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Showing content with the highest reputation on 10/18/2018 in all areas

  1. 6 points
  2. Maybe we could set it different for each rank, for example omegas don't get to eat at all, betas eat 2 and alphas eat 5...
    2 points
  3. Many tribes have a story to tell. But could this influence game play on an additional level? Imagine a little book in the starting menu. You can choose values from different sets: -- Spirit of the Hunter: all meat dropped is doubled. However, predators gain one attack point. -- (2) all meat dropped is trippled. Predators gain two points in attack. Normal berry bushes act poisonous. -- One with Nature: collecting offers one extra food point. Bunills, dodomingos and crabbits become substantially harder to slay. -- (2) collecting offers two extra food points. Non hostile entities cannot be killed. Predators live longer. -- Lover of the Night: negative status effects last half as long, positive ones twice of original lenght. Immunity to leeches and bleeding. -- Oral Tradition: Creatures live 7 days longer, healing fruits and purr snout restore more health. (+50%) All entities spawn less often. (-20%) -- (2) Creatures live 14 days longer. Enemies are substantially more long-lived, deal more damage and healing is less effective. Spawnrates are further decreased. (-33%) -- Fortuna/Will of the Gods: Damage resistance is obsolete for nichelings and predators. Creatures cannot stack stats higher than 2, 5 for attack, 3 for fishing. Small chance (15%) to gain 10 additional food from an action or to cause 10 damage. -- (2) Creatures are born with randomized stats. Your rogue-born, no pawed derpsnout might just be the greatest warrior in all of history. (2 points of a genetic base stat are still counted.) -- Sirens Call: Calling will always attract -- something. Nichelings that have sung gain an extra point in defense. -- Dancing Shadows: Creatures with at least two points total in stealth, camouflage or odour disguise gain 4 more points in those skills. -- Warrior Code: Nichelings have +2 points in attack and + 1 gathering by default. Hiding becomes impossible. -- Adam's Quest/Heart of the explorer: Creatures have one extra point in movement. -- advanced group dynamics: Born alphas are slightly stronger (+1), omegas better gatherers to one present skill (+1), beta's senses are sharpened. (+1 hearing/smelling). Children inherit rank. E.g. a+a = alpha or beta // b+a = alpha or beta. // b+o= beta or omega// o+a= o,a or b. -- Wicked Grace: Winged creatures see one tile farther into the distance, including grass. -1 cold/heat resistance. Non flighted animals gain 2 hot/cold resistance. -1 hearing. Short sighted creatures act blind. -- Northern lights: Drowning damage only occurs over night. Rogue males carry ancient or rare traits. Dodomingos and Ramfoxes drop 15 more food. -- Sun Gods: Shrivelled berry bushes offer 2 food points per berry. +1 heat resistance, immunity to sleeping sickness. -- Unity: Large packs (25+) consume less food (-25%) and twins are more common (+50%). More wanderers and fewer rogues spawn. Immunity sickness kills a creature in three days, sickness does twice the damage to other nichelings. Small packs (20 or below) consume more food (+10%). Sickness does no damage. + 1 hot, +2 cold resistance. Drastically fewer identical twins, wanderers and rogues spawn (-50%).
    2 points
  4. One of my failed designs did this. Just a deoupler, mini thruster and about 15 logic blocks wandering off... out the sumo ring. That was about the only part that actually worked properly
    2 points
  5. We will publish a roadmap for the Early Access (very) soon Thanks for your patience and please look forward to it
    2 points
  6. 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
  7. Well, we have melanism and albinism, so why not piebaldism? Oh, right... Some of you don't know what piebaldism is. *ahem* Piebaldism is kind-of like a weird blend of albinism and normal skin. It's where some parts of the body have missing pigments, resulting in that part being pure white. In animals, it looks like this: EDIT: I have been told that the dog has a similar disorder called vitiligo; not piebaldism. So, to make up for it, have a cute piebald fawn. Other than it looking beautiful, it doesn't really affect health. I think it would look something like this in Niche? What do you guys think of piebaldism in Niche?
    1 point
  8. I now have two dots underneath my name! Horay! now I need a new rank title. Mabey sumo drone expert?
    1 point
  9. She's so precious and tiny aaaaaaaaAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH SO CUTE
    1 point
  10. I'm all for expanding the sumo stuff, but taking logic out doesn't make sense
    1 point
  11. That’s not sumo. That’s sticking a punch if thrusters on a box! plus, you wouldn’t even be able to tell the drone to go foward without any logic parts!
    1 point
  12. What about unlocking editor parts this way?
    1 point
  13. I guess I'm just not certain that resource consumption is really the key. Anytime a game has an ability fueled by a barrier to progress, (like guns that shoot gold, or abilities that throw coins for damage (Was that FF6?) ) it just doesn't exist to me. Advancement always trumps the temporary gain. What if the green resource was NOT used in progress and tech trees? That can be exclusively for drone consumption by parts. Later, you can convert other resources to it, so that you can still use it to sink excess once you complete progression.
    1 point
  14. Have you ever had a lava bomber explode all up in your face? Did literally the exact same thing happen with boom bugs? Do you passionately dislike cannon bois? Well we could solve your problem and many more with the blast shield! A new revolutionary design that completely stops all weapons, thrusters, heaters, coolers and everything else! But it’s not just completely useless it also blinds you! Did I say NOT completely useless... well it isn’t! Because, blast shields protect you from all harm! (Please note that blast shields will drain your power at an astronomical rate.) Blast sheilds inc. is not responsible for death, dismemberment, or missing children.
    1 point
  15. 1 point
  16. Devs, I was wondering what you are planning to add to nimbatus, and in what order?
    1 point
  17. Just remebered that I had this screenshot. It isn't only Nichelings, but balance bears as well
    1 point
  18. I don't like lean body that much either. Love the speed but I like strength more (Go big body and spiky body!) ^^
    1 point
  19. I like it. I think this would fit well with the new sandbox upate and the challenges you have to complete (which I believe will be added?). I wouldn't like something like this at the side of the screen, mainly because I don't like my UI to be to cluttered, but if you could toggle it on and off to modify that would be great Especially love the warrior code thing, though not the 'can't smell and hear' (would be a nice challenge though)
    1 point
  20. I like the idea of this as a gamerule, but not as a default setting.
    1 point
  21. So what you're saying is: Also uh thanks for linking my suggestion
    1 point
  22. I agree that Niche is a little overpriced for what it delivers (a lot of games over $20 would break my budget,) but it's called Niche: a Genetics Survival Game and not Niche: a Spore-Knockoff just with Cuter Graphics and Nutrition Survival Game for a preeetty good reason...
    1 point
  23. Now he just looks cool.
    1 point
  24. If you don't like the game, and only read a small summary of the game, then why haven't you watch others play it? Whenever I see people react like this, saying the game isn't "good enough for their taste" then I question, are you really a person who reads the entire thing? If you haven't seen someone else play it, and then soak in what it really about, you would like the game. Not saying you did this, but just an FYI, Spore costs more than this, and also, games aren't easy to create. Spore and Niche have a similar idea, with the "genetics" and "befriending" natural enemies. So I am questioning if you like the graphics or adventure more then the whole idea of the game.
    1 point
  25. 1 point
  26. Hah, amateur! Back in my day, YOU COULDN'T DROWN!
    1 point
  27. For larger weapons, they should require more energy and have better damage, but have slower turn speed and weigh more. Maybe larger weapons could give you 4 slots for the tech tree, but you couldn't use the energy efficiency modules on it.
    1 point
  28. Only for non-waterbreathing anailmals, please! 😅
    1 point
  29. I agree with this entire post, I just didn't want to quote the whole thing.
    1 point
  30. The game sure isn't perfect (yet..?), but it's worth its price, if you want cheaper games, just buy steam keys elsewhere. I still agree that multiplayer would be REAAAAALLY nice (and i'm more of a single player games type of person... But I think Niche has so much potentiel to go multiplayer...) But, max2Veg, I think Niche has already anough depth with genetics, and it is, as said "a GENETICS survival game", not a "nutrition" survival game. Without considering the current debate in society about nutrition (Devs can confirm, but I'm not sure you want to dig in this debate), it would add too much difficulties in the game. Basically, living in plants-deprived environment such as mountains would be a huge disadvantage for example, and it would necessit a shitload of balancing in the game. You bought the game for what it advertised : Genetics-based survival game where you have to adapt to your environment. So don't go saying the game is not worth its price because it doesn't have a "real innovative thing" it never pretend to have.
    1 point
  31. I make games. $20 is cheap for a complete game. They are so much work to make.
    1 point
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