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Showing content with the highest reputation on 06/19/2018 in Posts

  1. I think an interesting idea would be a gene that allows you to walk on top of heavy snowfall (like on first snow). Maybe "snowshoe paws" or something. It could also be tied to body type, so a small body with snowshoe feet won't fall through, but a big-bodied nichling would. Another idea would accompany that one: prey that hides under the snow or moves around in it, and your nichelings could go mousing for them (like foxes do).
    4 points
  2. When you get the "new gene unlocked" message, there's no indication of which gene it was. Would it be possible to show that in the message?
    4 points
  3. I think that like cats and dogs in real life, Nichelings should be able to hold their kits in their mouths. The baby could be carried as soon as it is born, and can be carried up until two gems. Maybe also big bodied or large bodied creatures could carry lean bodied creatures like how in the wild sometimes animals will carry the weaker members of their packs or family. It would really help out when you have this one baby that runs out of energy before making it to the port, and you can just pick them up and leave the island. It would also make it easier so that the blue birds couldn't reach the baby. - Niches can only carry their babies till 2 gems! - Babies that are carried up until two gems will not grow, and the child may take slight damage due to not being able to grow. They will be dropped onto available tiles next to the mother, if none than baby will stop growing until put down. - You CANNOT do anything besides walking when holding a kit in its mouth. - Rare chance that a bluebird may still attack a scruff carried nicheling, however parent can fight back.
    3 points
  4. So, I suggested fluffy ears in the last community voting. It didn't get enough votes though, so I thought I would suggest it again with some art I did. They would be floppy (just because I'd love some more ear variety) and the stats would be: +2 cold resistane -1 heat resistance. +2 hearing (a little less hearing than normal cause of all the fluff!) +1 Smelling (I saw someone suggest this) I would really like to hear what people think. Also, digital art is not my strong point so I apologise for the awful drawing.
    3 points
  5. The only time creatures make different noises (like what you hear when you click on them, when they get hurt, the new 'call for mate' ability etc.) is dependent on if they are a baby or an adult. You can have two extremely different looking creatures and they will sound exactly the same. This feature wouldn't be meant to affect gameplay, it would just be a nice little detail. For instance, it would make sense for a big-bodied creature to have a 'deeper' voice than a normal-bodied creature just because of their size difference. The easiest way to implement this would be to just have it based off of the body types since that could only change the pitch of the creature's voice. Having different sounds for different head types would be neat too but I could see it being more work. It would be funny if spit/derp snouts had a silly voice to match their face, or if beaks sounded more bird-like and purr snouts made more meow-like sounds.
    3 points
  6. I’ve been thinking, ever since the ‘modes’ were added, how cool would it be to have a mode where you could design your nichelings to suit the envirnoment you want the to start in? I thought this up because I’m so tired of trying to start a snow island tribe but my starter nichelings have no cold resistance or strength and end up freezing or being slaughtered by Balance Bears. God Mode would allow you to customize your two starter nichelings, maybe with the option to randomize some of the genes to add a little spice, and you’d get to pick your island like in sandbox mode. I’ve also seen suggestions for customizable islands and I think that would go well with my God Mode idea.
    3 points
  7. An interesting way to play this game is as a simulation of evolution, that is, with minimum input from yourself, to see what kind of form the nichelings would take based on their environment. This new mode beside story and sandbox would allow that playstyle to its full extent: As much or more pre-game customization as in sandbox mode, but AI-controlled nichelings ingame. You can: Look at their genetics, change the speed of the game (perhaps even automatic Day changes? If so, it should be disalbable), and a button to cause Migration (the youngest nichelings move to the Migration Plattform and then to the next Island). This way, Niche could serve as a simulator for evolution, population genetics, and ecology. The suggestion originally comes from my evo-devo prof who saw me and some friends play Niche in the cafeteria and started a conversation.
    3 points
  8. It would be nice to have more weather types in Niche, not only for immersion but for gameplay as well. The new antenna gene would also benefit from this change by having more weather to sense. I have compiled a list of possible new weather types below. Fog sight reduced by -2 white fur increases camouflage by +2 Thunderstorm all animals have a chance to be struck by lightning lightning has a chance to start a wildfire Hail all animals have a chance to be stunned animals are protected by taking shelter Suggestions on how these new weather types could be improved are welcome.
    2 points
  9. Alright, so I've seen some suggests asking for some type of creature creator/demo mode or whatever. I have been working on this for a while and I thought I'd make a new post since there's a lot more than just "A demo mode". This is gonna be mostly made up of pictures from what I call "Tutorial Mode" and I'll leave a link to a page with pictures without the text from tutorial mode. So first you can access this mode from the home screen like so: And then you would start at the creature creator (and to turn on tutorial mode you do this first (tutorial mode can be either be functional just with the yellow text or an example that goes away after you click)): Which can take you to either the creature list or the select mate screens which look like (also note that the scroll on the right on all screens is not accurate, and is just there to display its existence): (Where you can import creatures from save files like this: ) And confirming a breed brings you to the offspring list which is: Where there are trait statistics and custom filters (list of traits made by @Aysling here: https://strayfawnstudio.com/community/index.php?/topic/626-nicheling-sort-filter-and-select/&page=0#comment-2030) : Or you can go to the punnett square: And from anything outside of the creature lists, you can go to the gem colors (which you can find individually here: https://strayfawnstudio.com/community/index.php?/topic/646-customizable-and-programmable-gem-colors/) And the color cycle looks like this: And after all of that, you could use the creatures you used to start in sandbox mode like this: (Picture in production) So yea, that's all of it. Please let me know of any mistakes I might have made since this was a lot or of any logical inconsistencies. If you want to see the pictures without the text from tutorial mode, you can go to this link: https://docs.google.com/document/d/16dVKParfTHqHpSsuPD_UA_6cozEJ94_4Wtxpff6lIsE/edit?usp=sharing
    2 points
  10. This suggestion is pretty cut and dry and like a year old, but oh well Like Rogue Males, there could be Lonely Ladies who carry similar genes as Rogue Males, mate with your male nichelings, and steal nests like dodomingos in order to have those babies, which will then either become Lonely Ladies or Rogue Males depending on their gender, though they will follow her around in the tile behind her like a bearyena and her cub until they're old enough to wander away. Rogue Males and Lonely Ladies won't mate with each other, though; just your nichelings. Also if you leave a baby unattended, the Lonely Ladies will take them away, and the baby will follow her around like her own Rogue/Lonely baby, but instead of going Rogue/Lonely once they're adults, they'll turn into Wanderers that you can invite into your tribe. If you want to take your baby back before then, like immediately after she steals it away, then you'll have to kill her.
    2 points
  11. I thought it might be cool to add a horn type unlocked after so many days in the savanna, the opposite of that for the mountain/snowy biome. When I think of horned animals in the Savanna I think of the Kudu, a deer looking creature with tall, twisted horns. I drew some in my art class today and edited them onto a nicheling model. They would have the usual +1 strength of horns and for unlocking would require the same amount of attack and days in the biome as the antlers would
    2 points
  12. Hi, I what to make a suggestion, Lately I've been playing and one of the problems sometime I have is the "Unlock gene notification", is hard to track which gene you unlock in the menu, so maybe add like a glow feature of something in the gene menu that can show you which gene you unlock. I add an example n,n/ Thanks!
    2 points
  13. I think it would be great to have more settings for the sandbox mode. For example toggle buttons for all predator types (want to remove rogue males? Just switch them off). Maybe we could also define stuff like "Maximal tribe size" to add some extra challenge or "Maxium age of animals" so our critters can live longer. Or maybe even some special rules like "Only one male allowed in the pack" or "Tribe can only eat meat".
    2 points
  14. It would be more realistic, if a creature could actually get a crippled paw in battle or a scar that gives them a distasteful appereance, perhaps even loose an eye. The chance could be higher if much damage is dealt at one time. That would make the whole thing more interesting and you would have to be more careful.
    2 points
  15. OLD IDEA, LOOK AT EDIT I always feel sad when a Nicheling dissappears from the family tree. Even ones who have family still dissappear at some point... My favorite Nichelings and such, i dont get to remember what they look like that easily when this happens. Im hoping maybe the Devs can make a scroll for the family tree? I know most people would like to be able to look through many of their generations. With a scroll, you would be able to look at your oldest Nichelings and recent Nichelings. I know one or two problems may occur, as such as a very, VERY long game's generations. {I think it would be fine if the oldest Nichelings would be.. "erased" in that situation) Edit: Thanks to everybody who voted this up. I now realize how much lag would be made. So, i think the best way to save files is that every 3 generations or so, the family tree would be saved to the menu to be seen. The tabs would say "generations 1-3". You would find this in the menu game/tribe tab, once you click on the game's/tribe's tab. To still prevent lag, the devs could add a notification asking to delete an old game's tree, such as 9 generations ago. Note: whenever i say "game", i mean not Niche, but the game you are saving the tree in
    2 points
  16. If you add both energy usage upgrades to a weapon, it works without any energy source
    2 points
  17. maybe it can only work when there is a pregnant female next to him and then he could build a nest
    2 points
  18. I'm going to start by saying that if someone already posted a similar idea to mine, please let me know. I suggest a Wasteland Biome/Island, which is a biome very difficult and deadly, but it can maybe introduce new genes. The main characteristics are: NO BERRY BUSH: the soil in the wasteland biome would be very infertile and would lack nutrients, so there can maybe be dead bushes where nest material or beetles can be harvested. BEETLES: this would be the main source of food. They could be found at dead bushes, tree stumps, or near some sort of meat. If meat is left untouched for 1 day, beetles may start eating it, and after 3 days, the meat and the beetles will be completely gone. Toxic beetles can also exist but has the probability of poisoning nichelings if harvested (toxic body nichelings won't get poisoned) Bettles can also be found when digging holes with the diggers body. TREE STUMPS/HOLLOW LARGE TREE STUMPS: these would be the home of beetles, and nichelings can harvest them. It would be similar to the digging ability: everyone could gather them but nichelings with a special gene (that resembles the anteater mouth) can gather them more effectively. The large tree stumps are shelters for nichelings which would protect them when it rains acid. Each large tree stump can support 3 nichelings (2 babies counts as 1). ENEMIES: rattlesnakes and crocodiles (and radioactive fish) could be the main enemies. Rattlesnakes would be very very poisonous, but they would make a rattling (if that word exists but you understand what I mean) sound that serves as a warning for your nichelings. Nicheling with toxic body won't get poisoned. Crocodiles would replace bearyenas, but these would be found near rivers. Radioactive fish are fish that can be harvested by a nicheling with the fishing skill, but have the posibility to poison nichelings. Again, nichelings with toxic body won't get poisoned. ACID RAIN AND TOXIC RIVER: Acid rain would replace normal rain, and if a nicheling is outside for a complete day, it will take damage (Toxic body, armored body and big body nichelings won't get posioned from acid rain). Nichelings, with an especific gene, can dig holes to protect themselves. The disadvantages of these holes is that they won't be permanent and only 1 nicheling (or 2 babies) can go inside. In rivers, when a nicheling is inside the river for a complete day, they will take damage. (Toxic body and armored body nichelings will not suffer get poisoned in rivers). The new genes that I have in mind are: the beetle-eater tongue rattle tail (to warn enemies, maybe) diggers body (to dig holes (and maybe find some beetles along the way)) I tried to make it as simple as I could, but english isn't my first language, and while I was writting this, ideas kept coming and I just wrote them without any sort of planning. If someone has any ideas or recommendations (or if there's an idea similar to mine), please let me know. Btw, thanks for reading this extremely long suggestion and be sure to suggest as well.
    2 points
  19. wait the "leech disease" was a glitch where leeches would eternally drain hp from a creatures, even if it was removed also I made an idea for the jungle biome called the parasitic worms debuff, nichelings with this disease consume two food a day, have no stealth and will suffer from a status effect called internal bleeding, which functions like poison, the worms come from tiles labeled; infected mud, and are transmitted when a nicheling rolls or eats a dead carcass on that tile, to cure, a nicheling must eat a healing flower(will also eliminate internal bleeding) or be licked by a venomous creature or lick a poisonous creature(side effect of licking or being licked by toxic creatures is that other than killing the parasites, will cause the nicheling to lose 1 day of life if it is not venom resistant) also Venomous or poisonous creatures are immune to this disease
    2 points
  20. I was thinking of getting some more horns, since they seem to lack in numbers and are really cute and helpful. Leaf Horns: help provide shade for those in the Savannah that are hot, like the new acacia trees. The leaves could look like big Elephant Ear plants, or Palm Leaves. +1 Shade -1 Movement (since so heavy) +2 Heat Resistance
    2 points
  21. Here are all of my current tribes. Note: They are all in the newest version. Clayu Slot0.nichesave These guys have the 'Killer Island Challenge' I made myself, where you have to survive on every killer island for 100 days. They have already cleared the Deadly Hills, and now they have to get to day 288 for the Home Island. There are two tribes, the Shadows and the Birbs. The Shadows are obviously the completely black, sometimes gray ones. I'm currently trying to make them Poison fanged, double nimble fingered, with completely black fur and stripes, with white horns. The Birbs are, well.. You'd know if you'd look. I'm currently trying to get Toxic Body, white pattern, and black horns with them, though it isn't working out that well.. Also, they are just there for fun, they give no contribution whatsoever and waste food, the only reason I have them is because BIRBS. New Game Slot1.nichesave I didn't name these guys because I was lazy. They're my newest tribe and only here to have a good time. ttc - Karg Slot2.nichesave These guys... Oh, these guys.. This is my most developed tribe, having played for almost 200 hours, having them die and restart along the way (Causing the days to fall down to 73 or so, but once they had over 1000 days) and loose genes, etc. etc. I haven't checked on these guys in a while since when I get to the loading screen it crashes, and when I do get in, all I see is ocean, then it freezes and I have to exit, but meh. Wingaro Slot3.nichesave These guys were named because I wanted a winged Eve - and so I got one, however, I had already lost the wing since gen 3. What a derp. Anyways, they guys are currently divided into to parts, the Hybrids and the Berries. The Hybrids have orange gems, the breeding pair having a yellow gem in the middle. They are named based on what the nichelings think are 'tough' and 'fierce'... And all of the children's names start with S... (Except the newest ones that haven't been named yet) Anyways, the Berries. These are the nichelings with blue gems, the breeding pair having a pink gem in the middle. All have 'berry' at the end of their name, hence being called the Berries. The current leader of the entire tribe is Blackberry, which is why he has all yellow gems. Also, when the leader gets old, her pick the next leader, which is from the opposite part of the tribe (ex. if the leader is from the Berries, they will choose a Hybrid to be the next leader). Also, they all believe in the teaching of Nuta the family god, but took a twist and decided it meant "Your mate is your sibling unless there is a Friendly Bearyena and kill all wanderers!" ...Yeah. Just some extra information if you wanted to try playing it yourself. Let's Do This Together Slot4.nichesave This tribe is one from another thread, but I don't know how to link it, so meh. That's it and that's all.
    2 points
  22. We should put luck in as a new optional gene XD
    2 points
  23. Great idea, and this is giving me great visuals! I think that protecting nichelings from the acid rain and toxic rivers should be a little bit easier, like it can protect surrounding spaces like the Purr Snout, and that Armormed Body, just like the Toxic Body, should not be affected by the acid and river. People have also suggesting burrowing creatures, but for different reasons, so those could help. Good job on explaining it and get better at English!
    2 points
  24. This is great! Usually when I do challenges, I have to remember and i get super lenient. Now, I can't do that!
    2 points
  25. This is mostly a problem in large tribes. Groups of creatures are set apart by their gem color, but then with so many creatures to manage you forget about changing the youngest creatures' gems to the right color and all the groups start running into each other. I think creatures should be able to inherit gem color from their parents, to help with organization of tribes so that the gatherers don't mix with the fighters, the creatures being bred for an achievement not mixing with the rest of the tribe, etc. Thanks for reading my suggestion.
    2 points
  26. In addition, I think wild creatures should spawn with random gem colors, not just green all the time.
    2 points
  27. I'm so glad you suggested this! I made an account just to post something similar because I really feel it would benefit the game and add even more replayability to it! The game Don't Starve has a similar 'toggleable' menu that lets you choose between 'off, less, default, and more' for all factors at the start of a new game including: spawn rate of various resources (i.e in Niche this would be berry bushes, trees, fish, bunnies, etc) enemies (balance bears, bearyenas, artic foxes, apes, etc) weather (rain, sun, etc.) other factors (creature lifespan length, number of wanderers, number of rogue males, # of ice tombs generated etc). This really lets you customize your game play and improves the longevity of the game. It would allow us to tell more stories, like say you wanted to simulate a drought and have your creatures survive, or do a minimal resources survival run. It would also let people customize the game for their own play style. For instance, I don't like the spawn rate of the balance bears. My tribe of 15 has killed over 6 of them, I would definitely choose a lower spawn rate for them if I could. I don't want to eliminate them, I just don't enjoy being chased constantly. Also, sometimes I just want to play a relaxing game, and it would be nice to put the game on easy mode with high resources and just chill out and breed nichelings that look cool! I've attached what the toggle menu from 'Don't Starve' looks like. It's just picture icons of the various resources/options, with the toggle selection for each.
    2 points
  28. Pattern shape E: I've always wanted nichelings with white tummies. I also miss the warning dots. More stripes wouldn't hurt either. So let's have a new pattern shape! Pattern shape E would be rare and hard to get. It wouldn't be auto unlocked like the other pattern shapes. To unlock it, you would have to invite a nicheling with the gene. Tortoise shell pattern gene: This idea came from a bug post from @GryffBirb Also @Jojo inspired this post. There would be a new gene called "colour dominance" or just simply the "tortoiseshell gene". This gene has three variations. Co-dominance or "no tortoiseshell", "spotted tortoiseshell" and "brindled tortoiseshell". Only females display it tought. Males can only have it as an inactive gene. There is a really tiny change of a male tortie, but if one is born, it will most likely be infertile. Normal male who carries spotted tortoiseshell gene: On females the gene acts differently. The female only displays the upper one of her colour genes. The other colour appears on her as spots, brindles and splats. These spots wont appear on her patters. Spotted: Brindled: The mutation for tortoiseshell can be unlocked by succesfully mutating each fur and pattern colour once. For spotted you have to also mutate spots and for brindled you need to mutate stripes.
    2 points
  29. Ah, okay. I know they can be taken back, but I was thinking of looser rules for getting back the baby, like simply approaching it (I mean, surely they would choose their parents over an ugly, derp-snouted hag right?). I was thinking that lonely ladies could become aggressive once the steals a baby to balance the "reclaim by approach", since I think she would be determined to keep it. Lonely ladies not mating with spiky bodied males is good, but you would then need to watch both your males and females. My main concern would be the domino affect this causes: LL mates with one of your males Either steals a nest or an unclaimed one to have the baby The baby grows up to be either another RM or LL That's one more rogue to watch out for (or more, since I assume there's more than one lonely lady on the island) Rinse and repeat for an isle o' rogues I personally wouldn't want to deal with it, but maybe they could only appear on killer islands (or hard and above?). I think rogue males only appear on medium islands and above, or at least that's what I've noticed. I feel like being bombarded with lonely ladies and rogue males the moment you leave your grassy starter island might be a bit much and frustrating.
    2 points
  30. or maybe insted of "You unlocked a new Gene" it says "You Unlocked Nimble Fingers/Bearyena Snout/ Water Body/Claw"
    2 points
  31. I love this idea too. Especially because I think it is immersive as well. Also I don't think it negates the function of the bluebird. Just because you can carry babies around doesn't mean you don't accidentally forget one (or with twins) maybe only a Nicheling with all three action points can carry a baby and if it does so it's movement speed is reduced (let's say the nicheling usually has a speed of 5 and then only a 3 or even 2 similar to how it works in WolfQuest where your stamina drains faster when you carry a pup). I think that would make it more balanced. Not to say that a kangaroo body wouldn't be cool as well
    2 points
  32. I think this is a super cute idea so I tried to edit what they might look like onto a nicheling model, thoughts?
    2 points
  33. I also really want to have this in the game As mentioned before, only as a visual feature though. *upvote*
    2 points
  34. So, I just randomly had an idea for a new gene. It would maybe look kind of like a snake head, with frills on the sides. If a creature comes within a certain range (maybe three or four spaces?) the nicheling with the gene has an option to spit at it. The creature would be poisoned, and wouldn't take damage right away. Perhaps you could make puddles on certain spots, and creatures who step in them (including nichelings) would be poisoned. Edit: Based on people's suggestions, I think that I should change it to instead paralyze the target for a day or two, although only a few turns for larger creatures. However, there is also a very small chance to poison the target. Edit 2: Should probably add some possible unlock conditions. I think that it would be unlocked after eating a certain number of toxic berries and licking a certain number of times. Another option could involve picking from the carnivorous plant.
    1 point
  35. This idea seems to be floating around, with people wanting long hair, short hair, feather, or scales. A new slot, that would allow you to add these to the body type your nichling has. Some body types may unable to have fur/skin, like the underwater body type. But things like feathers could help you fly more, fur helps you resist hot or cold, attractiveness, distastefulness, the possiblitys are limitless. * please note that this was not my original idea, I felt it was needed to create a new suggestion for it
    1 point
  36. You know those flower tiles on ports leading to easy islands? Wouldn't it be fun to have them on easy islands as normal tiles? We have the clovers in mountain biome, why not have flowers in grassland? ☘️ They would not be covered in grass, but maybe they could grow around berrybushes too. These flowers wouldn't serve any other purpose than to look pretty, but it would be nice to at least have them.
    1 point
  37. Hi everyone We now start the 4th GIF competition! This time we have an OPEN topic. So feel free to create any kind of awesome GIFS! No restrictions. The best two GIFS win a Steam key for the Closed Alpha of Nimbatus. Deadline to enter is Thursday, 28th of June. (Winners will be announced shortly after). Here are the rules: Post your GIF right here in this thread. Multiple entries per person are allowed. Only GIFs recorded with the demo version are allowed in this competition. @Roger, @Markus, @Micha and @Philo will pick 2 favorites. There will be only awarded one key per person. If you won in a previous contest, we won't award you another key. Please note: You can use [F9] to generate an animated GIF of the last 6 seconds gameplay, but feel free to use other tools. Remember that the best GIF wins! Tell an interesting story with your GIF. For this contest the best looking GIF wins. We'll have contests which award pure logic/cleverness at a later time. We maybe show some of these cool gifs on Twitter, Reddit, etc. Please only post here if that's ok with you. Tipp: The GIF capture tool hides bad framerates. If you turn off the Bloom because of performance reasons, turn them on before recording the GIF. The game might have a low frame rate, but the resulting GIF should run smoothly and might result in nicer looking GIF because of the effects.
    1 point
  38. @pebbleheart.the.med.cat Oh, lol. You must've seen my advertising for this somewhere else 😄 Also noticed you reacted confused, what can I clarify for you?
    1 point
  39. I would love this, but maybe you could also have more different types of godly actions, like making a new wanderer appear with the genes you want.
    1 point
  40. I think leaf horns are a really cute idea. I'd love to see that at some point
    1 point
  41. They hinted at it in the top part.... so yeah. New ears that could be called Fluffy Ears, which should look really cute!
    1 point
  42. I think these are great ideas! Though it is suggested to put one idea per post, so try to make two different posts for these great ideas!
    1 point
  43. I would really like the option to set ALL of the gem colors for my babies at birth, even if the gems aren't showing yet! When the baby is born I immediately look at their genes and I know which colors I want to set the gems, but I can't set them! Instead, I have to come back the next turn, remember what colors I wanted, and set the first one, and then I have to come back twice more and set the last two. This is a lot of clicking and a lot of time trying to remember what babies belong to what colors! Sometimes I have so many babies I am using combos of the 5 colors instead of just one solid color, Like green, blue, green, instead of green, green, green. Then setting them is even worse because I have to try to remember all the colors over several turns which for me can be spaced out over several days (I have an 8 month old baby, I'm busy)! Please give us the option to set the colors of all three gems on the day the baby is born. I know you can't see the gems yet, but that doesn't matter, I still want to set them so I don't have to constantly go back and remember what I'm trying to do. I want to set the gems and forget them, it shouldn't be an annoyance I have to go back and click on several times to update and fix.
    1 point
  44. I'd absolutely love it if the starting creatures had more possible genes to have. Possibly excluding things like deformed paw, hemophilia, blind eyes, the prehistoric genes and bearyena genes, but it would be nice if they could have different body types and possibly different hind legs? Maybe depending on the island you're starting on it will increase the chance of them having certain genes.
    1 point
  45. Yay I'm very happy so many people agree that we need this
    1 point
  46. Ramfoxes are my favourite npc in the game! I would love to have hybrids with them ;0
    1 point
  47. I've always wanted ramfox hybrids!!!
    1 point
  48. Ok, so how this would work is that maybe somewhere on the top of the screen there would be a little icon with a timeline in it. How the timeline would work is: - It would show how many times your niches traveled to different islands. - It will show the most popular and evolutionarily successful traits every 50 niche days. -It would show extinctions and mass niche wipeouts - And it would show the population numbers every 50 niche days. I think this would be a cool little thing to add because it would sort of act like your own little evolutionary timeline showing you how your niches evolved overtime without having to look at the family tree constantly! (BTW sorry for making so many posts I love how active this community is and can't stop myself )
    1 point
  49. About the lag for longer games, someone suggested that they'd be stored in boxes instead of scrolling so a box for generation 1 and or 2 and then another box for generation 3. That way only one or two boxed will be open (or scroll through) and the other ones wouldn't be loaded. In addition to that we could have the option to export the file to see it whole?
    1 point
  50. I would like fluffy ears, too. However, maybe they could be more like a lynx's tufted ears, or the ears of an arctic fox, and not like cuddly dog ears? That's just my opinion, though.
    1 point
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