NESLife attempt #3

I remember there is some animal that has something in it's eye sight (now I'm almost sure it's something about light-polarity) that allows it to see almost transparent animals that stay on the surface of the sea...
 
I guess something like that would just be well developed eyesight in this game?

Also, the problem with sonar is that it seems you need 'lungs' to generate those kinds of frequencies, by expelling air. As far as I know only bats and dolphins etc can do it. Im not sure how it could work without blowing air...
 
Hmm... what have other waves? Microwaves? I don't want the usuall stuff..

If nothing than improve the eye sight and move the eyes as said...
 
@Daft- Well, lungs aren't really necessary, just good ears and a form of sound production.

@erez- MICROWAVES?!?
 
@erez- There are good reasons that many types of sensation have not been developed on earth... they're impractical, biologically impossible, and ineffective.
 
I don't think it is possible to make microwaves with your mind. Gamma maybe, but not microwave.
Decloak: ... Congratulations on postulating something stupider than the original statement. You might be thinking of alpha, beta, gamma, and delta brain waves which have absolutely nothing at all to do with electromagnetic energy.

Anyway, several animals see in varying levels of infrared (eg: snakes, other reptiles) or ultraviolet (eg: bees, other insects) , using echo-location in a similar fashion to radar (eg: dolphins, bats, etc.) or use electrochemical signals (eg: Sharks) or senses other than sight entirely (most notably smell). It's not hard to find something that's already "weird" by human definitions.
 
Ohhh smell sounds good!

So make it a small sense but make an long organ on the bottom of the animal for this so they would smell surrounding and could know where the smell comes from (like with eyes and ears...)
 
Decloak: ... Congratulations on postulating something stupider than the original statement. You might be thinking of alpha, beta, gamma, and delta brain waves which have absolutely nothing at all to do with electromagnetic energy.

Anyway, several animals see in varying levels of infrared (eg: snakes, other reptiles) or ultraviolet (eg: bees, other insects) , using echo-location in a similar fashion to radar (eg: dolphins, bats, etc.) or use electrochemical signals (eg: Sharks) or senses other than sight entirely (most notably smell). It's not hard to find something that's already "weird" by human definitions.

Thanks for ruining my obviously joking statement....again.
 
Okay replace 1 bouncing with 1 planteating
 
Ice Zeeboo: NPC
Evolved From: Tougher Zeeboo
Genes (30): Photosynthesis x5, Mass Reproduction x3, Roots x3, Stems x1, Water Retention x4, Regeneration x1, Mineral Eating x4, Protected Seeds x1, Fast Growth x1, Vibration sense x1, Vocalisation x1, Cold Resistance x3, Stem x1, Hibernation x1
Description: Most Zeeboo species had disappeared, but the Tougher Zeeboos were able to thrive and diversify. As the name suggests, the Ice Zeeboo is able to live in much colder conditions than other organisms of the time. Chemosynthesising bacteria in its roots provide almost as much nourishment as photosynthesis. It is also able to hibernate if conditions get too harsh. It retains the ability to send signals to other Zeeboos using sound. However it is no longer poisonous at all, and has lost the 'brain' of its ancestor.

'Mountain' Zeeboo: Kol.7
Evolved from Ice Zeeboo (NPC)

Genes (30): Photosynthesis x5, Mass Reproduction x3, Roots x3, Stems x1, Water Retention x4, Regeneration x1, Mineral Eating x4, Protected Seeds x1, Fast Growth x1, Vibration sense x1, Vocalisation x1, Cold Resistance x3, Stem x1, Hibernation x1


Genes added: Cold resistance +1 Hibernation +1 Air-borne seeds +1
Genes removed: Water Retention -2 (it shouldn't have too much difficulty getting water)

As the Ice Zeeboos continued to spread into colder climates a new species of zeeboo began to form in the mountains, the new 'Mountain' Zeeboo was particularly well suited for mountainous areas altrhough was not necessarilly confined to them with it's air-borne seeds being carried by the strong mountainous winds and begining to collonise areas even further towards the poles. It's stronger cold resistance and hibernation allowed it to survive in conditions where even it's predecessor the Ice Zeeboo would have perished. Hopefully, considering it's Protected Seeds, Fast Growth and Mass Reproduction the 'Mountain' Zeeboo will be able to collonise colder areas away from competing plants and most predators seeing as the Ice Zeeboo lost the poison of it's ancestors.

(What did the 'brain' of previous zeeboos do exactly?)

(also how many genes am I actually allowed to add/remove)
 
Rules:

Anyone can create 1 new species per turn. No more than 1 species per person per update.

These new species are either A: totally brand new, or B: evolutions of existing creatures already in the game.

A: Brand New Species
You can start from scratch with an entirely new species, in which case you get *3* ‘genes’ to start with. Brand new species will be simple creatures evolved from protozoa/plankton etc.

These new species will be more and more primitive compared to the most evolved species. At this stage of the game, they will need to be very unqiue to survive. Most likely, they will not be able to compete with the more advanced lifeforms which have evolved over time. You'd have to be very inventive to get something that could survive and compete with just a few 'genes'.

To quote Lord_Iggy:


B: Evolved Species
Otherwise, you can pick any existing species to evolve further. You can add up to *3* genes to that species to make a new version - note that the old version will still survive unless it gets out-competed

As the game goes on, more and more evolved forms of life will appear with more and more genes.

At the same time, you can also remove up to *3* genes if you want to remove obsolete stuff / reduce energy needed to survive / make it cheaper to reproduce etc. Streamlining things like this is important when competition is fierce.

At this point in the game, anybody can create evolutions of anyone else’s creatures.

Some random NPC evolutions will also happen in each update.

To quote myself:


Genes System

The idea is to provide something to describe and compare the creatures, without getting too technical. Creatures will have simplified ‘genes’ for moving, eating, reproducing, defence, attack, senses, as well as more subtle stuff.

These ‘Genes’ can be anything semi-realistic. I don’t want to get bogged down in specifics. But I reserve the right to disallow or simplify anything I don’t like.

Some very strange combinations are possible, but there must be good reasons for this or I wont allow it.

More ‘genes’ make a creature more complicated, and it will generally need more energy/food etc. So anything you add should help the creature to survive and breed.

Players who create really successfully species will be rewarded in the updates with an extra gene allowance to spend on new species.

I don’t pretend to be some kind of expert, im willing to change the effects of any ‘genes’ in the game, if there is a good reason too.

Default abilities:
You don’t need genes for all things. By default, all creatures can reproduce slowly, have very basic level of senses. But they cannot move or eat. The only type of gene that is definitely required is a source of energy, IE a way of digesting something. Actually finding and trapping that ‘something’ is another matter. As is avoiding predators etc.

Joining:

This NES does not require any commitment on your part. To join, you can just post a new species/evolution thing. Its up to you if you ever come back to see how it does.

New Species Template:
[reminder: this will be a very primitive species compared to stuff that already exists, you need to be very inventive here!]
(new species name) : (player name)
Genes (you can start with three): [reminder: one of these must provide a method of feeding/getting energy somehow!]
Description:

Evolution Template:
(new species name) : (player name)
Evolved from: (old species name)
Gene added (you can add 3, or 4 with bonus):
Gene removed (optional, remove up to 3 or 4 with bonus): [reminder: leave at least one gene for feeding/getting energy!]
Description:


I believe this will answer all...
 
Yeah I know, I already read all that, but can you make more than one new animal or plant or w.e per turn. (So could I make another one now, basically.)
 
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