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Author Topic: Evolution: Not a debate, a forum game.  (Read 28706 times)

Duke 2.0

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Re: Evolution: Not a debate, a forum game.
« Reply #15 on: July 12, 2008, 09:46:30 pm »


 Spore? Pah! This is much more similar to EVO, the Search for Eden.

 What a game. I imagined Spore would be like that x1000. Turns out it is merely squared to add a third dimention.

 
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Fualkner

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Re: Evolution: Not a debate, a forum game.
« Reply #16 on: July 12, 2008, 09:55:16 pm »

Okay. I'll do an example.

Species: Fuzzix

Description: The Fuzzix are a race of mammals that look an awful lot like a coughed up hairball. They have two black eyes set deep in their head, and are completely covered in thick brown hair. Two floppy arms extend out it's sides.

Evolutions:

Fur: 10 EP
The Fuzzix's fur keeps them warm and protected from the cold enviroments that they live in.

Arms: 5 EP
The Fuzzix has two weak arms that end in rudimentary 2 fingered hands. They are suitable for grasping but not much else.

Language: 10 EP
Fuzzix language is a low, gutural sound that is produced from the back of the throat. It is verbose enough to describe colour, shape, and other description.

Jaws of Death: 15 EP
Fuzzix can open their mouths very wide, allowing them to eat things as large as them. Also, their two rows of teeth grind around in their mouths, cutting anything in them into little pieces.

Spears: 5 EP
A Fuzzixian spear is a construction made out of solid rock. The Fuzzix selectively grinds a stone until it is both sharp and small enough to be grasped and thrown.


Now, this is a starting creature. My turn goes about as planned, and I earn 15 EP. I spend that EP to improve spears to 10, and create a new ability, Razor Fur. I would write out a new description, tack it onto the end of my post, then the writer (me) will add it to the third post that has all the creature data on it. As an example, here is Razor Fur:

Razor Fur: 10 EP
The Fuzzix have developed the ability to make their fur ridig, causing their entire body to be covered in sharp needles. This consumes energy, so they can only keep it up for a limited amount of time, long enough to scare off an attacking predator.

Hopefully this guide will help people. Any additional questions?
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Helmaroc

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Re: Evolution: Not a debate, a forum game.
« Reply #17 on: July 12, 2008, 10:00:55 pm »

Thanks a ton. Sorry if this is obvious, I'm getting a little tired (coffee time), but how are turns processed?
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Aqizzar

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Re: Evolution: Not a debate, a forum game.
« Reply #18 on: July 12, 2008, 10:33:33 pm »

I've never been part of a forum game, and this looks pretty fascinating.  I've got a great idea for a creautre in mind, and as soon as the rules get properly hammered out and everything starts I'd love to take part.

My big questions are-
What's the big list of traits we can choose? and How do we deal with other players?  EDIT: Ok, player defined goal, got it.


One big criticism though-
Quote
On the note of population size, assume creatures give birth to one baby at a time and the creature takes 40% of its lifespan to grow up. Default population is 20,000, spread over the four hexes evenly

Birth rate and growth speed are a huge part of evolutionary strategy.  What you've described works for human equivalents and large mammals like elephants and whales, but that's really limiting.  Obviously the idea here is a species that develops into an intelligent civilization, and it's easy to think of creatures with a human-like lifecycle.  But think of creatures like mice, ants, or octopi - nothing about their lifecycle necessarily precludes developing intelligence, and the radical difference in personality and priorities would be really fun to explore.
« Last Edit: July 12, 2008, 11:00:34 pm by Aqizzar »
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Helmaroc

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Re: Evolution: Not a debate, a forum game.
« Reply #19 on: July 12, 2008, 10:57:23 pm »

But anyway, to the rules. The goal of the game is whatever you make of it. Total world dominance? Sure. Grand structure? Awesome. Basically, the only goal is survival.
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Zai

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Re: Evolution: Not a debate, a forum game.
« Reply #20 on: July 12, 2008, 11:10:03 pm »

I may join sooner than I thought. =D

I reserve this here post for editing of my creature and/or civilization.

[THIS POST IS NOW EDITABLE]

[EDIT:] NEVER MIND. I THINK I'LL JUST WATCH AFTER ALL.
« Last Edit: July 13, 2008, 12:21:52 pm by Zaithemaster »
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Aqizzar

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Re: Evolution: Not a debate, a forum game.
« Reply #21 on: July 13, 2008, 12:33:02 am »

Okay, I don't know if this is jumping the gun or anything, but because I'm impatient, inspired, and bored, I've typed up a species.  Fualkner, feel free to pick it apart as an example.  I've also got some ideas about rules for technology, but I certainly don't want to get out of place.  Let me know if you want to hear them.  Ahem...


Species: Kadesh  (Plural: Kadesh  Adjective: Kadeshi)

Description: The Kadesh are a semi-aquatic amphibious species of gathering scavengers.  They resemble armless kangaroos covered in teal scales, with huge finned legs and tails, giant black eyes, and a bundle of tentacles sprouting from mid-torso.  They are fairly large, 2-3 meters from beak to tailtip, and are light for their size, just heavier than neutral buoyancy.

Location: The bay/river valley at E-11+13 F-12+14

Diet: Omnivores

Lifecycle: My criticisms aside, they reproduce and age as in the OP.

Evolutions:

Amphibious 10: 10 EP
A Kadesh must immerse itself in water or stay in a humid climate or it will begin to dry out and weaken.  They are still ultimately tied to breathing water, but can stay in air for many hours in the right conditions.

Manipulators 5: 5 EP
Kadeshi tentacles are evolved to pick through riverbeds and coral reefs for morsels.  They are deft at manipulating small objects, but have very little strength.

Speed 15: 20 EP
It's muscular legs and finned tail make up half of a Kadesh's mass, and propel them through water at considerable speeds.  On land, they can cover some distance in great strides.

Vibration Sense 5: 5 EP
Kadesh have an array of streamers and antennae around their faces which can detect vibrations in water, and to a lesser degree in air.

Language 5: 5 EP
Kadesh communicate with sounds and body movements.  Underwater, they produce a range of singing noises.  Out of water, they can croak and gurgle, and use “hand” signals.  Their actual language is limited to declaratives and warnings.

Fiber Use (Weaving): 5 EP
Some Kadesh have learned the weave fibers into useful shapes and tools.  Though crude, their nets and bags can catch and store much more food than simple gathering.
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Fualkner

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Re: Evolution: Not a debate, a forum game.
« Reply #22 on: July 13, 2008, 12:53:37 am »

There is no grand list of traits. You make up the traits, magic, tech, whatever. Anything and everything is viable here, the only measurement is how many points you invest into it. Turns are done every 72 hours (3 days) or whenever I can update. If everyone has gone, I'll update.

The basic structure of a turn is as follows: You write out your fluff (More fluff = better chance at good results) and, to avoid confusion, spell out your moves at the bottom in simple no-fluff english.  So, say I want to have my Fuzzix to mass produce spears, then they go ahead and do that. If I need materials, I need to send out scouts or settlers to get them. Large quantities of stone come from mountains, wood from forests, sand from deserts and water/fish from rivers and ocean. Smaller quantities can be found almost anywhere. In general, if you have a question, ask here or send me a mail.

Also, the default starting litter size/growth rate is a base line, and can be changed with EP. If you invest in Rapid Growth and Development, for example, your creatures could potentially be full grown in a week.

Aqizzar, your creatures are impeccably done, and are accepted as the first official submission to this game.

EDIT: The map will be updated when all players are signed up.
« Last Edit: July 13, 2008, 01:02:00 am by Fualkner »
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Sean Mirrsen

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Re: Evolution: Not a debate, a forum game.
« Reply #23 on: July 13, 2008, 04:55:57 am »

Hm. I guess I'll have trouble getting Mii'Ari (the humans dubbed them "pantherians" later) to survive there. They followed quite a nonstandard evolution method, according to their own mythos anyways, so I don't know what to do.

I guess I'll have to make up anoher evolution theory here. :)
I'm not sure of the exact point values though...

Description: The Mii'Ari are a race of upright felinoids, with tails and other corresponding features. Their size is roughly that of an average human, but eventually several sub-races became discernable. This description is of a theoretical Mii'Ari ancestor, since no such prehistoric form is known to exist.

Location: An oceanside plain with forests at M-25/27,N-26/28

Diet: Carnivores

Life span: around 70 terran years, longest recorded life was 115.

Evolutions:

Language: 10EP
The language of the Mii'Ari consists of vocal sounds, mimics and body language, capable of either long-range transmission of simple mesages containing basic warnings or conditions, or close-range conversation including emotions and description of actions or events.

Overall physique: 6EP
The Mii'Ari are slim in build, yet they are capable of displaying bursts of speed, strength, or agility, due to the high endurance. They are capable of managing their breath to this extent.

Senses: 8EP
The Mii'Ari have two eyes that cannot see color, yet have improved vision during the night. They also have vibration-sensitive "hairs" situated on the face, but these are mostly a remnant of their true feline ancestors, as the Mii'Ari rarely put them to use.

Arm, Legs - 8EP each
Their arms are equally well-developed, with four digits on each appendage, suitable for grabbing and utilizing basic tools. The arms and legs are strong enough for climbing trees or mountains alike.

Fur: 4EP
Short fur covers the entire body, with varying coloring of shades of gray and yellow. Patches of longer fur can exist around the head, primarily on male specimens. The fur yields no physical protection, but helps withstand cold. The Mii'Ari dislike water because it denies them this defence, but are lightweight enough to swim if they are not disoriented.

Claws: 6EP
The Mii'Ari have two sets of claws. The claws on their feet are 1-2cm in length and are permanently visible, being situated on the tips of their toes. Their hands have a set of claws usually consealed in "flesh pockets" within the palms. Small muscles can move these claws in and out, and by closing the fist, a Mii'Ari can lock the claws in place with the hand's bones. Due to the importance of these to survival, physical movement of a claw against the pull of the internal muscle causes discomfort and pain.

It's a total of 50, but I don't know how much would it actually total to per the description. Can you review that and tell me if I went over the top?
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Duke 2.0

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Re: Evolution: Not a debate, a forum game.
« Reply #24 on: July 13, 2008, 08:51:52 am »


 While I want to help with this, I just want to suggest first that we could use the DF creature codes for the RAW's. Then we have a good starting point where we can add tags of our choice.

 But anyway, onto my beast of awesomeness.

 Species name: Shrike

 
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Nilocy

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Re: Evolution: Not a debate, a forum game.
« Reply #25 on: July 13, 2008, 11:59:39 am »

Wow, sporey licious. Im in for this. I shall now list my creatures awesomes. (Be warned, I did not make this to sound quite so un-pc as its turned out to be :D)

Name: Jhiar'd

Location: P-18, O-17, Q-17, R-16

 Description: The Jhiar'd are a race of giant sentiant insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods.  The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony.While larger than both workers and warriors and coming with 6 legs and 2 maninpulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.


 Diet: Omnivores

 Life Span: 6 years. (2% as children)

 Evolutions:

Senses 3:3EP - The bugs are mostly blind, reacting to movement, sound and smell with their antenna. Although warrior bugs do have a slightly increased ability to see clearer detecting changes in colour aswell.

Language 5:5EP - They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultralow frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for contructions or rallying of troops. The bugs also have a very primative written for of expression that is carved or painted into walls to instruct of terriotories and warnings.

Hierarcy 9:9EP - The colonies are organised into seperate sections all providing the most efficient work they can. Heads are always incharge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed (after attacks, colony splitting (The process of a formation of a new colony) )as not to waste resource and energy.

Genetic aquisition 6:6EP - The 'Head' bugs can aquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benifits i.e increased speed, strengh, or the understanding of a new species.

Fast breeders 6:6EP - Although short lived, the Jhiar'd replace their population fast when needed.

Constructions 5:5EP - The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communial barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defence aswell.

Sect specialisation 8:8EP - Each sect does what it does to the best it can do. Workers are weak but can manipulate the enviroment (farming, chopping, fishing) while mothers produce alot of eggs. Warriors are tougher and can hurt things more.

Warrior claws 6:6EP - Warrior bugs have powerful claws .

Worker claws 2:2EP - Work bugs have not so powerful claws.

Weaknesses:

Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.

If you cut of the antenne, then you've effectively killed off the bugs senses.

Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.

Because the heads are the controlling bodies the lack of them can cause a colony to go into dissarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering thier own kin. etc. etc.

[EDIT: Acctually, no tools just claws!]
[Second EDIT: Weaknesses added]
« Last Edit: July 14, 2008, 04:14:48 pm by Nilocy »
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Helmaroc

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Re: Evolution: Not a debate, a forum game.
« Reply #26 on: July 13, 2008, 01:46:19 pm »

Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
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Fualkner

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Re: Evolution: Not a debate, a forum game.
« Reply #27 on: July 13, 2008, 02:03:10 pm »

Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Redo your math. I see no problem with it

20 EP from Speed, + 5 from Fiber Use = 25. 5 * 3 = 15 + 10 from amfibious = 25. 25 * 2 =  50.

Nilocy: You choose four hexes that touch each other. Each has 5,000 creatures in it. If you really want, you could compact them all into one hex, but you'd find yourself running out of resources.
« Last Edit: July 13, 2008, 02:05:15 pm by Fualkner »
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Helmaroc

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Re: Evolution: Not a debate, a forum game.
« Reply #28 on: July 13, 2008, 02:06:25 pm »

Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Redo your math. I see no problem with it

20 EP from Speed, + 5 from Fiber Use = 25. 5 * 3 = 15 + 10 from amfibious = 25. 25 * 2 =  50.


Oh, sorry. I understand now, I was adding the second numbers that refer to the next turn's changes, correct?
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Nilocy

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Re: Evolution: Not a debate, a forum game.
« Reply #29 on: July 13, 2008, 02:25:29 pm »

Right, i fixed the area choice. So, how will resources and such be collected?
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