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[C3/DS] ideas for situation/detail   
Geat_Masta

Geat_Masta
United States  


  5/15/2017

when designing the new brains for Kreatures i noticed that the situation/detail lobes were never really used for anything. So here are some ideas to show their potential. I can't do any of these edits, because the genetics kit crashes when i open it, so I thought i would post them here.

1. family units
attach a neuroemitter to detail 6 "it is my child" to emit loneliness so that parents stay near their children

2. branching out
neuro emitter to detail 5 "it is my parent" to emit crowdedness when they become youths, so kids branch out to form their own families

3. sisters have a calming effect
in boys, add neuroemitter to detail 4 (it is my sibling) and detail 7 (it is of opposite sex) to emit aggression decrease

4. reduce inbreeding
add a neuremitter from detail 4/5/6 "it is my sibling/parent/child" to friendliness decrease

5. play tag
add a neuroemitter from situation 2 "i am carrying something" to crowdedness, and a tract from detail 1 (it is being carried by someone else) to verb 6 (get it)

6. center of attention
add a neuroemitter from situation 8 (i am the selected norn) to loneliness decrease.

 
Papriko
Peppery One

Papriko
Germany  


  5/16/2017

Idea 4 actually has been done. The CFE Family norns do that. Only problem however is that gen 1 creatures ALL consider each other siblings, so you must kickstart your population with the splicer or a similar device.

Not sure what you mean with the tag thing. Creatures usually can not carry each other. Enabling it is kinda messy, as the carried creature is completely helpless as if carried by the hand. Not rarely do they starve due to this.

For the final idea, I thought of going even further. Why not a "manipulative brat" breed? When unguarded, they are really nasty buggers, beating up other creatures n stuff, but when you come to check the trouble, they act all innocent.
Wasn't there another detail for "is on camera" or something similar?


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Intyalle

Intyalle
New Zealand  

 visit Intyalle's website: Nadia Eat Hand
  5/16/2017

Papriko, the tag thing means two edits:

1 - If the norn is holding something, they feel more crowded
2 - If the norn spots someone else holding something, they want to get it

Hence, tag, as the norns chase each other across the ship trying to steal stuff :P


Also known as bab_5_freak from the old Gameware forums.
 
Papriko
Peppery One

Papriko
Germany  


  5/16/2017

Ooohh, now I get it! That sounds pretty funny. Though, wouldn't it result in a bit of chaos when... always? Norns might start stealing food from each other over and over instead of actually consuming it for example.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Intyalle

Intyalle
New Zealand  

 visit Intyalle's website: Nadia Eat Hand
  5/16/2017

Well, you make it an inclination, rather than something totally overwhelming :P

Also known as bab_5_freak from the old Gameware forums.
 
Geat_Masta

Geat_Masta
United States  


  5/16/2017

I can't find a neuron for is on camera, but i had the same idea. I'm not sure if it's implementable. Possibly: you could have a tick script that tests if norns are on camera and injects them with some unused chemical if they are?

Alternative: change the pickup script so if it's a creature it gets a boost of crowdedness.

 
3kul

3kul
Australia  


  5/18/2017  1

These are all really interesting! Number 6 is something that would be very useful to those players who like to focus on smaller numbers of creatures.

I feel like 1 and 2 have the potential to clash a bit, as parents would feel inclined to stick to youths who in turn want to avoid them. Is it possible for creatures to recognize the age of other creatures?

On playing tag, could you also connect this to boredom? Like "if I am bored and am holding something, I feel crowded and want to run away", or "if I am bored and see a creature holding something, I want to take it from them", and have successful completion of these actions result in a decrease in boredom?

This way creatures that are not bored would not feel compelled to run away every time they pick something up or feel a desire to snatch anything that any other creature is holding.

 
Geat_Masta

Geat_Masta
United States  


  5/18/2017

In that case, you would have a neuroemitter for boredom decrease hooked to run and holding something, as well as for it is holding something and get it. Then have instincts for those neurons as well. In general neuroemitters are a more flexible kind of stimulus gene, except stimuli only fire when the action succeeds, and neuroemitters fire when it is attempted.

I don't think it's possible for creatures to recognize the age of other creatures though.

 
Missmysterics

Missmysterics



  5/21/2017

Funnily enough, I notice occasionally norns do appear to chase each other, or run back and forth while looking at each other, doesn't seem to be a crowdedness situation.
 


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