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Post by nornagon on Mar 9, 2004 8:01:46 GMT -5
1. All genes should be kept in a separate script. ie: scrp 1 1 1000 900 doif _P1_ eq 'mutate' gsub mutate elif _P1_ eq 'somethingelse' gsub somethingelse ... endi 2. Should there be a fixed or mutable mutation chance? 3. Maybe change the sprites to greyscale for purposes of genetic tinting 4. We need to come up with a full list of genes. If these things work, they could be as much or more fun than sharklings! So, here's a start. - Gene 1: Tint. This includes:
- ov80: Red tint
- ov81: Green tint
- ov82: Blue tint
- ov83: Rotation
- ov84: Swap
- Gene 2: Movement
- ov85: Speed
- ov86: Energy
- ov86: Efficiency
- Gene 3: Food
- ov87: Energy gained from consuming 1 piece of food
- Gene 4: Breeding
- ov88: Breeding speed (how long between each mate)
- Add your ideas!
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Post by Ambershee on Mar 9, 2004 11:59:07 GMT -5
A greyscale sprite can potentially be great for color tinting, but it can also bring you errors. It's up to yourself naturally. The mutation chance, if mutable, is likely to kill itself, so it should probably be fixed, or varied around a fixed value by a certain percentage. There needs to be some kind of breeding surely
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Post by AJ on Mar 9, 2004 13:13:37 GMT -5
Totally greyscale will make them resistant to the "hue" effect (that's why norns never get "green" teeth). But I'm not sure if this is so for the animals tought. We could also make a couple of color variations ourself and say that they are diffrent kind of seadragon (me like that name ^_^) speices (maybe that would be lame?)
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Post by nornagon on Mar 9, 2004 15:32:15 GMT -5
AJ: I reckon that would be lame I don't see why greyscale is not good. We just want them to be able to slowly change colours as they 'evolve'. What errors does it bring?
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Post by Ambershee on Mar 9, 2004 16:39:32 GMT -5
If your not careful C3/DS can randomly start drawing transparencies where one of your hues should be Normally it can be avoided, but it isn't half irritating when it happens.
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Post by Bloggie on Mar 9, 2004 17:38:12 GMT -5
Why should we keep them in seperate scripts when we can keep them in the same script a the breeding script (probably the timer script)? Personaly I really don't like the idea of having the gene mutations in seprate scripts because that meens that we have to figgure out how things like how the speed (commands like inst lock slow...ect, i just don't know the right word) affect things like changing to a different script, does the old script cancel? if it is in a lock or inst state it can't run both scripts at the same time and usually things ARE in inst states becaus eotherwise other objects change your va's.
hum..... Really we could do ethir.... in the flys I made a fixed mutation amount which was: random 1 in 2 chance of mutating at all then, add random number from -2 to 2 to the number. so let me think.... that is a 6/10 chance of each gene not mutating 2/10 chance of mutating alot and 2/10 chance of mutating a bit. Now that I think about it that doesn't really make alot of sense! whatever!! Come to think of it a mutable mutation chance is probably a good idea! then the seahorses can find the right chance themselves through evolution!
Does anyone reading this understand how rotation and swap genes work in creatures? because i don't! If you do plz explain it to me!
As i recall these are the genes I ended up with in the flys: speed up/down speed across breeding time (the same as nornagon's "Breeding speed (how long between each mate)" life length plus a couple others which I have forgotten.
I think the tinting is a good idea.
I noticed that you have the object variable beside each sugested gene, nornagon, is this because you have a list of the ov's in the seahorse or are they just hypothetical? If you do have some sort of list PLZ share it with us because that would make things ALOT easyer
Sorry about missed letters in this post, It is the result of a chain of events: 1.My bro wanted to play Age Of Empires Online 2.I fixed it for him 3. Now he is playing it 4. So i am using my imac. 5. I-macs come with these really crappy keyboards. So I end up using a keyboard that misses every fivth letter i type!
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Post by bloggie on Mar 9, 2004 17:46:28 GMT -5
I also just noticed:
Which remids me that the flys have a section of code all reday to go that would make them go to food when they were more 'hungry' then 'sex-drived'. Oviously then I/we would have to add something that acctually made the fly consume the food when it got near it but that wouldn't be very much work. This code was deactivated in the first place because I wanted to test the 'fly to other flys' code to make sure it worked and wanted to be sure that the reason it wasn't working wasn't that the fly was more 'hungry' and there was no food around (this was in the DS injector room). Also take note that this code has never been tested but IS a allmost-the-same copy of a piece of code that does work. Also the 'food' is changeable. Currently the 'food' is nuts. Anyways the question is (ok, so this IS off the topic of seahorses, the name of the thread) Should this be code be reactivated? AND if it should, what should the flys eat?
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Post by nornagon on Mar 12, 2004 17:47:53 GMT -5
the OV list is purely hypothetical. Though we should list them all.
And, yes. It should. And they should eat special fly food (I don't know!!) ;D
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Post by Ambershee on Mar 13, 2004 11:03:41 GMT -5
Perhaps they should feed off of certain plants in the Biodome. That would be the logical way to do it. You could also have it that they can feed off multiple plants, and each of these plants spawns in different climate conditions. This means that the flies cannot survive in conditions where no food plants are available for munching.
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Liam
Forum Inhabitant
Modeller and coder person...
Posts: 114
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Post by Liam on Mar 13, 2004 17:54:55 GMT -5
That would be cool. Although i just found out the ide when you are in the water script doesn't work very well, if at all.
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Post by Ambershee on Mar 13, 2004 18:05:59 GMT -5
Then it needs some serious refinement doesn't it not ;D?
Perfection of code is what people should strive for. I'm currently re-writing the physics to David Hunter, but when it's done, t'will meet every kinematic specification that I'm aware of!
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Post by theblog on Mar 13, 2004 21:14:40 GMT -5
ok, once we have some boidome plant for them to eat we'll do that, but in the meantime what do I test on? It would need to be something that there would be the same number of per area as the to-be biodome plant and should be relativly easy for us to test on, eg picking up and moving each fly to the norn teranium every time you want to test isn't fun! Of course I could just change the coordinates of where the flys are created...
The die-in-water script doesn't work? that would probably be because we don't actually know the room-value of water! Probably all we would have to do to fix that would be to find the real one. I actually allready knew this because we had the oppisite script (die-when-out-of-water) in the seahorses and they had a different room-value. SIDE NOTE: neither of these 'scripts' are 'scripts' in the CAOS they are just chunks of code within the timer scripts.
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Post by Ambershee on Mar 14, 2004 7:08:14 GMT -5
I'd just port them into the same terrarium u tested the seahorses in, it's probably better that way as the water room values are already known to you. They could feed off of practically anything in theory, so I'm sure you'll find something. As to the Biodome plant that they feed off - as an expanded thought, why not have them feed off of the mobile plant beastie that's been worked on? The beastie itself could remain mostly unharmed, and the planty bits on it's back can regrow given time. I think that would work well
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Post by theblog on Mar 14, 2004 9:09:18 GMT -5
Actually, the seahorses havn't been test yet, mostly because we don't need to test them because we allready know they don't work! lol
As it is we don't know if the seahorses have the right room-value ether.
Goo idea with the fls feeding off of the bestie thing though!
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Post by Ambershee on Mar 14, 2004 12:42:43 GMT -5
lol. It's probably about time to find out. I'm sure it wouldn't take too much effort to work it out.
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