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Showing content with the highest reputation on 07/31/2018 in all areas
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What defines our behavior? Our genes or our upbringing? It's a question that's been the subject of heated debate for a long time, with consensus shifting from time to time to favoring either camp. Niche, in it's present state, clearly takes the "nature" stance. A nicheling's abilities are entirely defined by their genetics. What I'm suggesting is to introduce a little bit of "nurture" into the game. Sure, sharp claws will help you fish or fight, but so would an older nicheling showing you the ropes of how it's done! This could work by counting up all actions performed by an adult within sight (or directly next to in case of blindness) of a young nicheling. Once reaching adulthood, the action with the highest count (with a treshold of let's say 3 instances) is added as a bonus stat. Examples: A young nicheling that grew up with elders constantly cracking open coconuts around them could get a +1 cracking bonus. Growing up around nichelings that are hunting / fighting can get a bonus in that direction (e.g. strength, stealth or defence). But no more than one nurture bonus per young. Since there aren't always enough opportunities for this to happen, it'd be nice to allow (skilled) adults to interact more with their young. Besides obviously being able to protect them, an action geared towards tutoring them on a skillset of your choosing could be a worthwhile action for an adult to take. For example, an adult with 4+ strength could teach fighting. In short, the idea is meant to give upbringing a bit of meaning. You can easily not spend time on your young and have skilled nichelings based on their genetics alone, but taking the trouble to nurture them could make them invaluable assets to your population.4 points
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Today we finally managed to take a team picture Meet the team ^^ From left to right: @David: Tool developerStephanie: Artist@ArnoJ: Gameplay programmer@Philo: Game designer / Marketing@Micha: Programmer / Game Designer@Roger: Technical artist@MadMax: Programmer / Game DesignerAnnika: Artist / Game Designer@Markus: Artist / AnimatorClaudio: Music / Soun4 points
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Wouldn't it be cool when a hungry bearyena kills one of your Nichelings it stays on the skeleton for a day to show that it 'eats' it?4 points
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@ChasingNyx Well, each wild animal (Wild Nichelings, Ram Foxes, Bearyenas,...) have motivations. A motivation can be fear, hunger, longing for companionship etc. The computer calculates which motivation is how high and the animal then executes the fitting behaviour. Bearyenas don't attack poisonous animals, animals with spiky body or animals with distateful apprerance UNLESS they haven't eaten in a long time and therefore are very hungry. In this case, they ignore everything and just attack you anyways. But there is no way to tell in the if a Bearyena is super hungry or not which is a shame ^^3 points
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Unsure if this has been mentioned yet, but I would like to put in my ideas of what could possibly be added to the underwater world. The Underwater World is super barren right now, only being able to find seaweed, clams, rocks, fish, worms, and leeches. I have a few ideas of things that could be added to make this world much more lively. ISLANDS Basically, there'd be islands with a ton more water and lots more places to swim compared to your average big island. The island would be small, maybe the size of tiny green, while the rest of the island would be places that can be swam through by Nichelings. Take the grass mingle island for example, cut that to the size of tiny green but leave all that extra island space to the water. Picture example: PREDATORS I know that the Razorina is already somewhat of a predator, but they only attack you if you are bleeding. How about, for somewhat of a challenge, have a predator like the Bearyna that will attack you for no other purpose than food. It would have similar behavior like the Bearyna but obviously be different. This creature's name would be the Sharkidile, a cross between a shark and a crocodile. You could also find a mother with a baby and tame the baby for its genes, just like the Bearyna! Here's a picture of what I think it would look like, sorry it's kinda sloppy I rushed it: Genes you could get from a friendly Sharkidile: - Sharkidile Snout (2+ fishing, 1+ defense, 1+ smelling) - Water body (2+ swimming, 1+ scentless, underwater breathing) - Fin tail (2+ swimming, -1 Cold resistance) - Sharkidile Claw (2+ fishing, 1+ attack, 1+ swimming) - Sharkidile Eyes (2+ underwater sight, 1+ dry land sight) - Yellow Eyes - New Pattern (Overcoat color and undercoat color, affects camouflage in water, +2 camouflage) FOOD Definitely a lot more food needs to be added. More types of fish and things similar to the berry bushes on land. Examples in pics below: I'm still currently in the process of thinking of things that could be added to the underwater world of Niche. If I do get more ideas, then be sure to look for for a part 2 to this idea! Please feel free to suggest anything.2 points
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2 points
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I searched it up and I found the folder, thanks for the help, imma edit my post now to include the gifs2 points
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2 points
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Hey! I made a smart self targeted turret with the current part that I have, it will spin around until it sees something then it will proceed to track it and try to kill it, if I had the option to change the speed of the rotor it would probably run much smother and not bounce around a lot, this was an old design I made but I thought it would fit in this kind of contest!2 points
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I'm really curious about how other people start on certain islands, so please share your strageties. I'm going to explain how I start on the Deep Jungle island, since i'm proud of how I managed to survive for over 100 days on it after starting on that very island. First, I zoom out to study the island. I look to see if there's areas without too many trees and with a few food sources. I've noticed that the trees where that have the branches for winged creatures to fly into don't seem to spawn any apes. After I find a place that looks somewhat safe, i'll send my creatures over there immediately. After that I fix up their mutation menus, if they have inactive bad eyesight, I try to fix that. I normally would fill the slots with black fur and spots. If one slot is taken up by normal eyesight, I check to see if black fur or spots would be more useful. Like if they have two no pattern genes, i'll definitely give the dots. Then i'll just have them gather up as much food as I can before they have their babies, in order to make sure they don't starve. That results with them starting to have children very late in their life. I'll breed the starter pair until they have two children who can have healthy babies with each other, or until a wanderer who can breed with one of the babies arrive. Once everything is going well in camp, i'll begin to send a few of each generation out to explore the jungle and find out where the apes are. But the rule is, if you find an ape, you can't come back to camp. Thanks for reading this, it was just really fun to type all of this out.2 points
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I once had a non-waterbreathing creature who had to be born in the ocean so she wouldn't be eaten a killer bearyenas, thanksfully she managed to survive and heal all of the damage she took from drowning.2 points
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1 point
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Really cool, glad I could help. Great GIFs. Self-aiming turrets are the best1 point
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1 point
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Alrighty, I fixed up the stats to make it a bit more realistic. I haven't done something like this before and I was taking inspiration from the bearyna genes stats, so thanks for the feedback!1 point
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Well, technically this is also a crocodile and shark mix: https://strayfawnstudio.com/community/index.php?/topic/2082-beach-bum-predator-crark/ But the two are very different. Also here’s my feedback on the hybrid genes: The snout seems really overpowered to me and I think a good way to balance it would to get rid of the defense stat. If you want to keep the defense stat, it could give +1 defense and get rid of the distasteful appearance. The claw also seems overpowered as its current stats overpower the current claw gene. Maybe +2 fishing (maybe 3), +1 strength, and +1 swimming or +3 fishing and +1 swimming would work better. I don’t have too much of a problem with the eyes, but if I were to provide alternative stats, I would lower underwater sight by 1. I would do this because then you could have normal eyes be +2 land sight and +1 underwater sight, sharkidile eyes be +1 land sight and +2 underwater sight, and short-sighted eyes be +1 land sight and +1 underwater sight. The pattern is interesting but I think it would work better as a variant of the mask pattern like in this suggestion: https://strayfawnstudio.com/community/index.php?/topic/2223-new-pattern-ideas🐈/1 point
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I use a similar strategy for deadly hill. I always make sure that one of my starters has the cracking ability and settle them down under a tree, and just keep them hidden until i've got bearyena genes. I never really thought about using the berry bushes as bunny traps, that's a really smart idea. I usually just try to find a bunny burrow in the area and have a creature set up near it, so they can catch the bunnies when they arrive.1 point
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Although it's an extreme example, animals tend to come up with unexpected solutions for these kind of issues. You can throw it up high in the air and let gravity do the trick (corvids do this). You can take two nuts and push them together (yes I think you'd be able to hold things with a derp snout as well) until the weaker nut breaks. You may not have much use for finger techniques, but seeing what it takes to break a nut is useful in any case. Of course, I get your point that there are some major differences between real life and niche, but I think that was abundantly clear in how the game works already.1 point
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Here are my strategies for a few islands (Also I am very impressed that you managed to survive in Deep Jungle by starting there) Oasis Make sure one of your starters has a claw. Set up camp by the lake in the middle and have the clawed one fish (if it is the female a little bit of swapping is in order). If you have unwanted Nichelings, let them pick from the cacti. Keep an eye on your population and make sure the claw is passed on. As soon as you have water body unlocked start breeding clawed, water bodied Nichelings. Last but not least you'll probably want big ears Optional: have gilled creatures with lean body, or cracker jaws with water body so that they can crack the shells. Deadly Hills Don't clear out grass and make sure that you mutate moss brown fur and or stripes on your Nichelings until you have a high enough strength skill to face the killer bearyenas. The bearyena genes are a great help. Setting up by a tree is usually a good idea if you have cracking, otherwhise stick close to the normale berry bushes as they will attract bunnies. Unwanted Nichelings and Nichelings with one day left on their lifespan can pick from the toxic berry bushes. Once you have toxic body unlocked you might want to breed a line of toxic bodied collectors. Burning Savannah This also depends a little on luck. Hunt down all the berry bushes you can find. Set up next to them. Make sure you are strong enough to kill Bearyenas swiftly they are a great source of food. Again have unwanted Nichelings pick from the cacti. Keep a close eye on your population. Even if you don't have matching children yet don't breed to much. Starvation kills you faster than sickness.1 point
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Imma gonna do the same thing as Poke but just highlight red for I dont want this and yellow for toggleable, and green for Id like this. Yeah thats about it1 point
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1 point
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Alrighty, lemme edit this right now, and I didn't know about the other post oof. Maybe if better water biomes get accepted these ideas could possibly get mixed!1 point
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I had been in a savannah island for like, 50 days, mkai? A fire had started around day 10 and stopped at day 25-ish. A nicheling lifetime later, that ash is STILL THERE! WHY?! I get to day 80, the ash is still there. At this point, the fires have raged around and killed nearly all the land, so I had to leave and go to a new island. So, can we make it so ash goes away after a few days? Like 5? Or atleast can it be washed away by a rain? I'm getting tired of a burnt up, charred, crispy savannah. (Cough cough, second time writing this I accidently hit some keys and closed the frikin' window. THE FIRES WANT TO SILENCE ME!)1 point
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Bearyenas leave your animals with Distasteful Appearance alone UNLESS they are super hungry. They have internal stats for hunger and other motivations like fear, etc. I really need to make a feature request to add a new feature that makes these states visible when playing.1 point
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Basically a logic switch that presses a key when global battery levels go below a certain level (and another logic part for fuel). This way, you can for example turn off shields when battery becomes low (and TONS of other possibilities).1 point
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I would say that they hobble, their heads would go low and their butt up and they would hobble around on their legs. I also imagine it to be painful and uncomfortable for the Nicheling to walk like that, though thinking about rogue males they probably don't have much of a problem with that ^^1 point