NESLife attempt #3

Note: 'Survival' section added to gene list on the first page (stuff for surviving in different areas). Ive noticed a few more things that are missing, and ive got more to add from this update.

Also I've combined 'fast metabolism' into lungs/gills since i dont see how you can really have one without the other.

@cvlowe, ive been doing the stats tonight and i made cartillage a seperate thing. I guess it could either be combined with skeleton or used on its own.

@erez, im sending you a PM with regards to your question

Update will be finished tommorrow, here is what they look like so far (edit: removed so as not to confuse with below)

Something like the Clazer and Froggus Icky will probably return in this NES eventually, ill make the NPC evolutions nudge towards that. I feel guilty for ending the first game and i want to bring them back somehow :)

Actually the first NESlife only had 5 updates, there were 3 'eras' before the game began to explain the starting species. So this game is already level with how far the old one got. The lack of any solid stats and things made things go faster, maybe too fast.

The Evil Pikachu wasnt in the game, it was something i did for 'fun' around the same time, it was in with the same flash files i was browsing through :) (I remember tracing over a pikachu image so i cant really take credit for it, and yes I must have been pretty bored at the time :p)
 
Having cartilage separate works for me! I think I already leaked what I'm designing... Looking at the gene list I will probably need similar but different genes for a couple things.

Edit- Impressive pictures!
 
I was thinking there should be a plant mutation for hardened eggs that travel through a creature's digestive system and get deposited elsewhere to grow. With a separate gene that makes it more attractive to plant-eaters when ready to bloom. Plenty of precedent for that in the real world.
 
@MjM, thanks! but as i say Flash makes it very easy for you to draw stuff like this.

I want to see Mauritania's game!!!

@cvlowe, that is a very good point, seeds and fruit and stuff should definately be possible.
 
I think it would cheapen things to have something exactly like the last game. Similar, of course- the niche is still there. But the entirety of both species' ancestors are absent.
 
Regards the game, I'm going to push the demo date for later next week. The logic being that if I can get the rules and script sorted, as the game develops I will just release expansion packs of new species and zones and it will save everybody from having to download the whole thing every update and losing their saved games.
 
Oh my creature is so ugly ^^ lol. Cool.

Can I ask to not see the pictures before update next time :p? I want to be more surprised.
 
@ Daft - can we have a consesious on the scale of size?

If everything has evolved from planction.. most things must be still measurable in inches, with the biggest just over a foot surely?
 
In my head, the biggest predators wouldn't be exceeding five feet. Plenty of things that evolved from plankton would be fairly large, colonies of millions of lifeforms.
 
large, aventually.. we are only 4 evolutions in?

Then again - doesnt really matter.. a massive predator wouldnt be able to feed itself and would die out i suppose.
 
Whales feed on plankton. I think size should depend on the number of "large size" genes.
 
As I was the only one to put a massive size gene in there (except Dark, was it?), I would think the Leviathan is the largest, but I could be wrong. I had the image of them being somewhere from 4-10 feet.

Speaking of which, I love the look of the Leviathan, good work! :)
 
Whales feed on plankton. I think size should depend on the number of "large size" genes.

True, but it took a hell of a lot of evolution to allow them to get to that size!


Considering noones talked about having a heart, circulation systems etc.. i dont exactly understand how thing can be surviving larger than the cellular level.
 
I imagine that most creatures are just highly inefficient at this point until they have a gene.
 
But oxygen cannot diffuse those distances.. sponges and plants can go big, but animals cannot without LOTS of evolution...passive diffusion cannot even support something the size of a fly, how can we expect something 5 foot across to survive?


Sorry if i am over complicating things, daft can tell me to shutup if he wants.
 
I think the complaint was about somebody posting a creature and describing it as 30 feet. It would take a lot more than a few simple genes to grow that size!
 
But oxygen cannot diffuse those distances.. sponges and plants can go big, but animals cannot without LOTS of evolution...passive diffusion cannot even support something the size of a fly, how can we expect something 5 foot across to survive?

Sorry if i am over complicating things, daft can tell me to shutup if he wants.

That's not what I said in my post. I suggested that the other stuff is there, just very primitive until they have a gene.
 
*Notice: please check out the new official gene list on the front page, and what it says about digestion and various issues*

Ive made things more ‘official’ to reduce confusion over what does what. Apologies that its too late for some creatures, which are treated harshly in this update. And apologises that the NPC evolutions are doing better than most :).

Some people didn’t use the full two-gene allowance for evolving. That is fine, and can be a sensible move in order to keep species simple and efficient etc. But for this update I assumed they hadn’t read about the rule change, so I doubled up what they did add.

I don’t want to tell you how many hours this update took to sort out, and im still not happy with it. This was supposed to be a simple fast paced thing that wouldn’t take hours :( I have some ideas for simplifying updates in future. But any suggestions are very welcome.

Era 6: The Cranius Era

This era is named after the large increase in fossil bones that appeared at this time, particularly the skulls of the Cephalion. But the good times of the previous era didn’t continue. Plankton and nutrients became more scarce, and the climate became a little more hostile during this era.

critters6.jpg


Winners:
The first creature to slither onto land had been the slimy Tidalblob (way back in the Oculus era), which didn’t last long in the face of acidic slimes and urchins. After many more millions of years, animals finally returned to the shores in large numbers. Dibbler-Extreme didn’t do very well (see below), but both Tidalworm and Esturyte gained a foothold. Both of these were able to live together quite happily. The social Esturytes rarely had much luck eating the dangerous coastal plants, but they could use their claws to break apart dead animals, creating openings for the smaller Tidalworms. Both species were still tied to water - Esturtes still spent a lot of time back in the sea, grazing on the Bublimeon forests, while Tidalworms needed to hang out in rock pools or moist corpses to avoid drying out.

Algaceae Dendrocovitis took over as the dominant cold-water plant. Compared to other plants it was very complicated, but all its adaptations were paying off, for now at least.

Braciola was the only cold-water predator. Although primitive and only able to catch baby animals, it still did well due to the lack of competition and its low energy needs.

Ragcap was a successful parasite. It spread out from Sponges to other fleshy creatures.

Vegesuck (NPC) was an evolution of iSucky that began to specialise in eating and digesting plants. Combined with an exoskeleton for defence, this species began to do quite well.

Spikesters (NPC) were an evolution of the ancient Fangsters which had been around for a very long time. They kept the same simple design, but could eat plankton a bit more efficiently. And their fangs evolved into spikes, placed all over their bodies. This passive defence was more effective against the current range of predators.

Nitros Ridgius wasn’t exactly thriving in huge numbers, but it fitted its niche very well (mineral feeding in the deep ocean) and had no predators. There were few other populations that were as safe as this.

The simple Primitive Zeeboo steadily increased in numbers whenever it found an opening.

Forests of Bublimeon continued to thrive in the warm shallows, especially as the first urchin-eating creatures began to appear.

Wavys, Slitheries and Grabenbewohners all continued to do well and frustrate predators.

Stalkrex populations became more established. Overall, Stalkrex became the dominant predator at this time. Its DNA had changed little, but circumstances favoured it more than others.

Dibbler-Ice was still doing well as the only cold-water scavenger. It survived the downfall of Dibber-Extreme (see below).

Simple Jelly Sponges remained quite common, despite being eaten up all the time.

Maybees:
Ragsting (NPC) was another branch of parasite. It wasn’t as efficient as Ragcap at sucking out juicy goodness, but it had stinging tentacles to prevent being picked off by other animals. In some ways it was able to cooperate with its host, offering a form of defence in return for sustenance.

The Wavy family spawned some more branches:

Cephalion was notable for having the beginnings of both a skeleton and a complex nervous system. Cephalion was the smartest living creature (though that wasn’t really saying very much!). This was a promising species, and was only really held back because of its increased complexity, and because the Wavys and Slitheries already had huge established populations that tended to sweep up most of the plankton.

Leviathan’s size proved a good method of defence (especially with some Ragstings attached). Leviathan was an even more complex evolution of Slithery, making it the most complex animal at this time. They had large appetites and took a long time to grow, but they were able to swim through all the hot and cold waters of the ocean in the search for food. They had a small but steady population.

Doodler and Omnidid began to battle for the cold shallows. Both were very similar to each other. The only real difference was that Omnidid was a stronger and more efficient crawler, but Doodler had a basic social behaviour. Fortunately there was enough food for both species to survive.

Urchin Finner took on the risky business of eating the urchin family. It had no competition for this, but wasn’t quite successful enough to replace its simpler ancestors.

Sea-Spore Urchin’s parasitic spores were hit-and-miss. When an animal did fall victim, the young Urchins had a good start in life. But the simpler, normal spores of other Urchins still managed to do very well.

Tentalure kept its branch of evolution going. It could reproduce in greater numbers. And the ‘lure’ was effective at snaring Wavys, turning their own eyesight ability against them. Though, the lack of dedicated flesh-eating digestion didn’t help. It was very rare that Tentalure would encounter plants. It tended to stay clear of Bublimeon and the seafloor, so that it could spread a wide net without being tangled up.

By focusing on mass reproduction, Spongita Plurus was able to do better than its ancestors, and was looking much less likely to go extinct.

Many other evolutions at this time were able to establish themselves, but didn’t really thrive. Many older species had stable populations.

Losers:
FlapFlapGiggity took the route of its improving generalised digestion and poison resistance, which was soon the most advanced of any creature. But it still lacked decent weapons to actually subdue live prey. As things got tougher, it was outcompeted in every area by some other predator. It couldn’t meet its needs by eating plants either. Sadly this species went extinct, bringing another branch of evolution to a close.

Défoncer le Charognard had a lot of potential, but its digestion tract still wasn’t particularly well evolved. It rarely had enough energy to sustain all its swimming, crawling and digging. Its numbers remained low. It could only survive where there were lots of corpses to feed on, and faced tough competition from the social Scuterytes for these areas.

Green Hunter also had a lot of potential, as it was evolving gills for a faster metabolism. But still only had a basic generalised stomach to provide energy, which wasn’t very efficient. In order to meet its needs, it needed to catch a lot more food than otherwise. This kept their numbers low.

Dibbler-Extreme had a very complex lifecycle, ranging from the deepest ocean depths, to the cold shallows, to dry land. It was actually the best-adapted creature for surviving on land for long periods. But it had a load of other adaptations that increased its energy needs. It couldn’t meet these demands with its basic digestion ability. It was just too complex for any environment it was in, and eventually went extinct.

Jim Carey couldn’t make the transition to predator. Its poisonous piercing spikes were a good weapon, but apart from that it lacked speed and senses, and could only ‘hunt’ by luck more than anything. The other predators outclassed it by this stage. Their well-established populations didn’t give Jim Carey any foothold, and this species eventually went extinct.

Jim Morrison was also struggling. Despite having the same poisons and piercing spikes, it lacked senses and was more vulnerable to ambush from the more-aware predators. These weapons were also expensive to grow. This species survived in dangerously low numbers.

Protospike went extinct as it was out-competed by the new sponges.

Many creatures were replaced by their more advanced descendents.

Zones:
Warm Shallows:
ZIGL6.jpg


Cold Shallows:
ZIGLCS6.png


Open Ocean:
ZIGMO6.jpg


Land:
ZIGLland6.png


Bonuses:
*Note that bonuses add to the new 2-gene default, making 3 additions allowed in total (or 4 genes for a brand new species)*

Plant and animal bonuses are now semi-random, but will always go to successful species.

Plant award: Algaceae Dendrocovitis. Niklas gets +1 gene bonus.[/U]

Animal award: Ragcap. Disenfrancised gets +1 gene bonus.

Innovation award: Sea-Spore Urchin. TerrisH gets +1 gene bonus.

Survival award: Slimeotron Mk III is the oldest player species to survive. jalapeno_dude gets +1 gene bonus.

Genes Appearing in this Era: (exact details of new things to be added to the first page at some point)
‘Poison Resistance’ – obviously, gives extra resistance to poison of other creatures.
‘Parasitic Tendrils’ – allows parasites to dig deeper into the host’s body to access more juicy goodness, as well as anchoring themselves in place.
‘Parasitic spores’ – spores which grow inside other creatures and make use of their nutritious insides
‘Brain Power’ – together with a more complex nervous system, increases alertness and allows some basic planning and decision-making. Only becomes true intelligence at very high levels.
‘Cartilage’ – a cheaper and more flexible version of Skeleton, though it doesn’t provide the same amount of benefit.
‘Gills’ – increase metabolism, speed, alertness and growth rates by taking in more oxygen – but burns energy at a faster rate, requiring more food! ‘Lungs’ would perform the same function on land.
‘Acid Resistance’ – obviously, gives extra resistance to acid of other creatures.

Species Stats: (please check before evolving etc)
>>*Stats post link*<<

Note: I found and removed some more extinct species that shouldn’t have been there before. Im happy that is reasonably accurate now.

BTW, the species list is approaching the max number of characters I can fit in one post, and im not happy about needing more posts. Mass extinction may soon be required :evil:

Problems:
@Lord_Iggy, ive replaced ‘terralungs’ in your evolution with ‘Water Retention’, which other creatures have needed for getting onto land. Also I think ‘gills’ and ‘lungs’ should be kept as separate abilities that can be mixed and matched as needed. At the moment you don’t need that, because I assume it has some kind of proto gills/lungs and a very slow metabolism.

@Mauritania, im not sure what ‘cold blood respiration’ was meant to do exactly. Is this basically increasing metabolism? At the moment ive added double mineral eating instead, since I didn’t see how faster reactions and growth rates etc would help your creature, seeing as it has found a niche in a very low-energy survival mode.

@Darkening, I know you said you’d given up on this NES, but just to let you know, iive changed your creature – large size became drifting ability (else it couldn’t move) and pressure resistance became flesh eating (else it couldn’t eat).
 
Evolution Template:
Dibbler-Revolution : Splime
Species evolved from: Dibbler-Ice
Gene added (max 2): Water Retention x2
Gene removed (optional, max 2): Cold Resistance
Description (optional): Mutation has caused some of the Dibbler-Ice to lose their cold resistance, but gain water retention. The Dibller-Revolution is now reaching the shores.
 
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