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Showing content with the highest reputation since 03/08/2018 in Posts

  1. Welcome in the Stray Fawn Studio Forums We are happy to have you with us and hope you will enjoy your time here! To make sure everybody gets along, we put together a few basic rules. Please make sure to read them and act accordingly. Post/threads that involve the following content/behaviour will result in moderator action: 1) Political, ideological or religious posts likely to result in behaviors banned under rule 3) 2) Content unsuitable for children, e.g. nudity, sexually suggestive or explicit images, excessive violence, gore and drugs; 3) Insults and threats, stalking, bullying or any other behavior construed to be of a potentially rude, slanderous, accusatory, combative or otherwise harassing nature to/of another person; 4) Any discriminatory (racist, sexist, etc.) language, actions or iconography, with or without historical context; 5) Use of vulgarity, profanity, parts thereof (S***) and any similar technique to post vulgar or profane content;6) Reposting closed or removed content without moderator consent.  7) Think about your wording. If you don't like something, preferably use "I don't like" instead of "I hate", "... sucks", etc. 8) Continuously spreading negativity in the community. 9) Make sure to stay on topic and don't spam threads unless it's explicitly allowed. 10) Creating a new account while being banned will result in a permanent ban from the forums. Also, please think carefully about posting personal information. This is an open forum where everybody can read what you are posting. So for situations that are of personal nature it's adviced to use private messages with people you trust. If threads show a high potential of resulting in any of the behaviour mentioned above, moderators might close them.
    56 points
  2. It would be cool if there were different types of manes. Think of a nicheling with the mane of a lion! Here are my ideas: Small mane: Just few tufts of hair on the head +1 attractiveness Medium mane: The current mane +1 cold resistance Big mane: The mane of a lion +2 cold resistance -1 heat resistance +2 attractiveness Tuft mane: Like medium mane exept this comes with ear tufts and if you have medium tail, it gets a tail-tip-tuft and double effect. Females display eartufts (and tail tip) they also get effects. +1 hearing Double effect for medium tail + attractiveness Dominance order: Medium mane > Small mane > Big mane > Tuft mane Edit: 23rd of February 2020 Updated artwork! For comparison, no mane (so basically females with any mane type other than tuft-) Small/short mane: Medium mane: Big/lion mane: Tuft mane: (male:) (female:)
    40 points
  3. 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
    36 points
  4. Dear pack As you know the Sandbox Settings Update has recently been released on the main branch, yay Now you may be wondering what comes next for Niche, so we wanted to give you a little update! There won't be any big new updates for the PC game in the coming months. However we have 2 cool things to share with you ^^ 1) We are currently working on a prototype to bring a brand new game set in the Niche universe to mobile! These are very early mockup screenshots. The game focuses less on survival and more on breeding. Please note however that we will only finish and release this game if we think we can make something very cool out of it and its still too early to tell. Larissa is the game designer and artist for the Niche mobile game. Here you see her (left) playing the paperprototype with me 2) We're currently trying to port the game to Switch! For that we need a frozen version, which means we can't really update the game for now (except for bug fixes). Please note that here again nothing is 100% sure yet! It might be a bit early to share all this with you, since the outcome of both projects is still uncertain. However we wanted to tell you what we're currently working on
    35 points
  5. Hi folks! Quite a lot of people asked if it is possible to get a key for the Closed Alpha, so we decided to run a give away Leave a comment here for a chance to win a Steam key for the Nimbatus Closed Alpha. This give away will be open for a while. We will draw a new winner every week (The winners of the first 3 keys have been announced)
    33 points
  6. 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".
    32 points
  7. I drew a mockup of a pattern I think would look nice. I based it off of fish, which is why the glowing color is blue. Nice idea btw!
    27 points
  8. THE GIVE AWAY IS NOW CLOSED! Hey space travellers We're running a give away to celebrate the launch For every 25 comments in here, we'll draw a random winner! Leave a comment to enter the raffle. Winners from page 1 - 16 have been announced here. Winners from page 17 - 20 have been announced here.
    26 points
  9. 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.
    26 points
  10. It always looks so strange when the babies come out with the horns, so I thought it would be idea if the horns would grow as they age. Newborns would have no horns, babies with 1 gem would have little stubs. Ones with 2 gems would just have a smaller version of the horns than the adults? Once they become adults their horns would be fully grown.
    26 points
  11. Hello Everybody 🙂 We've just introduced a new group "newbie" for new users. This group has fewer permissions but newbies will automatically get promoted to "member" after they post some content. We hope that this stops spammers from making new accounts to send spam via the Private Messaging system. Should you still receive spam please report this to us.
    23 points
  12. Hey folks As it often is the case when I have a longer vacation, I started prototyping a small Niche-related game ^^ So far, all you can do selecting your little 'Nichelings' and tell them were to go. If you place them next to bushes, they automatically start collecting and continue to do when you leave them there (automating tasks is one the points I want to try out with this prototype). You can also approach an animal of the opposite sex and mate with it. And after setting the pregnant female in the nest and waiting for a but, a baby is born. No genetics yet 😮 I'll be tinkering some more with this and let you know
    23 points
  13. I'd like it if we could generate an island, and then add stuff ourselves. Like, generate a peaceful meadow and then be able to choose what kind of grasses are there, and be able to place and remove stuff like bunny burrows, berry bushes, tree stumps, etc. That'd give us so much more control! And what if we could save these islands so they can be in our game normally, like we make it once, save it, and then boom implement it into files or smth and it's another island?? -cough cough- plus I can't get enough tree stumps for a Lek Mating Challenge and I seriously need this option Edit: So @PopsicleNinja had a good idea. This could become its own seperate update. So I suggest this: If this is the 1st rated thing or in the top 3, could the admins, mods, and all of them ppl consider that as an option? Because I do realize this is a very big, but would be a loved request.
    23 points
  14. Happy b-day Niche You are now 3 years old. They grow up so quickly *proud mom sniffle* I drew this picture to a) celebrate the birthday b) officially announcing the Switch port and new mobile game
    23 points
  15. This would be huge. It sounds so deadly. But so fun. But what happens if preds wander everywhere? Rere: Oh hey Kuro remember that balance bear we saw when we were kids? Kuro: Yeah but we moved from the mountains to the savannah. Rere: I guess it followed us. Kuro: Crap.
    23 points
  16. Dear pack We have exciting news today ^^ Many teachers reached out to us about buying an educational licence for Niche. In order to say thank you for all the support we received along the way, we decided to give them the game for free instead Niche is now available for schools and teachers free of any charge! Please help us to spread the work by sharing these posts: On Facebook On Twitter On Imgur Do you know any teachers? They can get in touch with us through this link https://niche-game.com/for-schools/ Also, say hi to Cala our mascot for the educational version
    22 points
  17. I know that there are other suggestions for family tree improvements, and here are links to all of them: https://strayfawnstudio.com/community/index.php?/topic/594-family-tree/ https://strayfawnstudio.com/community/index.php?/topic/2466-show-lifespan-in-family-tree-view/ https://strayfawnstudio.com/community/index.php?/topic/2486-show-islands-in-family-tree/ https://strayfawnstudio.com/community/index.php?/topic/2512-static-family-tree/ https://strayfawnstudio.com/community/index.php?/topic/2537-highlight-compatible-immunity-in-family-tree/ This idea contains all of them and more here in this picture (no I did not make it compatible with my creature creator on purpose *cough cough*): So starting at the top, we have the static button. For more information, you can view to original link, but the reset button is my idea. When creatures are erased from the family tree, the family tree leaves their space open and with the static feature, this can get annoying for some. The reset button allows for your family tree to reset as if you exited the game and came back so everything is in an orderly fashion. Next, there are the "P" and "G" buttons. The buttons stand for phenotype and genotype which lets you toggle what you can see. In this picture, the genotype button is deactivated which means you can no longer see the genotype both in and out of the family tree. Below that, there's a lifespan bar. The lifespan bar tells you exactly what you think it tells you. You can hover over it for the same information you would get from hovering over it outside of the family tree. If the creature is dead like the one above, you will still be able to see their lifespan bar along with any damage they had when they died. You will also either be able to see how many days they have left or their cause of death depending on if they are still alive or not. The numbers on the left side of the screen are blocks for both the endless family tree idea and the island family tree idea. The blocks can either be automatic and save all creatures for a set number of generations (which can be by island if you choose to do so) or be set up for you to save your current family tree at any time. In the case of the automatic saves, a notification will let you know when you have filled all of your slots and ask you if you want to overwrite your top block for the next slot. At the bottom of the screen, you will notice two gene filters. The top filter will filter in blue whilst the bottom filter will filter in yellow. You may notice that there are no creatures that are yellow, but there are instead green creatures. This is because the two filters will work together meaning that if a creature has both traits, then the creature will appear green rather than yellow or blue. You may also notice that some creatures are a lighter shade of blue than normal and that the bottom green is also different than the rest. This is because the lighter shade of blue represents creatures who are homozygous for the trait in order to distinguish between heterozygous creatures. The different green reflects this as that is the only creature that is homozygous in both traits. A more subtle difference is that on the family tree itself is that creatures are outlined in different colors. There are five different colors: black, white, green, yellow, and red. Black represents that the creature is dead. White represents that the creature is alive. Green represents that the creature is compatible based on immunity and is toggleable via the button in the bottom right-hand corner of the tree (when clicked on again, it will turn gray and will not show any green, yellow, or red outlines) (after-thought, maybe clicking on the button again will show yellow and red outlines for one compatible gene and no compatible genes. Let me know if you think this should be all in one or if they should be separated out). Note that the black and white outlines are only present when the gene filter is being used due to there being no way of telling who is alive or dead when it is currently being used. Also note that only creatures of the opposite sex to the selected creature will have green, yellow, and red outlines. You will also notice a small lifespan bar above each creature as well as three dots to represent gems. The small lifespan bar will appear exactly how it appears in-game currently. The gem dots will change colors according to what they are set to as well. Finally, I propose some new filters: There are now three new icons: a creature, a clock, and a DNA icon. The creature will show the ages of creatures. The clock will show how much time a creature has left. (Sorry for the creature and clock icons, I didn't have any ideas for what they should be.) Below I will explain the DNA icon in more detail: As you can see, it is found under the attributes filter with a different color. The different coloration indicates that it does not show numbers but rather letters. You will see two O's for this creature representing offspring and a "P" for partner. Other letter codes include "F" for father, "M" for mother, "A" for aunt, "U" for uncle, "S" for sibling, "H" for half-sibling, "C" for 1st cousin, and "N" for niece or nephew. Everyone who is not related in these ways will not have a letter and will remain a face. This creature was a wanderer, so she does not have much.
    22 points
  18. Okay, I know what you're thinking, but I have a very good reason for not putting on a head, tail, or coloring the legs: I wanted the full focus to be on the body! XD You will most definitely still have a tail and head and colored limbs, I just wanted to focus on the body. Speaking of the body, though, let me first focus on the actual main body then I'll get to the wings: The body is broken up into three sections. The top section of the body is very fluffy and puffy, similar to that of the Big Body, and takes on the dominant fur color. The middle section is smooth and takes on the recessive fur color. The bottom section is also smooth but matches the top section in taking on the dominant fur color. The middle and bottom sections are supposed to be round/cylindrical like a butterfly's body; I did my best to get that kind of impression. The middle section is where the top wings connect, and the bottom section is where the bottom wings connect, though since they're butterfly wings they look like it's all one big wing, so I guess it doesn't really matter when it comes to actually making the models for the game. XD Now for the wings attached to the body: Butterfly wings can vary from bottom [facing toward you] to top [when you view them from the back], so as a result I decided to draw three different types of butterfly wing. All of them offer +4 flying and you can fly with this body, but no swooping. Having two bird wings instead would get you a lot farther a lot faster, of course, but flying for this body is more or less a background ability; it's what you'll see below that's the real stars of the show. Type 1 [at the top with the gradient]: +1 attractiveness, +1 distasteful appearance, +1 poisonous [when being attacked] Type 2 [bottom left green one]: +2 camouflage +1 attractiveness Type 3 [bottom right yellow one]: +2 intimidate +1 distasteful appearance .::EDIT::. I figured it would be best to show a full body complete nicheling with this body as an example, so below I will do just that! Type 1: Type 2: Type 3: .::EDIT2::. I had the idea to draw out variations of the wings, so here we go! I included as many fur colors, horn colors, and eye colors as I could to make these Type 1 Variations! But first, a little info: The body's midsection is the recessive fur color, and the top and bottom are the dominant fur color. The wing's outline is the same as the horn color. The wing's semi-transparent gradient goes like this: The color closest to the body is the recessive eye color and the color closest to the tip of the wing is the dominant eye color. I replaced Violet with Pink because I like it better that way. Besides, pink stands out more. The wing's spots go like this: The big spots are the complimentary color to the dominant eye color [example: Blue-Orange, pink-yellow], and the little spots are the complimentary color to the recessive eye color. Now on to the wings!! Just the wings by themselves: The wings with the body outlines: [because I've been told these are easier to see] The full examples of wing variants with colored bodies: And for flavor, here we have an example of an Albino and a Melanistic nicheling:
    22 points
  19. Hey folks We just uploaded a first version of the new "Sandbox settings" update on the tester branch! What has changed in this new version? New features: New ability, Insect collecting Insect in the swamp can now be collected and swooped if the Nicheling has the Insect Collecting ability New animal type “Defender Bear” New animal type “Peaceful Bear” New gene Bat Head New gene Savanna Horns New gene Bat Wings Nicheling names can now be customized via a file Gem colors can now be customized via a file Added new sandbox settings: Age and pregnancy duration settings Start animal amount and gene settings Damage and healing multiplier settings Food and nesting material start amount settings Blind gene mode setting All genes unlocked setting Tribe size limit setting (Achievements are disabled if you play with custom sandbox settings) Improvements: Added exhibiton mode Unlocked genes are now highlighted in the mutation list Added gene name to gene unlocked message Reduced amount of Balance Bears that can spawn Fixes: Apes can no longer move through jungle rivers Wild Nichelings drown themselves less often Moved tailfin body part a bit to avoid collision with water body SetGene and SwitchGender console command should no longer break the game or cause bugs Some things are still missing, we're working on them: New gene Sticky Tongue Termit hills in Savanna (Maybe) Basic options to deactivate field occupants (aka switch off the rogue males) (Maybe) Very basic options to create challenges How you can customize the animal name setting: Open the file: C:\Users\username\AppData\LocalLow\Team Niche\Niche - a genetics survival game\AnimalNames.ini Add new syllables and names, don't forget to save. How you can customize the gem colors: Open the file: C:\Users\username\AppData\LocalLow\Team Niche\Niche - a genetics survival game\ActionPointColors.ini Add new colors, don't forget to save ^^ Please help us to test if all the new things are working! To do so, you can head over to Steam. Right click on Niche in your game library, select properties, open the Betas tab, enter the password. The password is: NicheTesterBranch Select tester_branch from the drop down. The game should now be updating. If now, restart Steam. Happy testing and please report all bugs here. Thank you ❤️
    22 points
  20. Hey folks! This week we submitted our applications for a gouvernement art grant to hopefully get a bit of financial support from them for our new games. (That's also the reason why you will hear us greeting a jury in the beginning of these videos xD) We thought you guys might be curious to see what we've been working on (besides making Nimbatus updates and working on the Niche console port) too! So here is a quick glance at the two prototypes we're currently working on! Disclaimer as usual: Both projects are still too early to say for sure wether or not they will be released.
    21 points
  21. So I recently started playing this game when it went on sale and fell in love with it. I haven't gotten super far yet though so my nichelings don't look super fancy, but I do like the looks that these two have. The one on the right is the mother, Mereis and her daughter on the left is Iska. Iska's kind of proving a young prodigy, as she's the statistically strongest one in the tribe. For the drawing I imagine her showing huge potential for survival, but also learning that some things take time to master. Hope you enjoy! (Not taking requests)
    21 points
  22. We are currently evaluating the possibility to produce Niche plushies. Not sure at all that it will be possible yet though! Still evaluating. But if it WOULD be possible. What design would you like to see as a Niche plushie? Here is my design for a baby Adam plushie ^^
    20 points
  23. 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.
    20 points
  24. This one is kinda old. I drew it last autumn and it's still one of my personal favourites
    20 points
  25. Did anybody say new bears ?
    20 points
  26. This is a challenge all about social structure. In this challenge, there are two social layers. You should use a very large island to allow this challenge to really take form: On the top are nobles. Nobles are the stronger, higher ranking faction. They are generally very beautiful (to you, at least), and will not bother with things like collecting grass. Nobles, however, do love a good hunt and chasing down rogues. They mostly live off the work from the villagers. They should each have their own space on a seperate part of the island than the villagers. They have the alpha rank. Their gems should be colored a noble gold. At the bottom are villagers. Villagers are normal, everyday nichelings with a whatever appearance. They may hunt, collect grass, pick berries, and all other nicheling related things. Each nicheling family has to have two parents and no more than 4 children. A couple cannot have more children until one of them dies or is married off. Each family should have their own small ‘house’ in the island at with at least one line of darkness between then and any neighboring family. They have the beta rank. Their gems can be colored between families so you can tell who comes from where. Generally, a house consists of some kind of food source (berry bush, river, tree) and a nest or at least enough space to make one. Marriage Daughters are very prized, especially a particularly pretty or talented daughter (Defined as having 3+ in any single skill, or a special skill such as weather prediction, this is up to you). When a daughter is born, all genetically compatible males will fight for the right to the daughter. If you have a lot of genetically compatible males, you can choose to limit the amount or only give each male 1 number so the numbers don’t get unmanageable. Use a die or a random number generator and give two numbers to each male, for example. Male 1 gets 2 and 6 Male 2 gets 1 and 3 Male 3 gets 4 and 5. The male whose number gets called wins the daughter, this is absolute, even if you didn’t want that female and that male to mate. HOWEVER, if the daughter is particularly desirable (in your eyes or by raw stats, whichever you prefer) and a noble family has a genetically compatible son, you must flip a coin to decide if the nobles take the daughter instead, regardless of whether you wanted her to mate with the nobles or not. Of course, this can always result in a lot of forbidden romances, subterfuge, sabotage, and family rivalries. This challenge is great fun if you’re into roleplay. Once a daughter reaches adulthood, she should get her own space with her husband and start having children as soon as possible. Their gems should gain a unique color, which all their children will inherit. Orphans and the matron: Orphans are the children of mothers and rogues, children a family has over their 4 child limit, or children whose parents have died. Somewhere on your island, there should be an orphan matron. Orphan matrons are usually older nichelings, sickly or crippled nichelings, or infertile nichelings. The orphanage should be separate from the normal area where your nichelings live, though not too far. Orphans have the omega rank. Orphan daughters can be married off when they reach adulthood. Usually only families that cannot seem to win a challenge will accept an orphan daughter as a wife. Nobles will never take an orphan wife. If there is no family who wants the orphan wife, she can either become a matron or a slave. Orphan sons may be married off if there are no other genetically compatible males for a given female. Otherwise, they begin work as matrons or become slaves for the nobles. This part of the challenge is mostly optional, but it does become useful if the orphan children have immunities that have become rare in the common population. Matron and orphan gems are orange unless they marry, after which they take their mate’s gem color. Matrons cannot marry or have mates. There can only be 3 matrons at a time! There are a few absolute rules in the clan: Villager females, especially married females, who mate with rogue males become ostracized. They can either be banished or given the omega rank and forced to do slave work like clear grass for the nobles, harvest stinky fruit, or become babysitters or orphan matrons. Their illegitimate children become orphans or can be banished and immediately killed if you choose not to do the orphanage. Villager families cannot become noble, though a family who produces desirable, healthy children is usually considered more highly among the clan members. Noble females who bring shame to the family name (for example, breeding with a rogue or a slave) are demoted to a villager. She cannot return to the noble rank ever again, and any children born from a demoted noble female cannot marry into noble families. If a male cannot produce children after 5 failed mating attempts (6 attempts in total), the daughter can choose return to their birth family and be married off to another male nicheling. A female can choose to give a male more chances, but generally will give up after ten tries or so. That male cannot compete for that daughter in her next challenge. An infertile daughter or son is usually banished, demoted to a slave, or made into an orphan matron as they are considered burdens on their family. Wanderers are always a villager, and cannot marry into noble families. However, their children can given they are talented and/or desirable enough. Nobles decide things like moving islands and serve as arbitrators in disputes. How to start: My settings are: Baby = 2 days Child = 5 days Teen = 12 days Adult = 61 days Pregnancy duration = 3 days Enemy damage = 10 Environment damage = 5 Hunger damage = 5 Healing = 5 Start with nine nichelings. Two noble families, and two villager families, and one orphan matron. Make sure to have their gems colored. You can design them or have the game generate them. You should use a large island. Grass Mingle, Grass adventure, Archipelago, and Peaceful Meadow are all good starting points. If you like a little variety, you can turn off some predators and go to some crazy islands like the deep jungle or home island. Do what makes you happy :3 Good luck!
    19 points
  27. 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!
    19 points
  28. Pygmy nichelings are like wandering nichelings with mostly black fur and cat eyes, but their main difference is that adults are the size of a big bodied teenage nicheling. They behave like wanderers, but their speed is increased by 2 points and their strength is decreased by 1. They have a chance of spawning in port tiles as a family on any island but they can be toggled on and off, and they will breed with each other and are capable of building nests to have their babies, but you can steal those nests if you want. They compete with you for food and are behave a lot like adam's family on home island, but a bit more fierce, as they will try to attack your babies even if you have not attacked them. Their default appearance is black, with pygmy body which looks like normal body but small, antlers and sometimes no horns, long snout, normal hind legs, medium or swimming tail and double runner legs or double velvet paws, but they can have any paw except wings, bearyena paw, or mammoth foot. Their appearance can vary a bit depending on the island, but they always have cat eyes. There are benefits to them, for example, you can make them extinct on an island if you kill the entire population, also, predators treat them like normal nichelings, so they can be a great distraction. Also, because they are a subspecies, you can breed with them. they are really attached to their family, so to get one in your pack you can only invite a baby in the nest, the baby will join your pack and you could control it, by breeding with it, you could get these Exclusive genes: Cat eyes: + 3 eyesight Pygmy body: All the benefits of normal body but with 2 speed and 0 strength black fur P immunity: An exclusive immunity( maybe lets you invite adult pygmys into the pack but likely not) Finally, there could possibly be a rare variation of these that acts like a rogue female, it breeds with your males and the baby joins their pack, this not only means that you could have a hybrid between the two subspecies against you, but it could also create some awesome stories of forbidden love and also traitors (one step closer to warrior cats)
    19 points
  29. Hey folks We just released the Nimbatus campaign update on the main branch To celebrate the occasion, we're giving away 3 Nimbatus Steam keys! Leave a comment here in order to join the raffle. Deadline to join is August 19th. Winners will be announced on that day too We're also running a raffle on Twitter. Best of luck!
    19 points
  30. Game launch next week! Spent the whole day recording a gameplay video Panic! Excitement!
    19 points
  31. Hi there, wanted to share some characters of mine I've drawn: Anameis: Laana, a seer of the sea descended from Seri's Doeli: Kois: and Yuki, a fan-incarnation of Seri's snow god: Hope you like. They are all digital over scanned pencil. Oh and they're all from a story (is fic allowed?) but when the sandbox update comes out I'll probably make in-game replicas for fun.
    19 points
  32. I couldn’t include RandomWanderer’s because I didn’t know what one to do 😔 BUT IT’S FINALLY DOOOONEEEEEEEEEEEE
    19 points
  33. I think it would be cool to add a new game mode that makes things a bit more challenging. In this game mode the game starts with a tribe of animals (maybe around 5 or so). Things are peaceful for a short time and then the earth starts shaking. The island you are living on is slowly falling apart. Your tribe needs to reach the next island exit as fast as possible! And this is how it keeps being from now on. Every island you enter will fall apart after some time, so run for your lives! You only have a short amout of time to gather up resources before heading to a harder island. This adds an interesting time restriction to the game which makes every single decision more important. Maybe this could even be a story thing, like Adam's story. With a small intro and an end goal: Reach Paradise Island. An island full of food and where earth quakes can't reach you.
    19 points
  34. Hi folks! I just set live our coming soon page on Kickstarter If you are planning to get an Adam plushie (it will cost between $35 - $45), please click the "Notify me on launch" button here: https://www.kickstarter.com/projects/strayfawnstudio/adam-plushies Also, 3 more sticker sheets are in the works ❤️ Very excited for the campaign to start soon!
    18 points
  35. Thought I'd post this here too
    18 points
  36. Hey folks! The Niche Mobile Team has been relatively quiet the last few months, but we are back with an update for you! We're working on realising many of the community's feature requests and feedbacks and are currently making patterns for our mobile Nichelings: NicheMobile_PatternTest.mp4 This pattern shader @Markus made gives us many possibilites to have more and also different patterns than in Niche PC. We're also planning to drop a big update for all the @NicheMobileTester s, so stay tuned!
    18 points
  37. Hey folks We just uploaded a new version (1.1.6) of the "Sandbox settings" update on the tester branch! Please don't forget that this is a tester branch. Things are buggy here. If you want to play with precious save files from earlier versions, it's adviced to make a back up first. What has changed in this new version?  New features: New gene Sticky Tongue New food source Termite Hills Added new sandbox settings: World Settings (allows you to toggle the spawn of objects on/off) Improvements: Better balancing for Defender Bears Fixes: Fixed Short Snout isn't in the customization option Fixed gene unlock message Fixed blood clotting in animal customization options Fixed exhibitor mode bug (random restarts) Fixed family tree age display bug Fixed forbidden genes bug Fixed some of the animal ageing bugs (but some might still be around, please report!) Fixed Savanna Horns domiance bug Fixed save issues with sandbox settings Some things are still missing: (Maybe) Very basic options to create challenges Also check out the patch notes of version 1.1.5 here How you can customize the animal name setting: Open the file: C:\Users\username\AppData\LocalLow\Team Niche\Niche - a genetics survival game\AnimalNames.ini Add new syllables and names, don't forget to save. How you can customize the gem colors: Open the file: C:\Users\username\AppData\LocalLow\Team Niche\Niche - a genetics survival game\ActionPointColors.ini Add new colors, don't forget to save ^^ Please help us to test if all the new things are working! To do so, you can head over to Steam. Right click on Niche in your game library, select properties, open the Betas tab, enter the password. The password is: NicheTesterBranch Select tester_branch from the drop down. The game should now be updating. If now, restart Steam. Happy testing and please report all bugs here. Thank you ❤️
    18 points
  38. This is my boy, Steve. He's dead now (RIP), but he's my favourite nicheling that I've gotten so far~ (Also, hello I'm new and still trying to figure out how to use forums [I've never used one before]. So if I'm doing this wrong or something, that's why :/)
    18 points
  39. 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!
    18 points
  40. Insectivorous Nicheling is serious.
    18 points
  41. Hey folks As you might know, we will soon run a Kickstarter for Adam plushies And we will also have some other goodies in there, one of them being sticker sheets, made by different artists! The first sheet is now finished and I'd love to hear which variation you like best! 1 -> green, stickers have green outline 2 -> green, stickers have white outline 3 -> rose, stickers have rose outline 4 -> rose, stickers have white outline
    17 points
  42. 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.
    17 points
  43. Hi all! This is the first time making a suggestion so here goes. Many animals feed on insects so why not nichelings? Potential food sources could be the bug swarms already in game, logs, and termite mounds. Logs would be found in grasslands and maybe jungles too. They would function like berry bushes, yielding a certain ammount of insect food and replenishing their supplies overnight. Termite mounds would be found in the savannah and can be cracked open, respawning two days after initially being destroyed. Like carnivorous plants, they can spawn as hostile or non-hostile. Non-hostile termite mounds can be cracked open and gathered from safely. When a nicheling gathers from or cracks open a hostile termite mound, they will be swarmed. The termite swarm must be licked off by another nicheling before the day ends or the nicheling will be bitten and take damage. I have designed an insectivore head inspired by anteaters and pangolins. I call it the Sticky Tongue! I imagine it would give 3+ insect collecting and 3+ smell. And perhaps the beak gene could give 2+ insect collecting.
    17 points
  44. Hi pack The 2nd community voting is now over! Thank you very much for all your amazing suggestions! Here are the suggestions which got the most votes, starting with the most voted one - More customization options for sandbox mode - Creature Creator/Breeder Mode - New Weather Types - Unlook gene menu notifications - Horn Growth - More intresting water biomes - Insectivorous nichelings - Scrollable Family Tree - New gene: Bat Head - Small interactions/ Random Interactions - Scruff carrying - New gene: Savanna Horns - New gene: Fluffy ears - 2 different eye colors - New Mane types - Bird Hindlegs - Customizable and Programmable Gem Colors - Challenge Mode - Islands falling apart - New gene: Beaver teeth to cut down trees - Cave island Congrats to: @Pokestardragacraft @Ancestor Nature @Naytiri @seahorsepie @AlphaBlox @AMEcco @Phiarose @DangerousDodo @Deathpelt @wolfhowlmay @ShriekingPterodactyl @Niche fan @Lilytuft @EmberSky @Jasmine Grimm For making a suggestion that made it into the top 20 As a thanks, feel free to drop me a PM to get a Niche Steam key for a friend (or yourself if you don't own the game yet) ^^ Our team will now evlauate which suggestions will be added to the game. We will pick one "big" new feature/change and a couple of small ones. We'll let you know the results in late July/Early August!
    17 points
  45. Started working on customizable sandbox mode Woop woop!
    17 points
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