|
Post by Longisquama on Dec 28, 2016 16:13:57 GMT
I have a problem with the default screen resolution : It is almost imposible playing the game like this. Also, the game crashed after exiting the editor in the tutorial:
|
|
|
Post by Longisquama on Nov 21, 2016 4:51:13 GMT
I belguming love this.
|
|
|
Post by Longisquama on Nov 17, 2016 16:42:26 GMT
|
|
|
Post by Longisquama on Nov 11, 2016 23:37:23 GMT
Nobody else has love for thyreophora? Ankylosaurus is really cool. Therizinosaurus and yi were close, though.
|
|
|
Post by Longisquama on Oct 26, 2016 9:09:40 GMT
Not much of an artist, but I liked the idea, so here is mine:
|
|
|
Post by Longisquama on Oct 23, 2016 22:30:08 GMT
What will determine the quantity of sleep a creature needs? Brain complexity? Diet? Goats? Other? That is an interesting question : I have looked at some graphs like this, and i don't see many patterns, sleep hours seem to not correlate much with size, brain complexity or diet . Although it kinda looks like herbivores and big animals sleep less? I don't know.
|
|
|
Post by Longisquama on Oct 20, 2016 10:11:01 GMT
In fact, I think it would be cool to try to survive in a dying world, after the sun has ran out of hydrogen. Plants die, but you could adapt to survive in hydrotermal vents for a time... until the oceans freeze.
Although, I guess it is difficult to survive to that point, as, the less hydrogen is left, the more bright the sun becomes. So temperatures would increase to unbearable levels, and then they would drop to near 0 k...
It would be probably impossible, but to see how long can you survive can be still a fun challenge.
|
|
|
Post by Longisquama on Oct 17, 2016 14:00:58 GMT
I think multicellular starts as just some cells atached to each other, and for all early multicellular the game is still in 2D and you can edit your cells to make specialized types, and add more cells to your creature. Eventually, you become so big that instead of adding more cells, you add tissue make of a particular type of specialized cell, or maybe a tissue that is make of a mix of some specialized cells, and the game become full 3D. In the late multicellular you can even add entire organs. The transition to aware would be when you start to have a centralized nervous system ( like a primitive brain) so on Earth maybe the first chordates (like pikaia or maybe haikouichtys) would make the transition between multicellular and aware.
Personally, I would change the boundary between those stages to when you have so many cells that you pass to add tissues instead of cells, and when the game becomes fully 3D, as I believe that stages should mark big changes of gameplay. In the current plan early and late multicellular are radically different, while there isn`t really any noticeable change between multicellular and aware.
|
|
|
Post by Longisquama on Oct 13, 2016 16:20:31 GMT
You're all banned! Anyone who even thinks about underwater civilisation is banned. But I guess that means I'm banned too Seriously though it looks like, from this page, there's two real adaptations you need to make to get onto the land. 1. "The lung/swim bladder originated as an outgrowth of the gut, forming a gas-filled bladder above the digestive system." So basically you need to make an air pocket inside your creature. Possibly to help with buoyancy (I tried really hard to spell that right first time, failed ). 2. You need to make a passage to open this organ to the air, so you can use the oxygen in the air which is easier to get at than the oxygen in the water. No love for tracheal breathing? ( like in insects)
|
|
|
Post by Longisquama on Oct 12, 2016 1:01:38 GMT
Pili in Eukaryotes should be inside LAWK :-P
|
|
|
Post by Longisquama on Oct 8, 2016 21:52:33 GMT
That's not hypocritical, just inconsistent. The idea is you start with mitochondria and can add mitochondria in the editor, but assimilating bacteria in the environment gives you extra ones for free. It would be awesome to start without mitochondria, with only glycolisis to make ATP. That way the game would reflect better our current understanding of eukaryote evolution, and we cold experience it in its totality.
|
|
|
Post by Longisquama on Sept 27, 2016 10:22:01 GMT
Right but had the cards been dealt differently, Eukaryotes could have pili as well no? Also what do micronemes and rhoptry do because I've never heard of those before :0 They are secretory organelles that are used in some protozoa, such as plasmodium, to damage other cells. So they could work like injection pilus. The micronuclei, presented in protozoa like paramecium, could work similarly to sex pilus. Contractile stalks, such in vorticella, could work as grapple pilus. Not sure if there are equivalents to stab and straw pilus. I understand that even if pilus haven't evolved in eukaryotes, similar structures could have evolved. I just don't like the idea of people playing this game leaving it thinking that pilus are structures that eukaryotes have. So I wouldn't name them that.
|
|
|
Post by Longisquama on Sept 26, 2016 17:15:43 GMT
Normally I would agree with naming each individual part it's own thing (I'm still for vacuoles to be named vesicles since it's more general), but in this case, I don't really get the point. Is there any rule barring Eukaryotes from having pili? It might make the game more simple, but not entirely unrealistic. Also, rhoptry, micronuclei, and micronemes aren't related to pili at all. The definition of pili says they are in bacteria. And those organelles are not related to pili, but could accomplish the same functions.
|
|
|
Post by Longisquama on Sept 26, 2016 10:58:58 GMT
I'm not 100% familiar with the planned future features of Thrive, but here's my two cents (although this doesn't address the issue of how the game would recognize when a certain cell qualifies as a certain tissue type). I think each stage's editor should retain the editor of the previous stage. So in Multicellular you would still use the cell editor to upgrade cells and create new ones, and now you would also have the tissue editor to arrange cells to create tissues. In Aware stage you would no longer have access to individual cells, but you would still use the tissue editor to upgrade tissues and create new ones, and the "parts" editor becomes available. In Awakening you get the parts and tools/techology editors (or something along those lines), and so on. So anyway, in Multicellular stage you'd start with a colony of your cell from the Microbe stage and whatever cell you've binded to. The cell editor gets a few new features: - A list of all your cell designs (only one or two at the start). Select one in the list to spend MP in the same way as before.
- A list of all the tissue types as described earlier in this thread. This will give you the information on what is required to create the tissues recognized by the game.
- Create a new cell design, starting from one of your existing ones.
And now the player has access to the tissue/organism editor where they can organise groups of cells in more or less the same way as organelles in the cell editor (but 3D). I'm not sure if your creature is supposed to have actual parts like legs, organs, etc. at this point. If so, this new layer of the editor should also have a list of parts which you can edit and use to design your organism. In awakening times slows down so evoultion is not able to change your creature anymore, or only in a very limited way (a coupple mutation points each million years?). The organism editor would be limited to as much change as there is between australopithecus and us, or even less. For the rest, I think it is a good idea. Although no editors should become inaccesible from society on
|
|
|
Post by Longisquama on Sept 26, 2016 10:08:53 GMT
Morality is kind of arbitrary, but unlocking more powerfull abilities as you progress seems like a great idea to me.
|
|
|
Post by Longisquama on Sept 26, 2016 9:46:04 GMT
That is true, although I think it is worthy, as it contributes to people learning more about science.
|
|
|
Post by Longisquama on Sept 26, 2016 0:09:57 GMT
For example this wikipedia page says "Ciliophora, or ciliates, are a group of protists that utilize cilia for locomotion. Examples include Paramecia, Stentors, and Vorticella. Ciliates are widely abundant in almost all environments where water can be found, and the cilia beat rhythmically in order to propel the organism. Many ciliates have trichocysts, which are spear-like organelles that can be discharged to catch prey, anchor themselves, or for defense." and it links to this page.
So it seems that it's not unreasonable. I did not know that. But, in that case, I would name them trichocysts, to remain as scientific as possible. And in wikipedia there is no reference at all of pilus in eukaryotes, so I would replaced the proposed types (sex, stab, grapple, injection, straw) for real organelles in real life eukaryotes, such as trichocysts, micronemes, rhoptry or micronuclei.
|
|
|
Post by Longisquama on Sept 21, 2016 22:35:41 GMT
Are there pilus in Eukaryotes in real life? Because if there are not, maybe we shouldnt add them to the game, as it tries to remain scientific. I ask this because I have only heard of them in bacteria.
|
|
|
Post by Longisquama on Sept 2, 2016 0:12:45 GMT
All of the above coming from the assumption that organelles improvements will be a thing.(I saw it in the dev forum, but ...?)
|
|
|
Post by Longisquama on Sept 2, 2016 0:10:47 GMT
It would be really cool if the new organelles and structures were obtained after certain improvements of existing organelles in the original cell, which could be even unlocked in microbe stage, but not really functional. For example, maybe myosin fibers could be an improvement unlocked in the Endoplasmatic Reticulum ( as it is the organelle that we have more closely related to protein production?). Maybe the neurotransmitters producers are an evolution of the agent producer (maybe neurotransmitters are an agent?). That would imitate real evolution, and more or less how it really happened in real life.
|
|