more of a defence than a hunting tool. Ill try to read up about it at some point.
#2, You can get rid of the Suckermouth to streamline things, as I see you posted with your new creature. It will be replaced by a default mouth, it can still eat
I imagine that the poison tentacles are catching 99% of its prey at this point. The ‘Water Jet Propulsion’ will still remain as a separate thing.
Abaddon said:
I think people are worrying about having too many genes too much.
Possibly, though the complexity of each creature is something im taking into consideration when trying to decide how much energy it needs etc.
Mauritania said:
Genes (max 5): 1x Counter Current Exchanger (Mineral sucking), 1x Flagella, 1x Salt absorption gland, 1x Scent, 1x Pressure Tolerance
I tried to explain… the genes ‘Counter Current Exchanger’, ‘Flagella’ and ‘Salt Absorption Gland’ have *never* featured in the
stats I use. Post them as much as you want, but I’m going to keep it simplified/grouped
Stats said:
Nitros Novicus: Mauritania
Evolved from: Nitros Basicus
Genes (4): Mineral Eating x2, Swimming x1, Smelling x1
Description (optional): The Novicus genus continued to evolve until it developed a gland which could actively use smell the best minerals. This advantage could also detect large predators. The problem was that the Novicus were often disorientated during times of strong currents.
I understand what you want to add with the new evolution you posted. But please look at the creature's actual stats before posting an evolution of it in future!
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BTW, I was playing with the stats, I thought a human in this game would be something like this:
Human
Evolved from: Space Hamster/Highland Cow/Penguiskan DNA experiment
Genes (147): Walking x8, Climbing x2, Running x4, Water Retention x8, Cold Resistance x2, Heat Resistance x3, Skeleton x8, Complex Muscles x9, High Metabolism x7, Lungs x7, Live Birth x4, Well-Developed Young x5, Parenting Instinct x5, Milk Glands x5, Gender Specialisation x5, Communal Behaviour x12, Complex Stomach x8, Flesh Eating x5, Plant Eating x1, Complex Hands x4, Brain Power x10, Eyes x9, Vibration Sense x6, Smelling x2, Speech x6, Jaws x2, Claws x1
Description: An interesting, but somewhat self-destructive species.