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Showing content with the highest reputation on 10/16/2018 in all areas

  1. Woahhhh :DD That sounds so cool
    2 points
  2. I consider "Forever Night" a game-breaking bug, because from what I hear, nothing ever spawns (because the game considers it to be a time of the day when nothing should spawn)
    2 points
  3. I know this isn't really a suggestion, but I think this is the best place to put this. This is basically the ultimate sandbox mode where it has suggestions that I took from others, suggestions I made myself, and suggestions that I thought of first but then someone posted about it. I do not think that all of this will be implemented; I just thought it would be best to just create the ultimate ideal instead of something with less. Also because of where I got the suggestions, anyone is free to separate any of my suggestions into their own post because I don't remember/know which ones are which anymore. For upvoting and comments, I'm thinking if you just like the format or not rather than everything. I also wanted to mention that I have not finished all of the concept art I wanted to make, but I felt bad about teasing this for a really long time and not posting it because I got really busy and haven't had time to work on it, so I will most definitely update this later (how much later, I don't know). Without further ado, here it is: This is the new page that will appear when Sandbox mode is clicked (the buttons on this page are subject to change due to some pages not being fully thought out yet) (also I know that it says arcade mode and that's because I thought that have "challenges" would be arcade mode exclusive, but there is now a suggestion for that so I'll fix that later): I think that these categories are best to fit all of the suggestions I've seen and will go more in-depth with each one when I get to them. You'll notice a difficulty meter in the upper right-hand corner which will shift depending on your options or due to combinations of your options. Also in the bottom right-hand corner, there is a "Save Challenge" button which is meant to give you a code to send to other players. Now I will start with "Starting Island" and go down from there: This is just a standard selection and is pretty self-explanatory. However, you will notice there are two other buttons not usually found on this screen: "Custom Islands" and "Randomize". For the "Custom Islands" button, you will be able to create your own islands, play on previously made islands, or import islands. Selecting a previously made/imported island will look like this: Creating islands can be very versatile. You can make a specific island with specific placements for objects like trees and rocks, or you can make it more general like having three burrows spawn somewhere on the island. I believe the rest is self-explanatory. Next is the "Randomize" button: I think that this one is pretty self-explanatory as well. The next category is the "Mutation Menu" button: Here is a menu of all the genes in the game, not just the ones in the mutation menu. This allows one to add more genes to the mutation menu if they so desire. The green buttons seem pretty self-explanatory besides the "Custom" button. The "Custom" button allows you to edit the unlockablility of the genes meaning if you wanted to change the unlockability requirement for round ears to "discover all islands", you could. The color code may seem complicated, but you only need to focus on the top row. Clicking on any of the colors at the bottom themselves will allow you to either select or deselect all of the genes in that category. Double-clicking the colors on the top row in edit mode will allow you to change the status of those genes. The next category is "Starting Creatures": Here you can select the amount and specific creatures you want for your save file. In the future, I will add a random amount button to the "# of Creatures" button. For the "Specific Creatures" button, you can, well, pick specific creatures. You can create the creatures through a simplified version of my creature creator that only involves the ability to make one-off creatures. It currently isn't there, but in the future I will add a "Random" gene that allows you to have random aspects of your starting creatures. Next is the "Entity Factors" button: Here you can customize your wildlife. Spawn rate involves another screen that has a master spawn rate along with custom spawn rates for specific islands and island levels. Stats involve what you can typically see on entities such as strength, speed, collecting, etc. Extra involves anything from diet to fear to movement type. At the bottom of this page, there would also be a custom button. In the custom button, you can use one of the pre-existing entities as a base for a new creature that could involve simple color palette differences, size differences, and part editing. An example of part editing would be like making a balance bear have slightly longer and larger claws. Unfortunately, this is the last picture I have, but I will continue to explain the rest of the buttons. The next category is "Environmental Factors". This section includes weather, plant life, starting food, and starting nesting material. The weather section would include a button for where, how often it would occur, and effects. The plant life section would include where, how often it would occur, effects, food provided, and respawn rate. The final factor category is "Nicheling Factors". This section is about your creatures themselves and includes everything from lifespan (overall length and life stage length), food expendability, amount of energy, energy regained, dietary restrictions, sickness, population size (which could include island proportionality), and genes (which includes amount of mutations, hiding certain genes, gene dominance, and immunity genes (amount and importance). Next is "In-game Toggles". This section is the most arbitrary as it acts as either an easy way out of mistakes made whilst in this menu or to sustain evidence of completion. What I mean by that is that this section either says you are allowed to change such qualities after the save file is made or not. Subjects that you are able to allow to change include being able to show genotype, gene unlockability, conditions, mutations, sickness, notifications, population size, and gene existence and rarity. The final section is "Challenges". Here you can create custom conditions that can be more harshly reinforced in-game. So the game would give you tasks to complete with genes which could be either continuous or one-offs. ex: have only yellow eyes in your pack You would also have the ability to customize what types of challenges, time limits, predators, disease, pack size, etc. The types of challenges you could have could be “Create a Creature” where you make a specific creature (which could vary in how specific), “Dominant Trait” where you make one or more traits be prevalent in all of your creatures (which could extend into phenotype or genotype), “Natural Selection” where you try to eliminate one or more traits from your pack (which could be paired up with other challenges and be ongoing meaning you can never have that trait in your pack), etc. There would also be an option for lives as in how many times you can fail objectives. You would also have a code to send challenges to send to other Niche players. The code could be set up as just a long number sequence where each number represents a stat. In the code, you might even be able to get really specific like the exact challenges you get. ex. 050003 (followed by more 0s) would represent 5 challenged by the first two digits, an infinite time limit represented by the third and fourth digits, the starting island would be the grass adventure island represented by the last two digits, etc. (If there’s a better and shorter way to do this, then I’m game as well) The game mode will end once all objectives are met, are failed to be met, all creatures are dead, or all lives are lost. If you have lost, there’s also the option to view the island. All creatures would have no energy and you couldn’t pass the day. It’s purely there for you to view your failed tribe and send it to others if you’d like. So, that's that I guess. Please feel free to comment below if anything else needs to be clarified or whatever else. I most likely have an explanation, I just forgot to include it. I'd be happy to explain whatever!
    1 point
  4. Click the image to make it less blurry! Adult male: I heard that dodomingos were originally supposed to be pink. So male dodomingos would be pink and have much larger tail feathers. Unlike female dodomingos, males would take over tree stumps. When they stand on a tree stump, they call to attract females. If they hear a female dodomingo or a chick calling, they will run to help it and attack any nicheling next to him. They drop 5 food and have the same lifespan as females. Stats: 1 speed 1 attack 4 eyesight Babies: If a female dodomingo spends a night on a nest, she will lay 1-3 eggs. She will stay around the nest and sometimes sit on her eggs. You can eat the eggs (one food each) but if you do that, the female will scream to attract a male to help. You can't use a nest with dodomingo eggs or chicks in it. If you don't eat the eggs, they will hatch during next night. They appear as bald little birds and they scream for food, calling for their mom to feed them. You can feed them one food each to stop their annoying screaming. You can still eat them, but they only drop one food. They will scream loudly and attract their mom or a even male if you kill them. If they survive to next day, they grow to be a bit bigger and have brown feathers on them. Their behavior won't change, but you'll have to feed them again or they'll continue screaming. Their mom will still stay close by. If they survive to their fourth day, they will leave the nest and move around, usually following their mom. They are twise as big as they were. Females stay brown, but males turn pink. Male teens drop 2 food now. Their mom won't stick around. She will leave to find a new nest. Next day they are full grown adults and won't need her help anymore. Edit: A lot of people didn't seem to like this, so it would be a toggleable feature.
    1 point
  5. You could choose an option in which you have two or more tribes in one game. Pretty much you have the option to create (and customize) two starter creatures per separate tribe. These tribes could be on separate land, and you can switch between tribes while playing the game.
    1 point
  6. Features 1x1 size One input Sound selector (Alarm, Bell, Horn, Piano, Snare, Bass, Trumpet, whatever else) Frequency slider / musical note selector. Volume slider Function Plays the configured sound (probably not looping) when the input is active. Changes the color of the speaker icon to show it is active (much like the distance sensor turns green when it sees something) Plays sound originating from the block Uses you could make music, or have an audio cue when your auto turrets are engaging an enemy, or have a sound saying your factories are ready to print, etc etc..
    1 point
  7. I like the idea, thanks for putting a link to my suggestion The only thing I would change though, I think that no heat resistance and sun sensitivity are not the same thing. A nicheling can still get sun exposure on frost lands for example. What I propose is instead of reminding heat resistance, they get a new stat that makes them more sun sensitive. This means that albinos would have some sort of debuff when it is not raining and they aren’t under shade or in the water. Alternatively, sunny days can vary in amount of sun exposure. This would be harder to implement I imagine because weather with different amounts of clouds would be at play.
    1 point
  8. the missions are only as hard as you make them. depending on your creativity, you could come up with a great design to fit any situation. yes, the barrel missions pop up more often than i'd like, and down the road perhaps there could be more variety in missions, but i wouldn't say that any of them are hard
    1 point
  9. The balance issue isn't really an issue of balance; it's just that, Sumo being Sumo, it doesn't make sense to permit TNT, weapons, or a number of things, and heaters have weapon potential. I think I'd prefer a combat arena rather than a specialized no-holds-barred sumo arena.
    1 point
  10. Just the number of wins of your last tournament together with the drone. I was thinking of using a seperate leaderboard where only drones with 10 wins enter automatically and everyone can try to battle them.
    1 point
  11. Drones with at least 1 point (1 win) get into the tournament pool. So this poor empty drone brain was just lucky in the first fight. The drones that are placed in the ring are randomly taken from the leaderboard according to the difficulty level of the arena: 1 Δ = lowest 20% 2 Δ = 20%-80% 3 Δ = Top 20% Weight classes are a good idea. I'm also thinking of adding a higher difficulty pool where only drones with 10 wins can enter.
    1 point
  12. The reversed buffer gate (delay) will come with the next update
    1 point
  13. Yeah thats the main problem. As soon as one drone uses heaters to set fire to the opponent, all drones would need coolers to defend themselves. We have drone vs. drone combat arenas planned. I think we can experiment with allowing heaters then. But sumo should be without offensive parts.
    1 point
  14. That's what I was going for. I just couldn't find the right words. Thanks!
    1 point
  15. I would say when in range, and the input is active, exert force on the coupler block to rotate it to it's coupled orientation, and pull it closer. Couple the blocks once they're close enough. I would replace the decoupler with a "coupler," since this basically obsoletes the decoupler.
    1 point
  16. Mostly I'm just reminded of an old mod for GMod called WireMod; it involved wiring up simple gates in the source engine to do whatever you want, usually attaching them to thrusters and sensors for flight. Then, they eventually released Expression chips, which allowed you to get rid of all the gates and just write code - and over time, these chips evolved to be able to alter the laws of time and space, up to and including spawning props and applying forces to them without an origin. As you might expect, the player population dropped massively because doing anything in it was trivialized - a build that used to take hours of complex thought and wiring instead took 2 minutes of coding, and very quickly everything that could be done, had been done. The point I'm getting at is, a game like this is successful at least partially because of the complexity in using basic logic. If the basic logic could be replaced by code, or by one chip that does all the logic, it would remove pretty much all of the challenge in automation. If we wanted to code, we'd open an IDE and do it - a game should provide enough of an abstraction from code that it's a separate challenge entirely
    1 point
  17. I'm all for this. I don't think it will hurt balance much; it will let you make a more compact drone, but count those logic blocks toward the part count, and make the processor a high-mass object. I think this can be useful for organizing your logic, and it's hard to see how it would break anything. It would require a substantial rework of logic, though, and things like that cost us other features, and that's my main concern.
    1 point
  18. There have been a number of suggestions for a 'computer' or 'processor' block, which would contain a number of logic blocks in a second grid or table that you could open up. It would work as it is currently, except that the logic blocks would all operate from within a single part on your drone. (Keep that part safe!)
    1 point
  19. Drills do still eat ore, I'm afraid. Someone else suggested drills should have a tech tree upgrade to permit them to mine directly. I like this.
    1 point
  20. Distance sensor set to detect "OWN DRONE" generates false positives when moving sufficiently fast in the general direction of the sensor's beam. Needless to say this renders it completely useless. Here's a gif showing LEDs tied to the sensor flickering on/off after gaining enough speed.
    0 points
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