Daftpanzer
canonically ambiguous
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
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...
'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 dont have to be realistic. They can also be part plant, part animal etc.
As you see below, Ive 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.
The map is supposed to be a disk shape, not a globe. Its 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 dont have to spend 10, you could save up some points for later.
Youll 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 doesnt 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 doesnt 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 creatures attacks, preventing them doing damage in the first place)
Psych (Psychic powers its 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
), 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.
Thats it, please feel free to post a creature or hurl some random abuse or something...
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


'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 dont have to be realistic. They can also be part plant, part animal etc.
As you see below, Ive 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 :

The map is supposed to be a disk shape, not a globe. Its 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 dont have to spend 10, you could save up some points for later.
Youll 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 doesnt 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 doesnt 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 creatures attacks, preventing them doing damage in the first place)
Psych (Psychic powers its 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


Thats it, please feel free to post a creature or hurl some random abuse or something...