Niche - a genetics survival game

Niche - a genetics survival game

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leydaa Oct 9, 2016 @ 3:37am
Suggestions masterlist
Since there are so many suggestions for this game, I figured it would be useful to have them all in one place! I think this will also help against people suggesting the same thing. I think I've got about all of them mentioned on the forum, if there's anything I've missed, please do let me know! And if you have any new suggestions, feel free to leave them here as well. Please give explanation of how your suggestions function in the game, it makes my life easier ;) [updated with the 0.1.4 version!]

New genes

Skin/Fur slot:

Poofy fur
- Will poof up to scare away predators. Depending on how many poofy-furred creatures vs. how many predators, the predators may flee.

Winter fur
- Fur will turn white when in a snow biome or during winter. +5 cold resistances -5 Heat resistance.
~Effect: increased camouflage?~

Pangolin armor
- Scales. +1 defence OR defence skill

Head slot:
Frog tongue
- Harvest insect swarms

Rhino horn
When walking to another tile any predator or prey in adjacent tile will get one point of damage. +1 strength

Tusks
- +2 strength

Beak
- no damage when pickng berries

Front leg slot

Throwing arm
- Throwing skill

Small paws
- Allows for berries to be picked from the cactus without taking damage

Back leg slot:

Strong hind legs / standing legs
- + 2 vision range. Animal can spot other creatures in it’s range, and movement outside of it.
~Would need way to differentiate between “exploring” vision increase and “seeing” vision increase~
Alternative: Allows animals to jump and catch birds out of the air

Tail slot:

Scorpion tail
- +1 strength +1 defense. Poison attack, does not stack with poison fangs. Alt: does stack with poison fangs.

Shark tail
~There were no further suggestions of what this would be like~

Prehensile tail
- for climbing and gathering tree fruit

Intimidating tail
- for intimidation action

Slender tail
- +1 moving speed

Clubbed tail
- +1 strenght

Short tail
- +1 strenght or just for looks

Streamlines tail
- +1 speed

Fur colour slot:

Unnatural colours as very rare genes.

“Blue” fur, like the grey-ish colour found in real animals

Black fur

Albinism

Melanism

Square spots

Clouded leopard spots
-super recessive

Classic tabby markings

Raccoon markings

Badger markings

Bee stripes

Tuxedo

Fur pattern slot:

Coloured spots
~Possibly a new slot for pattern colours?~

Siamese

Calico

Piebald

Body slot:

Bat wings
- +2 speed -1 heat resistance -1 cold resistance

Larger lungs
-possible diving gene, alternate to guills

Small body
-increase speed underground

Stealthy body
- Other creatures will not notice the tribe animals when behind them or several tiles away.
Alternative: not visible to other creatures in unexplored tiles

Plant Body
- Speed +5 in Spring, +3 in Summer, -3 in Fall, and creature hibernates in Winter

Body spikes
- -1 cold resistance, +1 defence

Armadillo shell
- +1 defence

Eye colour slot

Red eyes

Yellow eyes [added as of 0.1.4]

Ear slot:

Floppy ears
- + heat resistance, no hearing

Bat ears
- + heat resistance, increase chance of sickness in cold biomes

Small ears
- +10 cold resistance -5 heat resistance +2 hearing

Eye

Gland slot

Photosynthesis
- Moves don't require food. Will take hunger damage when moving during drought.


Sharp teeth, think hide, climber leg, spine, poison spine
- read more here

Digestive system slot

Omnivore
- Can eat everything

Carnivore
- Get more food points from meat, cannot eat fruit

Herbivore
- Get more food points from fruit, cannot eat meat


New entities

Predators:


Poisonous carnivore
- Greenish colour, when attacked will poison the attacking creature, rare but more commonly found in swamps

Venomous carnivore
- Long fangs, when attacking will poison the creature it’s attacking, rare, but more commonly found in swamps

Lean carnivore
- Only found in savannah

Snow carnivore
- Only found in snow biomes or during winter

Fox
- small predator with a red and white colour scheme. Hunts rabbits and rarely your animals. Only comes out at night and runs out of sight at day. 5 food points.

Dingo
- Medium predator with a yellow colour scheme. Hunts rabbits and your animals. Rarely comes out at day, commonly come out at night. 6 food points.

Wolf
- Faster but weaker, https://scontent-lax3-1.xx.fbcdn.net/t31.0-8/14445069_187373021695946_6327611743292034659_o.jpg

Sneaky predator
- Will not make the grass rustle, but weaker than current predators

Prey:

Insect swarm
- Found in swamp

Deer
- Run slower than rabbits, take more hits to kill, give more meat

Bilby
- Small prey with a brown, white colour scheme. Attracted to berry bushes. Only appears in savannah, Nocturnal. 4 food points.

Mouse: Small prey with grey, white colour scheme. Attracted to berry bushes. Only appears in grassland, Diurnal and Nocturnal. 2 food points.

Plants

Medicinal plants
- can be store like regular food, and used to heal when needed. Disappears when collected and regrows randomly. [added as of 0.1.4 without storage, animal picking the fruit will be healed]

Apple tree
- Has a chance to drop an apple on an adjacent tile each turn. Apples are worth 1-2 food points. Appears in grass biome and more rarely in swamp biome. Animals with ram horns, big body, and possibly other strength genes can bash trees for a small chance to drop fruit. [added as of 0.1.4 as acorn tree]

Mango tree
- Same as apple tree. Appears in savannah biome.


New mechanics

Night time
-(As a cosmetical change, not a mechanic) toggle whether animals are active during day or night
-(As a mechanic) - read more here

Growth of new bushes [added as of 0.1.4]

Babies and juveniles take more damage from attacks

AI

Litters
- Number of babies depending on how much food is available

Increased chance of certain mutations depending on biome

Fertility
-increased/decreased fertility at certain ages

More plants depending on location
~There were no further suggestions of what this would be like~

Crafting
- Breaking bushes to craft nests

Immunity specific illnesses (Increased focus on illness and immunity confirmed for Swamp update)

Involuntary relocalisation to different islands (confirmed on the To-Do list)

Injuries debuffing stats instead of taking off lifespan

Performing a task a lot will increase the skill +1

Natural disasters
- read more here

Mutation chance per nest selected by player

Two different types of damage: healable damage and genetic damage increasing chance of mutation or breeding failure

Genetic errors caused by breeding too much of the same gene

Progressing genes
- Genes will first appear in a “small” variety, then can be mutated into the “big” variety
- Possibly to an extreme limit

Breeding incompability with highly different tribe members

Seasons
- read more here

Fire
- read more here

Allowing more animals on one tile

Sex-specific gene slots
-Putting a gene on this slot will make it less likely that gene will appear in the opposite sex

Food stock individual animals
-Each animal can hold an individual amount of food
-Have a toggle to show the food "slots" to put in or take out
-Have a toggle so that the animal will ONLY eat from their own food stores(so if the player wants to starve 'em, they don't have to worry about waiting until the food count is at 0) or eat from the communal food stores until there's nothing left and force them to eat from what they hold.
-Prey items are worth more than or equivalent to what your creatures can hold, exceptions being small and easy game like rabbits and moles
-Trees or bushes grow where an animal with a certain amount of food in their store has died

fatal double dominant genes

Number of predators/prey related to number of tribe animals
-Less animals = more predators/prey, more animals = less predators/prey

Carnivores using nests to breed [added as of 0.1.4 as dodomingo, not carnivores]

Animals that aren't part of your tribe move independently. They can steal berries, flee from predators, and mate with your animals. To add them to your pack, a "catch" action has to be used on them. [added as of 0.1.4 as horny males, cannot be added to your pack]

Cannibalism
- Animals can eat other tribe animals with a smaller body than them

Infanticide
- Mothers can kill babies before they gain their first action

Different tribes of animals living on their own islands/regions
- Can be fought to gain control of their region, or persuaded to join your tribe. Having animals with similar appearance will increase the chance of succesful persuasion.

Tribe animals dropping food when dying. Infants and animals dying of old age will drop less.

Tribe animals left behind when moving to a new island will remain there. The player can switch between islands. Each island will have it's own food source.

When returning to an island, there will be randomised creatures with the genes of the animals you left behind, as if it were their offspring.

Base food consumption rate
- At the start of the day all adult animals consume one food, but their first action of the day is free.

Animals with extra genes in a slot, but less likely to sucessfully breed

Switching an animal to day/night cycle costs all energy the next night/day
Alternative: An animal can switch one action point per day to night/day

Fertile hybrids

Tiles that have been observed but not uncovered by the seeing action will count as explored. The grass will become shorter, and camouflaged animals are less visible in it than an uncovered tile.

Spit snout can attack tribe members

Blind can still move one space, but cannot see plants without touching them. Will take damage when trying to move to a space with a predator on it.

Horny Males will carry genes related to the biome they are in, which are not available through mutation

Rainy days will cause water tiles to spread and puddles to form

Horny males will attack other males to eleminate competition

Horny males will not mate with females when they get attacked by them

Selecting one animal to be immortal. Immortal animals are immune to aging and damage, but can no longer breed and their actions are less effective. The immortal animal will die when a new immortal animal is chosen.

Changes to the inbreeding / immuntity system

Dodomingos laying eggs in nests that can be gathered for food

Predator bird taking damage for attacking toxic bodied babies
Alternative: Predator bird gets sick and leaves for a few days

Predator bird leaving for a day after attacking a baby

Lonely mothers
- Will steal unattended babies

Omnivore / herbirvore / carnivore
- Herbivores get more food points from food but cannot eat meat, carnivores get more food points from meat but cannot eat fruit
- Based on digestive system genes

Instinct points
- Awarded for certain activities
- Can be used for crafting nests, grow resources or decorative tiles

Rare chance of Horny Males with good genetics

Base food consumtion can be turned off

Mating seasons

Diminishing resources
- Berries not growing back because of over-picking
- Trees dying from repeated banging

New bushes and trees growing

Pregnant females will give birth even without a nest after a certain period of time, but with a penalty.


New skills / stats

Defence points
- Decrease damage taken from predators

Defence skill
- Immune to damage when active, but cannot do anything else. Toggling off uses all action points.

Nest building skill
~There was no further suggestion of how this would work~

Stealth Skill
- Allows an animal to sneak up on prey without it running away

A skill allowing for picking of cactus berries

Echolocation
- Seeing at night

Warning colouration for poisonous animals (Confirmed for Jungle update)

Eyesight somewhere between total blindness and normal sight; one-eyed, near- or farsightedness

Rare chance of “super-mutating” a gene

Short/Medium/Long lifespan

Hibernation
- Animals have limited moves but require less food during winter
Alternative: Animals don't move, don't starve, can still take damage

Heat sensitivity
- Animals are able to detect other living creatures in unexplored tiles. Only indicates the size of the creature

Digging
- read more here

Wings
- read more here

Intimidation
- Will scare away Horny Males

Smelling
- Animals are able to detect plants, food, prey and predators. Only indicates presence.

Throwing
- Damage creatures in the sky
Alternative: damage creatures in the sky and knock them down

Spitting
- Ranged attack that can be performed by spit snouts


UI changes / updates

Overview of tribe members’ abilities and genes

Family tree (Confirmed for January update)

(Unlockable) chart for relative dominance of genes

Adding immunity gene to the mutation menu

In-game journal to add pictures of animals, displaying their genetic stats with it

New layout for mutation menu

Button to center on selected creature

Ability to see who has died recently

Population counter that shows females, males, and babies separately. Can be searched for specific genes.
Alternate: a table listing all information in a summary format (name, gender, age/health bar, number of moves left, stats summary, genetic summary), that you can sort on any of these columns, and then select someone from this table UI and then go back to the world interface with that animal selected

Notification updates on animal death and cause

A pop up with the genes of two selected animals, to compare for breeding

Marking animals as fighters / gatherers / breeders / explorers [added as of 0.1.4 as gems changing between 3 colours]

Adding notes to animals

Warning when low of food

Inbreeding warning

Day counter

A marking layer that can be toggled on and off: http://i82.fastpic.ru/big/2016/1028/f5/81f67d1de2af582ae54096cbff821af5.jpg

Undo one move button

Auto move for animals

Warning pop-up for destroying bushes that can be turned on or off

Biome description accessable upon discovery

Show results of action when hovering over resource's available actions


Misc.

New biome: bogs
- Humid area with higher chance of berry bush spawning/other food source. Increased chance of sickness. Animals that have not moved for a certain amount of time will get stuck and become unable to move from thereon out.

An option to randomize Adam and Eve. Possibly depending on what biome they start in.

Rival pack
~There were no further suggestions of what this would be like~

Different look for explored tiles

Optional goals with rewards

Creature creator

Naming species (Confirmed to be implemented)

Allergies

“There should also be bot nests and you can befriend them and add them as allies or even to your own pack or even real life people.” ~Not gonna lie, don’t really know what this means?~

Visual indication of age

Buffing predators or nerfing claws and horns

Penalty for filling the map with little guys
~There were no further suggestions of what this would be like~ [added as of 0.1.4 as predator bird that will attack your little guys]

Customs gem colours [added as of 0.1.4]
Add more colours
Add a colour slider

Make selected gem colour pass to offspring

Different gem colours for genders

Tutorial

More obvious visual difference between female and male animals

Birds:
-read more here

Adjustable difficulty

Customisable world parameters

Gems changing colour when selected

Bring back animal sounds [added as of 0.1.4]

Different type of maps
-Continent type that is a large mass of land, islands type, mix type

A disease that makes animals uncontrollable and agressive, caused by incest or cannibalism.

Using the Steam - Workshop to create shareable maps and challenges

Dodomingos drop more food

Spit snout requires two food per action

Game mode without predators or other harms to your animals, just to experiment with genes.

Randomizer for the gene menu

Wing positions: http://images.akamai.steamusercontent.com/ugc/142256280912502111/86396BE3DF10A2F41A0E07F177CC25A2C4336E12/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black
Alternative:

Rename Horny Males to Wild males / Wandering males / Lonely Males

Serialize/deserialize the save game data to JSON or XML

An option to change Adam and Eve's fur colour, eye colour and markings at the start of the game

Animals get scars after getting attacked

Predators with poor genes
Last edited by leydaa; Dec 11, 2016 @ 7:09am
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Showing 1-15 of 271 comments
Sparkius Oct 9, 2016 @ 4:35am 
It would be easier to have a specific forum for suggestions and have a small overview with a link in this thread. Also for rhino horns every animal but pack memebers
leydaa Oct 9, 2016 @ 5:34am 
Originally posted by sparkius:
It would be easier to have a specific forum for suggestions and have a small overview with a link in this thread. Also for rhino horns every animal but pack memebers
I'm not entirely sure what you mean by that, but I added the rhino horns bit.
CABS Oct 9, 2016 @ 7:15am 
Regarding the lerger lungs one , it was my alternative to the "fins" suggested by one of the developers as a diving gene, however , diving genes are not going to exist in any time soon , if at all;

The bat wings had cold / heat vulnerability , meaning either one or the other , not both (maybe in game they would have both , but was not what was written.);

Scorpion tail poison would not stack with poison from poison fangs;

"Deer : run slower than rabbits" rabbits don't run , i.e they don't move more than one title at once, but thay can move between your actions and indefinetely , i assume you mean that the deer will not have one of these aspects. "running slower" would mean that they move less tiltes per move , wich makes no sense as the rabbits only move one title;

The night time mechanics would be an option for you creatures to be active during night time , instead of day-time , when you end a turn the day would pass instead of the night , when i suggested it i mean as a purely cosmetic optional change;

I like your initiative to do this list , it may make the facilitate the work of developers and forum posters alike regarding these suggestions, however , you misinterpreted or completely misssed some of the content.

I hope i was helpful. Best of luck
leydaa Oct 9, 2016 @ 9:00am 
Originally posted by CABS:
Regarding the lerger lungs one , it was my alternative to the "fins" suggested by one of the developers as a diving gene, however , diving genes are not going to exist in any time soon , if at all;

The bat wings had cold / heat vulnerability , meaning either one or the other , not both (maybe in game they would have both , but was not what was written.);

Scorpion tail poison would not stack with poison from poison fangs;

"Deer : run slower than rabbits" rabbits don't run , i.e they don't move more than one title at once, but thay can move between your actions and indefinetely , i assume you mean that the deer will not have one of these aspects. "running slower" would mean that they move less tiltes per move , wich makes no sense as the rabbits only move one title;

The night time mechanics would be an option for you creatures to be active during night time , instead of day-time , when you end a turn the day would pass instead of the night , when i suggested it i mean as a purely cosmetic optional change;

I like your initiative to do this list , it may make the facilitate the work of developers and forum posters alike regarding these suggestions, however , you misinterpreted or completely misssed some of the content.

I hope i was helpful. Best of luck
I posted this so others could look over and add/revise, it's very difficult to interpet this many people's suggestions and structure it with consistant terms. What would you like me to put for diving genes and bat wings instead? For the Scorpion tail, someone else suggested that it should stack, so I put that as well. Deer running slower than rabbits was in the original suggestion, I assumed it meant that deers simply move less than rabbits. The night time was suggested by multiple people, with some people suggeting genes that were active during it, like ecolocation, I will add your suggestion though.
PurpleTartan Oct 9, 2016 @ 1:31pm 
I would like to see more variety with fur/eye colour. Black fur and maybe red or yellow eyes? Also maybe some different style of manes for the males? :)
MarieG Oct 9, 2016 @ 4:11pm 
Thanks for this list! It's pretty nice being able to see it all together
Sparkius Oct 9, 2016 @ 11:23pm 
Originally posted by leydaa:
Originally posted by sparkius:
It would be easier to have a specific forum for suggestions and have a small overview with a link in this thread. Also for rhino horns every animal but pack memebers
I'm not entirely sure what you mean by that, but I added the rhino horns bit.

What i mean is make a sub forum in the disscusion (accesable from the side) and every one puts suggestions there and in said forum there would be a pinned thread. In the thread there would be an overview of the suggestion and a link to it
leydaa Oct 9, 2016 @ 11:59pm 
Originally posted by PurpleTartan:
I would like to see more variety with fur/eye colour. Black fur and maybe red or yellow eyes? Also maybe some different style of manes for the males? :)
Added the colours! What slot would mane style be in? Would it have it's own slot? And if so, what functionality would it have?
leydaa Oct 10, 2016 @ 12:01am 
Originally posted by sparkius:
What i mean is make a sub forum in the disscusion (accesable from the side) and every one puts suggestions there and in said forum there would be a pinned thread. In the thread there would be an overview of the suggestion and a link to it
Well I can't make a sub forum, I think the devs need to do it. Also a lot of people don't use the sub forums at all, both bug reports and feedback all end up in the general forum, so I don't think anyone would end up using it sadly..
Sparkius Oct 10, 2016 @ 2:11am 
Well lets hope this gets pinned and you can add links to the suggestion they come from
Sparkius Oct 10, 2016 @ 2:15am 
also for winter fur i guess it could increase camoflague
leydaa Oct 11, 2016 @ 4:32am 
Originally posted by sparkius:
Well lets hope this gets pinned and you can add links to the suggestion they come from
I hope so, that'd be really useful
laura29123 Oct 11, 2016 @ 11:06am 
I suggest medicinal plants, like plant you can collect and use as a medicine when needed, can be stored like food. Maybe it would work better if it desapears when collected and rarely regrows in different places.
CABS Oct 11, 2016 @ 3:57pm 
Originally posted by leydaa:
Originally posted by CABS:
Regarding the lerger lungs one , it was my alternative to the "fins" suggested by one of the developers as a diving gene, however , diving genes are not going to exist in any time soon , if at all;

The bat wings had cold / heat vulnerability , meaning either one or the other , not both (maybe in game they would have both , but was not what was written.);

Scorpion tail poison would not stack with poison from poison fangs;

"Deer : run slower than rabbits" rabbits don't run , i.e they don't move more than one title at once, but thay can move between your actions and indefinetely , i assume you mean that the deer will not have one of these aspects. "running slower" would mean that they move less tiltes per move , wich makes no sense as the rabbits only move one title;

The night time mechanics would be an option for you creatures to be active during night time , instead of day-time , when you end a turn the day would pass instead of the night , when i suggested it i mean as a purely cosmetic optional change;

I like your initiative to do this list , it may make the facilitate the work of developers and forum posters alike regarding these suggestions, however , you misinterpreted or completely misssed some of the content.

I hope i was helpful. Best of luck
I posted this so others could look over and add/revise, it's very difficult to interpet this many people's suggestions and structure it with consistant terms. What would you like me to put for diving genes and bat wings instead? For the Scorpion tail, someone else suggested that it should stack, so I put that as well. Deer running slower than rabbits was in the original suggestion, I assumed it meant that deers simply move less than rabbits. The night time was suggested by multiple people, with some people suggeting genes that were active during it, like ecolocation, I will add your suggestion though.

Apologies for this delayed answer , for the larger lungs one just edit the part of "increase fishing skill " to "possible diving gene , alternate to guills" or something of that sort.
I understand that these come from many different sources and that its difficult to put them all toghether , i was only trying to point somethings out , but i think i may have sounded a bit rude on that post. Sorry about that too.

I had no idea someone else had said anything about night time genes and whatnot , i only saw that after i posted it.
Dobby Oct 11, 2016 @ 11:09pm 
So because the creatures looks like elvish dogs, even though it might not be beneficial to survival, what about extreme genes like extremely small, or extremely furry? But instead of a 'small' gene you breed for smallness, until your creatures become progressively smaller, until they reach a limit. Like how dog breeds change through generations to become emphasize a trait, instead of simply breeding it on. Same thing with fur length or ear size until it reaches a limit? Or genetic divergence from the original To the point where the diversification of a species makes them incompatible with highly different members like how chihuahuas can't mate with large dog species. Maybe albinism and melanism? It'd be fun to unexpectedly breed albino creatures I reckon.

AND what about behavioural genes? Like hibernation? Introduce seasons so berries could become scarce if the biome doesn't have hardy plants, and you can breed your creatures to gain the hibernation gene and you won't have to feed them through winter. Granted they won't do much through winter, but it'll be a survival characteristic that could mean the difference between survival and extinction in a particularly harsh winter. Or nocturnal behaviour

And what about heat sensitivity? Like how snakes have a heat pit in the mouth. Animal can 'see' heat signatures, identifying if the unseen creature in the grass is large or small, not necessarily friend or foe. e.g large = big body creature or predator, small = prey or lean body creature
Last edited by Dobby; Oct 11, 2016 @ 11:58pm
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