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Showing content with the highest reputation on 07/14/2018 in Posts

  1. I feel you. I have a tribe named As because the letters are conveniently placed on the keyboard. Or I have a bunch of safes just staring with one letter and that can get really confusing ^^
    5 points
  2. yeah i just named a save "new" and then later i realized it wasn't really new but it is still named that..... im still playing it XD.
    4 points
  3. I just looked at all the feature requests that didn't make the cut I really hope you'll let us rename our savefiles in the future anyways because it is REALLY annoying when your good savefile is called 'Anchient Tales'. Or when your 'Seekers' tribe didn't become a seeking tribe and just has a cool last-name system. Ech.
    4 points
  4. I agree with this, it is one of the things that makes nimbatus what it is
    3 points
  5. Reinforcement has arrived! @ArnoJ joined our team as a gameplay programmer Arno will be working on Nimbatus and help @Micha to implement lots of cool new enemies! Welcome Arno ❤️
    2 points
  6. Fun fact: Our studio was founded on the 28. november and the birthday of me, philo and max is also on the 28 of november 😄
    2 points
  7. I feel like the nests we have now in the game do not really match up with the biome. like nests built in the water should look more like seaweed and coral or maybe a nest built in the mountain biome should look like those dark colored plants you find on the mountain with white flowers in it, the jungle biome nest should look colorful. Basically what I am trying to say we should have different types of nests depending on what biome they are currently located in.
    1 point
  8. Ore Detection Sensors to configure for one ore type. Detection Sensor with different sensibility. Example: Long Range, small cone of detection ... Short Range, Wide cone of detection
    1 point
  9. I present to you: the Axolotl Head and Axolotl Leg. Axolotl Head Stats: +Water breathing +2 Fishing Unlocked by: Inviting a creature with this gene into your tribe, Swimming 50 times, Fishing 50 times The head would look like an Axolotl's. Axolotl Leg: +2 Swimming +Regeneration (Explained below) Unlocked by: Inviting a creature with this gene into your tribe, Regenerating 20 times Regenerating: If a creature with Axolotl Leg is injured, the damage will not affect the creature's lifespan. Instead, it will 'cut off' the Axolotl Leg (if the creature has two, it will be random which one gets affected), making the creature like it doesn't have a leg there (not even a Deformed Paw). This will also take away the stats that the leg gives. After 5 days, the leg will be restored, along with it's stats. Note: If the creature is attacked after the leg has been 'cut off', and the creature does not have a second copy, the damage will be taken as it would normally.(i.e. takes some days off the creature's lifespan. Another note: The leg is only damaged if the creature's lifespan would be affected otherwise (i.e. if Defense would normally make an attack not affect the creature, then the leg will not be affected either.)
    1 point
  10. [Disclaimer: Those ideas are supposed to be reconsidered during winter 18/19, after Beta release and getting more players] First part of the post is copy of part of my conversation with Micha, He said that I should post it on forum so other devs may see it. Before spamming his inbox we were discussing about drone rating itself. Rating would range from -10.00 to 10.00 Fights with drones with negative ratings would be ignored. Winning with rating, for example 7.1, will give you 7.1 points to calculating machine for your drone. Losing to a drone will give you pretty adequate amount of points, becouse losing to enemy with lower rating will cause losing more points, for example losing to 9, will remove 1 point, and losing to 3.5 will cause losing 6.5 (10-n) It is mainly designed, so losing to very strong enemies, or winning with the weakest, won't influence your score significally, but once you win with strong enemy or lose to very weak, your score will change very much. Here is a little spreadsheet so you may check how would the rating more exactly work: https://docs.google.com/spreadsheets/d/1AkhHVJNjXNNLTLNM3rZyMrDPQ54BE3Hl4SxrRBGm8zg/edit?usp=sharing Post scriptum: After the end of a league all of scores from it, before resetting may be saved and attached to a drone, and let it be X^(Log(10+sqrt(10));(Y) Where X is the rating of a drone at the end of the week, and Y is the highest score in the leagues this week. Then, winning with drone from higher league won't give you X points to rating, becouse, hey, it's higher league, it will give you X+sqrt(X) The underlined equation is supposed to keep all the ratings close to the -10 => 10 range, highest impossibly value to end up a week with would be 13.16, but drones from league below will still get you as 10/13.16 (10+sqrt(10)~=13.16) Final word: Thank you if you managed to get trough my bullsh1t without skipping any part. ☺️
    1 point
  11. Enemies drop: Blue and green resources Special Parts of the drone, such as large batteries or small solar panels. Consumables, such as energy crystals, or fuel. Upgrades with limits for a weapon. Features: All drone parts cost per unit added to the drone. In order to avoid ten weapons of mass destruction added to a drone, weapons could be purchased in weapon editor instead of simply be created and added to the drone. Extra slots could be purchased per weapon. For every slot will be a dramatic increase of its price. Each weapon upgrade sould have cons and pros. For example, Attack Speed Increase should decrease accuracy and increase energy consumption while its counterpart would do the opposite. This will allow the creation of High Powered Cannons and such builds. Customize the efficiency of an upgrade by adjusting the bars that show the stats of the weapon. For example, Attack Speed Increase upgrade, should cost an amount of energy per percentage, while Attack Speed Upgrade 2 or 3 are more energy efficient, yet more expensive, so that the user can make his own upgrade. The cost of the upgrade will depend on how powerful the upgrade is. There could be limits of course and the analogy of the amount money and energy the upgrade costs compared to its effectiveness should be unforgiving for high amounts. No easily made super weapons. Plus the finite weapons feature means even if you manage to make an OP turret you will be able to add it once and will have to make more to increase their number. Finally this will help in the resource consumption because at some point very soon one can research all researches and have no need for resources after that. Fast Charge Battery should have more e/s recovery rate. The name says it, cant have the same energy recovery as the large battery and be called "fast recharge battery". Magnets can be toggled instead of continuous pressing of the activation button. Chest can have other resources combined or not. More drone parts have upgrades. For example, Batteries can have an extra recharge or capacity upgrade, Fuel tanks, thrusters, etc. Drone Parts and Upgrades Upgrade: Decrease Attack Speed (+Accuracy, -Energy Cost) Upgrade: Increase Energy Consumption (+Overall Stats) Part: High Capacity Battery (Four Blocks, No recharge) Part: Storage Unit (Small: Two Blocks, Large: Four Blocks) that can carry consumables, if implemented. Each block can be used seperatedly with respective custom shortcut key.
    1 point
  12. something cool happen when i played just now, i had obtained a new baby bearyena and it started to follow my nicheling around, the nicheling it followed has the bearyena head and hind legs. does it think that is his mother because of the head? if so, that is very cool. and yes i tested it, i even moved it 2 tiles away and he still followed my nicheling, that was interesting to see. Edit: he kept doing it until he became an adult.
    1 point
  13. As the name says, World-Wide Immunity will give you immunity to ALL sickness ANYWHERE; however, it is NOT immune to being doubled up. A wanderer, not a rouge can have ten times less chance to have this than Adam having home island immunity, which is also quite rare. This also goes for Adam. Even though home island immunity is already rare, world-wide immunity is ten times as rare, plus the fact that you have to invite a wanderer with this into your tribe or have Adam have it because you can't get it in the mutation menu. Advantages You don't have to worry about your nichelings getting sick unless it is doubled up Disadvantages The possibility of you breeding it out unintentionally If it is doubled up, it is like a normal doubled up immunity How does this sound? Should there be more to this? Reply below! -=- Special Credits -=- Pokestardragacraft for the edit making it less overpowered.
    1 point
  14. I agree. I have a save named 'snowy explorers' but they aren't even a snow tribe anymore. In addition, I have a bunch of files titled 'new game' (some of them aren't really new anymore).
    1 point
  15. Man, you want the pie whole and the dog stuffed, aren't you? How about this. Some basic stuff and probably without upgrades to be free in order for the new players to be able to make a nice starting drone and the advanced stuff would cost some resources, to keep the players engaged as you said. Ah, another good idea to have them all is to set up difficulty options. Easy mode for example would have parts and some upgrades free of charge and the better and above upgrades to cost some. The higher the difficulty goes the less free stuff you will have.
    1 point
  16. Very good discussion here. This is exactly what we're currently thinking about and working on. The classic way is to have a campaign mode with more restrictions and progress/unlocking, and you add a sandbox/creators mode where everything is unlocked from the start. It is a good compromise which has proofed to work - but as a game designer I hope to find a more elegant solution, but not sure yet how that will be I would love to see one game mode which incorporates all these things, like open and free creation from the start, but enough motivation to keep the players engaged for a long time without overwhelming new players. Hard stuff
    1 point
  17. They had the mechanic that if you use the freeze weapon, they would instantly vaporize. But after playing we thought that it was too strong and they posed no problem to the player. They can still relatively easily be killed by normal kinetic weapons (fire and freeze make only 10% normal damage). And they are faster killed with freeze than fire. So to counter these small enemies, you have to kill them quickly and if they heat you up, in the worst case make you burn, you have to use coolers to cool yourself down. Going to the lava biome we recommend using coolers anyway With the lava biome we tried to introduced an a lot higher difficulty. Not sure if we succeeded in this mission. Things should be difficult, not annoying A lot of balancing needed
    1 point
  18. MULTI-PLANET QUESTS! MULTI PLANET QUESTS! @Philo Maybe you could do something like planets with moons or something! Maybe there could be a quest where the nimbatus crashes and you have to fly to planets moon(s)/neighboring planets in your drone to gather resources to repair the nimbatus!!!
    1 point
  19. I know many have made this suggestion before, but an upgrade tree for shields, with things like heat/cold resistance, increased radius, sharing HP with shields it's in contact with, increased HP, Parted shield (Shield is split into multiple segments, each with their own HP. It would have much greater HP overall, but each segment would have less HP than the original shield would), Impact resistance/momentum absorption (Shield bleeds off impacts fromsources like ground impacts, or the new hammerhead enemy coming up. It would slow down their movement in the shield, bleeding off their impact into the drone over a larger amount space than the normal impact. This could be increasing or decreasing percentages, with 100% making the shield essentially solid), increased efficiency, and explosion resistance
    1 point
  20. Using health based sheilds would open up new opportunities to upgrade sheilds to be more or less resistant to chip damage. Like having a sheild with 1000 hp but recharges slowly and only after being out of combat for several seconds, and a sheild with 100 hp that recharges quickly and after being out of combat for 1-2 seconds.
    1 point
  21. Maybe add possibility of adding some facny HUD somewhere in the corner, you may select certain values to show like: - percentage of fuel/energy in selected group of their storages - speed value measured by certain speed sensor, or average speed of few speed sensors - if certain button/tag is on, with description like: If button T is on/off green/red light near writing saying "Shields" - percentage of HP of certain group of elements - distance and/or direction to nearbiest objective/nearbiest enemy/nimbatus - atmosphere properties - altitude - amount of candies in the jar (I never get it right)
    1 point
  22. You should check out a YouTube channel called ants canada
    1 point
  23. The flares are painful to deal with, there seems to be no counter, which is just annoying. They don’t even seem to be affected by magnets.
    1 point
  24. Niche has a lot of food sources as it is, but it is still missing insects for food! So, I present to you, the ant hill. -The Ant Hill- The ant hill is much like a rock. It stays on a tile and you can't stand on it. It can be destroyed by creatures with a digging claw, who can tear up the entire thing. In itself, the ant hill does not do that much. However, it has another feature: -The Ant Trail- The ant trail is gonna be the most in-depth idea of this 3 part suggestion. It'll spawn from the ant hill. Every day, it expands 2 tiles. Where to? To the most nearby berry bush! When it reaches the berry bush, it'll stop expanding for 3 days. After these 3 days, the trail will continue, until it finds every berry bush on the island. You might be asking; 'But what's the point of this? What effect will this have?' Now, when the berry bush is under 'control' of the ants, it'll produce fewer berries when you skip a turn. So on a normal weather day, it'll only generate 1 berry instead of the usual 2. When it rains, it'll only generate half of the berries it normally would with a full regrowth. This means that if you leave an ant hill untreated, it'll 'control' every berry bush on your island, depriving your nichelings of food. Of course, there is a way to counter the ants. Standing on the trail, you can stomp the ants, removing the trail from that tile. Keep in mind that the trail expands 2 tiles per day, so your nichelings will be losing at least 2 turns per day keeping the ants in the hill. It isn't ideal, but with 1 creature you can control the ants at their base using this method. Of course, just destroying the ant hill would be the best. Or maybe not! -The Pangolin Snout- excuse the bad drawing The pangolin snout would add a scaly snout with a long, thin tongue. It is the absolute best way to not only eat the ants, but to form a monopoly over them. The pangolin snout adds the ability to eat ants from their trails, but you have to approach it tactically. Eating ants would give you 2 food points. It removes the trail from the tile, but unlike stomping the ants you wouldn't have to stand on the trail to eat them. You could also stand next to it, like with digging roots. This way you can easily control the trail while getting 4 food per turn. but if you have multiple nichelings with the snout, you could do more. Take this; an island with 5 berry bushes and an ant hill. The ants go to the first one, then the second, then the third, fourth, and fifth. Your nichelings just watched the ants take all the berry bushes on the island. But here comes the pangolin snout. 5 pangolin nichelings go to the berry bush. They all cut off the end of the trail to their berry bush, giving them 20 food points. Then they harvest the berries with their 1 move left. Because the ants don't reach the berry bush in the night, it regens 2 berries as usual. Per turn, this gives you 30 food points per turn with 5 nichelings and 5 berry bushes. -The End- So, I hope you all like this idea! Feel free to expand on it in the comments or any problems you have with it! Thank for reading.
    1 point
  25. @Micha yes it is, but without it, it wouldnt really work, I could do more complicated stuff on smaller display, cuz amount of gates is (display tiles*6)+12 just 320 of those are just to define where the snake's head moves, 64 is display, and 12 is direction changing and gameclock. very useful would be multiple toggle, that have for example 4 inputs and 4 outputs, and... well, 1 output if assigned to 1 input, and only 1 output can be active at once, W -tag1 A - tag2 S - tag3 D - kebap The output active is output assigned to last input received, that is basically what the 12-gates part do, but due to that, the gates need fractions of time to send outputs, in the fractions of seconds snake gets second head... only REAL issue rn
    1 point
  26. (Out of competition) Yet it is pretty buggy, OmegaRouge prolly gonna make a mod that is gonna shorten time of making those from 2.5h (plus 3.5 hours due to 3 crashed and starting from beggining) to 20 mins also would like to see dynamic buffers (Like dynamic thrusters, but changing buffering time) 2018-07-13 21-45-48.mp4 snek.nimbatusdrone
    1 point
  27. Drone Editor UI: Box select Click and drag on the editor background to select all parts within Shift-select Shift click multiple parts to select Double-click select Selects all of the same type. Would be useful for mass editing (e.g. changing the fire button of all placed weapons of type "Basic Blaster" Change root Will change the root of the selected part(s). If I have a 10 thrusters connected to a fuel tank and I want to get right of the fuel tank I would now be able to remove the tank without removing the thrusters or having to change their root Drone Parts: Struts (i.e. Kerbal Space Program) Connect two parts to add rigidity, similar to the single built in strut but add weight, drag, etc Smaller logic pieces I often like to build really compact ships and the size of the logic components limits this Weapon Editor More ammo types With the addition of burning and freezing, I feel like a lot of my combat weapons are kinetic because of the damage Rare drops Weapon Types New or hybrid weapon types, not available at the beginning Weapon Upgrades Have two trees for Research and Discovered upgrades. Once you research certain upgrades, you can find upgrades that are better (within parameters) or have a combination of two other upgrades Could be spawned on planets randomly to promote exploration once
    1 point
  28. Yes. They would be good here. I'll add in that feathered tail idea as well.
    1 point
  29. Seriously??? Wow what a coincidence!
    1 point
  30. idk maybe it will be philos birthday?😜
    1 point
  31. Hi everyone! I'm really happy I decided to finally join the niche community! I've been playing since the beginning, and really enjoy playing it! I'm vFlora, but you can call me Chloe if you'd like! I was born in Maryland, USA and currently still live here. I'm going to be going to high school this 2018 September and would love to be a biologist or journalist when I am older. I enjoy playing video games, drawing, watching anime and writing, and reading (Warriors especially). I love cats but sadly have yet to adopt one. I am a very shy person irl, lol, but am slowly learning to break out of my comfort zone, yay! Also, my favorite youtuber is Seri! Pixel Biologist. And that's pretty much it! Nice to meet you all!
    1 point
  32. I think that shields would be a very good opportunity to create relevant gameplay choices. Taking some inspiration from Overwatch's variety of shield-centered skills, having some variety could really create interesting choices: Basic Shield: 360 degree, medium radius, health-based with low idle energy consumption, higher energy consumption to refill when damaged. Antimatter Shield: 360 degree, medium radius, can absorb any amount of damage, but extremely high energy consumption. Perfect to block huge damage spikes. Energy Barrier: ~135 degree wall, big radius, health-based. substantially beefier than the basic shield. Can only regenerate when not taking damage for at least ~1 second. Well suited for short to medium defense periods against directed attacks. These are just examples - the basic idea would be to play around with shape/coverage, idle/active energy consumption, damage negation models (health-based, infinite absorption, reflection etc.) and other values to create a range of interesting choices.
    1 point
  33. Yes, drones ARE rock-paper-scissors, but you just have to make a drone that would be as superior to others as possible. Losing to drone with negative rating was supposed to be considered training and not count to rating. Worst lose would be "0.00" what is pretty not probable, and if your drone would lose to so RARE and so WEAK drone, then it looks like you deserved it. Also few proper wins would balance it back. Drone matching could be set by drone owners to match only with drones within certain rating range.
    1 point
  34. I would like more options for shields in general, so I support this.
    1 point
  35. I think that having a mirror line you can place in the drone editor would be great. I think you should be able to choose the position of the mirror line as well.
    1 point
  36. I didn't know about flipping parts. That's gonna save me LOADS of time on fine tuning mirrored parts
    1 point
  37. @OmegaDeltaZero Thank you a lot for posting here. I have to take some time to dig through all your informations and ideas and formulate my own opinion about it. Sorry for asking for some patience It's awesome how much thought you put into this, I'm looking forward to read through all your ideas
    1 point
  38. Great Idea with the heat, and I love the idea of the logic shield We sooner or later need something to detect damage. Another Idea, make the shield even stronger, like, absorb almost all possible attacks, even Area Damage effects, but instead use a ton of energy. Like, you would need like 10 Solar Panels for 1 Shield. And the Way to go would be you have to use Batteries instead of shields, but you would deplete them very rapidly. So the solution is, you can't have them turned-on all the time and you can rarely use them. But when you do, they are very effective.
    1 point
  39. Good suggestion. We're not sure if adding more tech-trees is the right way to go, as we want to minimize complexity/overhead and make things easier to understand - but still offer a lot of customization. Hard problem Only having one big tree is a possible solution. Not sure what's the right thing to do thanks for the suggestion.
    1 point
  40. That's a separate idea entirely, and works better for the miscarriage idea than this idea. My main point is to kill the baby in the nest before it can affect the rest of the tribe in any way (be it illness, food loss, just being plain ugly, whatever). I wouldn't want it to cost the health of a nicheling I want to keep.
    1 point
  41. Just let the birds do it. Or bearyenas. Or any other predator. Or make them pick poison berries. Or cactus berries. Or just drown them.
    1 point
  42. Another thing I think would be cool is permanent underwater nests. If the water is going to become a biome of its own, which it often is, I think more food and predators should definitely be added, as well as nests. For the nests, I'd think they'd be like coral-ish with little kelp fronds or something with rock!
    1 point
  43. I love this idea! I generally tend to lean towards water creatures more, since they're so cool, but after exploring a bit of the ocean, the fish go away and the life from it dissapears. I'd really like to see an improved water biome on all the islands, it would be the best update (almost) ever!
    1 point
  44. That would be awesome! I always liked to play with water nichelings but I was never able to get really into it because the water areas always felt really small and kinda plain, and, if this gets implemented, I’m really looking forward to all this would add!
    1 point
  45. I think that ancient nichelings were either the apex predators of their time, or they had to deal with extremely deadly predators that caused them to become so strong and defensive. There may have been ancient versions of the balance bears and ramfoxes, like large saber teeth bears and fast dire foxes with heavier ramhorns. Maybe there were apes on these islands, huge snow dwelling apes unlike anything we have seen before, or maybe some extinct creature we have no clue existed. I wish we at least had a clue of what their predators looked like. Maybe in a future update we could find decorative fossils, or a game developer could answer, for now, all we have is speculation.
    1 point
  46. I would love more in the ocean, especially with a mostly water island! It was one of the main reasons I made this: so I thought I’d just throw it in here.
    1 point
  47. I would love to see water only ports that maybe just have a small beach to start on. I also love the idea of more fish/food/enemy types and underwater caves as 'nests'. I also love the idea of seaweed as underwater nesting material. I would LOVE to see the following, in addition to the suggestions above: a lionfish mutation (poisonous and cool looking!) a clownfish mutation that allows your nicheling to change genders (in the wild, clownfish meet so rarely, that when they do, the largest one turns into a female for mating purposes). Anglerfish mutation allowing you to attract small schools of fish nearby Octopus mutation that lets you change your appearance to match your surrounding environment Giant Manta rays/sharks/killer whales as big enemies akin to apes/balance bears Octopus' as enemies (they could act like moving jungle plants that ensnare your creature and you have to free them). Squids as enemies that shoot ink (and give you a movement debuf like OP suggested) Maybe underwater nichelings with enough 'swim' or 'underwater' points could lay eggs instead? It would add an interesting dynamic of whether or not you would choose to guard your egg or just leave it. The underwater nests could still be in the shallows or have a bubble source nearby so if a baby is born that lacks underwater features it won't die immediately. Also, Bioluminescence, in the water, on the nichelings, it would be cool!
    1 point
  48. Yeah, I can see myself doing the same on accident, I already accidentally skip days lol. Needing the pup to be an omega should do it, since the same thing is in place so players don't accidentally kick nichelings from their tribe.
    1 point
  49. I agree on more interesting underwater areas and stuff. I would personally be in favor of an underwater biome with both underwater prey and predators so your nichelings spend 90% of their time down there, and maybe a small land tile with sand or something, just to help avoid situations where you get super unlucky and a baby without gills is born underwater, lol.
    1 point
  50. I agree. We do need more water related things. Perhaps even a mostly underwater island. Like a beach, with a thin strip of land that tapers off deep into the ocean.
    1 point
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