NESLife 2

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
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Location
Portsmouth, England, UK
NESlife 2
Im starting yet another NES game!? I know its crazy, but this idea really took hold of me this evening, so I had to give it a try… (yes i am geeky, wierd, and have lots of free time right now)

Changes from NESlife1 – this is generally simplified and dumbed-down. It will no longer make any pretences to realism. Im actually aiming for something closer to ‘Pokemon’ :D Maybe like a ‘Pokemon Death Arena’. Anyways, people can now jump in at any time with any kind of creature. More focus on creature stats than anything else, and hopefully just having fun evolving stuff, if anyone plays that is...

ziga.gif


'Plot':
At the height of their power, the Space Hamsters build several self-sustaining artificial worlds across the galaxy. The surface of these worlds was much like a planet, pleasant surroundings where one could feel at home. There was air, soil, and water. Primitive plants and trees where made to grow. Insects were introduced, along with all kinds of plankton and microscopic life. And although the worlds were small in size, they were orbited by their own small artificial stars, creating varied climates and temperatures on different parts of the surface.

These worlds were meant to be seeded with all kinds of complex lifeforms. But before that could happen, the first ZPNES wars occurred, causing severe budget cuts. Most of the Space Hamsters left this universe for more lucrative jobs in other realities.

For years, the artifical worlds drifted through space, occasionally being melted down for scrap by passing penguins, sea otters, highland cows, pandas, polar bears and all manner of interstellar races...

For those worlds that survived, there was grass, and trees, and changing weather… but nothing interesting happened.

Then, one of these worlds was infested with self-replicating creatures from deep space - part natural-biology, and part artifical-nanotechnology. These creatures quickly adapted to local conditions, and began to replicate at an extreme rate. In a short time, they had evolved and mutated into various kinds of creatures...


Idea:
Another quick fun noncommittal easy NES idea. Create/evolve creatures to take over the ‘world’ – your creatures will reward you with points if they do well, so you can evolve/create more stuff. But hopefully some diplomacy and cooperation might come into play.

Anyone who posts a creature will have their name and their points listed from then on.

These creatures are part biological, part nanotech – so they are not limited in what they can do and don’t have to be realistic. They can also be part plant, part animal etc.

As you see below, I’ve added some complexity with tons of stats and stuff you can choose from. This is mainly to allow for variety of creatures, I will not spend too much time thinking about exactly how everything will interact.

Map:
Stats and everything will be on the map, at least to start with. I have it saved in my graphics program with floating objects and editable text, which makes it very quick+easy to modify and update.

Spoiler Map :
NESLife2.png


The map is supposed to be a disk shape, not a globe. It’s an artificial world, the edges do NOT wrap around. It is accompanied by a small artificial star, which orbits in such a way that the edges of the map receive more sun and heat. The world will also reconfigure itself randomly from time to time, so climates and terrain will swap around.

Stuff on the map:
Mood ratings – these smilies show how well the creatures are doing in particular areas.
Numbers – a general population level, an arbitrary figure. If there is no number next to a creature, then there is only a few of those critters in that area.
Place names – so its easy to refer to certain areas.
Warm Sea – lots of plankton (filter food) most of the time, but it will occasionally dissapear, carried away by currents. Some sea plants.
Temperate Sea – a fair amount of plankton, also disappearing sometimes. More sea plants tho.
Cold Sea – less plankton, but will be a constant supply, fed by nutrient-rich cold waters. Very few sea plants, tho. Harsh climate.
Jungle – lots of plants to eat, trees to climb and hide in, lots of insects (filter food). But, also some nasty diseases found here.
Forest – fair amount of plants to eat, and trees to climb and hide in, fair amount of insects.
Grassland – fair amount of grass and small plants to eat, small amount of insects, very few trees.
Snow and Desert – very few plants, very few insects. Harsh climate.

Orders:
Well, no real need for any secrecy in posting creatures. So feel free to post anything in the thread…

Updates:
Possibly every couple of days, at least once a week.

Playing:
You start with 10 points to spend on a new creature. You don’t have to spend 10, you could save up some points for later.

You’ll get some new points each turn, depending on how well your creatures are doing.

On later turns, you can magically evolve your creatures, only paying for what you want to add to them. But, evolving a creature will reduce its population a bit.

For simplicity, you can only evolve or create one create per turn.

Stats:
Feel free to ignore all this if you want, ill make up the stats for you if you just give a brief description of your creature.

--

All creatures must have one habitat (one is free) and one climate (one of these is free, too).

They also need at least one food source, and at least one way of moving around somehow (both cost at least one point each). Anything else is up to you.

Habitat: (Choose one for free, or get another for 5 points)
Water
Land (includes flying/hovering creatures)

Climate adaptations: (Choose one for free, or get more for 4 points each)
Cold (mainly for cold seas, snow terrain)
Temp (mainly for forest/grass/temperate seas)
Hot (mainly for jungle or desert, but desert is also *dry*)
Dry (need dry+hot to be really good in desert. On its own, this is increased resistance to droughts etc. No use for water creatures)

Movement: (Can have multiple levels of each, to improve efficiency. Each level costs one point)
Fly
Hover (hovering in the air, like some gas-filled creature)
Run (or moving on seabed)
Climb (climbing up trees, or mountains etc)
Swim
Dive (diving deep underwater)
Dig (digging underground or into seabed)

Senses: (Can have multiple levels of each, to improve efficiency. Each level costs one point)
Sight (best sense, great for flying especially, but doesn’t work underground or at night)
Hearing (good all-round sense, especially in jungle/forest. I suppose at high levels this also counts as echo-location)
Smell (another good all-round sense, especially underground. BUT doesn’t allow for really quick reactions)

Food source efficiency: (Can have multiple levels of each, to improve efficiency. Each level costs one point. BUT if you already have one type of food source, a different food source will costs 3 points for the first level.)
Photo (Photosynthesis like plants – best on land, and in jungle/forest/grassland areas)
Chem (Chemosynthesis, or something like that - getting energy from rocks and minerals anywhere, but especially underground, if you can ‘dig’)
Filter (plankton etc in water - or insects anywhere on land, but in jungles and forest especially)
Veg (Vegetarian, eating plants, or nibbling other creatures if they can photosynthesise)
Carn (Carnivore, eating any other creatures that can be detected+caught+defeated in combat)

Weapons: (For attack and defence. You might still need weapons against ‘plant’ creatures! Can have multiple levels of each, to improve efficiency. Each level costs one point)
Claw (also good for digging)
Bite (more effective if the creature is a carnivore)
Shock (electric shocks etc, good weapon but runs out of juice quickly)
Spike (better in defence than attack)
Poison (it can be hard to inject the poison if other creature is fast or well armed etc, but very effective weapon if successful)
Trap (like spiders web or something gooey and stickey. Makes it easier to attack with other weapons, or gives chance to run away)

Misc: (Can have multiple levels of each, to improve efficiency. Each level costs one point)
Stealth (reduce chances of being detected by any senses)
Immune (Immunity – resistance to poison attacks, also resistance to disease and damage)
Arm (Armour – resistance to other creature’s attacks, preventing them doing damage in the first place)
Psych (Psychic powers – it’s a weapon and a sense rolled into one)
Size (bigger critters will breed slower, but are harder to kill and more likely to survive hard times)
Spawn (breeding ability. Increase the number of offspring and their chance of survival)
Yucky (makes the creature taste disgusting, so less likely to be eaten, especially by predators with good smell sense)

Examples: (some critters I made up, using 10 points each)
Mutohamster: (10), Air, Temp
Dig 2, Run 1, Vegetarian 2, Sight 1, Hear 2, Spawn 2

Yetihamster: (10), Air, Cold
Dig 1, Run 2, Vegetarian 3, Sight 1, Hear 1, Spawn 1, Size 1

Seablob: (10), Water, Warm
Swim 1, Dive 1, Filter 4, Spawn 4

Octoblob: (10), Water, Temp
Swim 1, Dive 2, Filter 2, Veg 2 (costs +2 points for second type of food), Size 1

Hellplant: (10) Air, Dry, Hot* (costs +4 for another climate adaptation)
Dig 1, Chemo 2, Spike 1, Poison 1, Spawn 1

BTW, feel free to suggest where in the world the creature will first appear. Also, feel free to say what creatures look like, or post your own graphics. As you can see from the map, im aiming for old-skool isometric RPG game/cartoony/pokemon style kinda graphics (:p :crazyeye:), since this is not supposed to be realistic, and id like to keep it all in one style of graphic if possible. Im actually using some civ2 unit graphics I found, that somebody had made from the game ‘Chrono-Trigger‘.

That’s it, please feel free to post a creature or hurl some random abuse or something...
 
*hurls abuse*

Can't we have the old animals again?

Oh well, starting over will be fun too.

Good luck with all these NESes.
 
Clukeslumber: (10) Water, Cold
Dive 2, Smell 1, Filter 3, Spike 1, Stealth 3

The Clukeslumbers look like hardened, spikey Cucumbers. It's green skin naturally attracts predators, so it uses various methods to keep itself from danger. A calm animal, the Clukeslumber Lives in deep waters, and eats miniscule plankton.
 
*hurls abuse*

Can't we have the old animals again?

Oh well, starting over will be fun too.

You could re-create the old creatures, but i dont think its fair to let you have them for free, if anyone new is joining

Good luck with all these NESes.

Hmm, yah :( Well, i just updated 'ZPNES in space' in about 8 minutes, so theres hope.

@Tycoon, thanks for the Clukeslumber!
 
Clazer
(10) Water (though it can fly out of water for a time, it needs water or very damp conditions to breathe), Temp
Fly 2, Sight 3, Carn 2, Bite 3

Abandoned by the Space Hamsters on this planet (they took them for exotic pets, albeit highly uncooperative and antisocial ones), this relic of NESlife 1 is once again fluorishing on a virgin world.
NOTE: Despite being a used animal, it has starting stats. Is this fair Daft?

Anyway, my apologies for the negative sounding tone of my first post. It came out worse than I'd intended.
 
Giant Amoeba Blob Thingy of DOOM!!!!
(10)Land, Temp
Run 1(I guess--more like ooze), Smell 2, Carn 1 (though more like Eat Everything 1), Trap 3, Size 2, Immune 1

A big, blobby, ameoba thing. Oozes around and ingulfs things, then digests them using poison. Nearly indestructable, since if it is cut in half, each becomes an independant creature.
 
Flying Squirrels: Land, Temp, Fly (3), Climb (1), Hearing (1), Carn (1), Bite (1), Psych (1), Spawn (2)

A bizarre experiment attempted by the Space Hamsters, the Flying Squirrels are squirrels with functional wings grafted on their backs. Not content with that level of absurdity, the Space Hamsters demanded that the squirrels also lose most of their vision, intending to replace it with echolocation methods of perception. However, they left their work unfinished and now the squirrels are settling down to direct their evolution in that direction.

TOP SECRET: It has recently been discovered that idle genetic tampering is not the ultimate reason for the complete reworking of the squirrelic genome. While this is the reason for most of their creations, the Space Hamster Geno, quite the workaholic husband, found out that Bill the Squirrel had been sleeping with his wife, Kate the Shrew. Needless to say, he was quite upset with this development and Bill, along with all of Bill's extended family, have never quite been the same.

Moral of the story: Never mess with a dude named Geno.
 
Morbuis (10), Air, Hot
Spike(2), Photo(2), Carn(1), Hear(1), Smell(1), Spawn(1)


A spikey plant in the deep jungles of the planet. Morbuis sits in the same spot it was born out of its seed from. From here however it can reach, grab, sway, etc. Its sharp spikes are used to kill any creature who dares attack it. It has also developed the ability to suck the juices out of any animal that just so happened to cross its path via its spikes which are also like a mosquitos proboscus. The Morbuis has developed a type of hearing to catch its prey and defend itself, this however is most basic using primative vibration sensors more than sound itself. It can also detect pheramones in the area which can help it tell what type of animal it just caught so it doesnt eat something it doesnt want to. Being a plant the Morbuis can reproduce very quickly and in great numbers.
 
Anyway, my apologies for the negative sounding tone of my first post. It came out worse than I'd intended.

no problem :) you're right to point out that having three games at once is quite crazy. But, here goes.

Thanks for the creatures :D ill update this now before i go to sleep, should be fun...
 
Update 1

Clukeslumber does very well. It out-competes the Octoblob for plankton in the cold sea, and reproduces in large numbers.

Clazer also does very well. With sharp eyes and the strongest jaws on the planet so far, few creatures can survive a clazer attack. Clazers thrive in the Blue Sea area, easily picking up any blob creatures that stray to the surface.

The Giant Amoeba establishes itself in The Plains, but doesn’t thrive like the others. The Mutohamsters and Yetihamsters can often see it or hear it coming, and can dig underground. The Goofbats easily spot it and fly away. The Amoeba has to work hard to catch prey. But if it gets close enough, nothing can escape its stick goo and deadly bite.

Morbius plants do OK in the South Jungle. They rely mainly on photosynthesis, but there is less sunlight on the jungle floor, and the Morbius plants aren’t very tall. The few Mutohamsters in the jungle soon learn to run away from the Morbius plants when they see them. Goofbats spend most of their time in trees away from the ground, and hardly ever get caught. But at least, the Morbius plants can’t be eaten themselves, and new generations continue to spread out, covering large areas of the jungle floor.

Flying Squirrels do very well in the South Forest. They have a good chance of catching the abundant Mutohamsters, and overpowering the prey with their bite and their psychic powers. The Flying Squirrels have enough speed and agility in the air to intercept the Goofbats too. They can also hunt the Yetihamsters that stray into the forest. Their psychic powers are valuable in the dense forest, where sight is obstructed.

That’s it so far. Note: none of the player creatures have encountered each other yet…

Tycoon101, +4 points to spend
Lord_Iggy, +4 points
jalapeno_dude, +3 points
Littleboots, +4 points
Warman17, +3 points


@jal, you actually listed a 13-point creature. I had to tone it down a bit to get it to 10 points, hope that’s ok.
 
Orders:
Bank my points for next turn. I got somethin planned ;)
 
Lord_Iggy's Clazer Orders

1 point each Fly, Sight, Carn, and Bite.

(Is this how you want orders?)
 
Welcome aboard, Captain James Brown!

Luvmèsheene
Habitat: Land
Climate: Cold
Movement: Run (1)
Sense: Sight (1)
Food: Photosynthesis (2)
Weapons: Totally bloody disgusting to eat (1)
Misc: Spawn (5) - it's a luvmèsheene!

Description:
It's cool, pathetic at almost everything, but in the cold frigid glaciers there's nothing else to do but make lurve. So this cute, wee creature lives to eat and breed - a lot. The fact that no one likes to eat these thingies help too.
 
@Dafts: Why did it cost 13 points? Also, it seems like you removed 1 point of smell and 1 point of trap to add 2 points of bite--how does that save 3 points? :confused:
 
2 to smell,
2 to spike.

Thanks for liking my creation :)
 
2 to Spawn, 2 to Psych -> RAWR
 
Crystal Reef (10) Land Dry
Dig 3, Photo 2, Chem 1, Sight 1, Arm 3

A algael colony that produces a extremely tough shell of sialic acid, to protect from herbivores and project razor sharp crystal blades into the air to collect sunlight. In wetter regions is out competed by vascular plants, sends projection deep into the ground for anchoring (and protection), and speciallized cells create a crude optical network around tiny silica mirrors, allowing the plant to react to its environment quickly, mainly to orient its mirros on the sun.
 
Amoeba

+1 Carn, +1 Trap, bank the third point.
 
thanks for the new orders. Will update this tommorrow i think.

@jal, youre right, i made some kind of wierd mistake. Ill reset the creature stats to how you posted them originally.
 
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