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 Migration

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YourNeighbor
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PostSubject: Migration    Tue May 03, 2011 5:17 pm

In the game will you be able to migrate. For example
going north for the summer/south for the winter
swimming up river to spawn/lay eggs like salmon
following the food?
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mike roberts
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PostSubject: Re: Migration    Tue May 03, 2011 5:55 pm

yes it won't be mandatory but if you played spore you eventually no matter what had to migrate. some migrations as you said are not needed for the species survival i mean following prey that is needed for but lets just say the prey stayed because good weather that means the predator will stay what im trying to say is that if the flightless bird your creature hunts migrates south for the winter and one time they don't go because of weather climate change i don't know btu you are able to stay because you dont go because the climate you goo because your prey goes get what im saying .
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Poisson
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PostSubject: Re: Migration    Tue May 03, 2011 7:27 pm

So how will we recreate annual migrations? Will this just be a result of the BE or will it be controlled by the player, and how will it work for NPC(O?)s?
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The Uteen
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PostSubject: Re: Migration    Wed May 04, 2011 10:55 am

Poisson wrote:
So how will we recreate annual migrations? Will this just be a result of the BE or will it be controlled by the player, and how will it work for NPC(O?)s?

Ideas

NPCs & Recreation
Seasonal hotspots. ie. the game populates one species according to the season.
Maybe accompanied by seasonal niches. ie. Each season, a niche is opened up/closed, according to the migration. Could be filled by hibernating creatures, or creatures that move in to other migrators' niches.

Same species NPCs & Player involvement
The NPCs should be programmed to migrate when the average player would find that a sensible thing to do. Assuming player sensibility.
The player should see the others leaving together in one direction and follow. Or faces the consequences of not migrating - facing the climate.
If they do face the consequences of staying and survive regularly, others should begin to stay too.

I'm afraid this doesn't include migration to birthing grounds. It's specific, but might be adaptable.


Last edited by The Uteen on Wed May 04, 2011 11:01 am; edited 2 times in total
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Mysterious_Calligrapher
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PostSubject: Re: Migration    Wed May 04, 2011 10:59 am

*Head hits desk*
Dangit, now we've got to program movement patterns seasonally into some multi-biome niches, and leave others alone.

Hmmm... All right, for now, three niche classifications.
1) Sequestered: stays in one biome and doesn't get out much. Also, more fitting the smaller the organism, which might even live in a micro-system.
2) Transcendent: lives in multiple biomes, taking resources out of many and giving back to many. For example, something like the rabbit or deer, which can live in the woods or meadow, eating food resources from both, and being prey to creatures from both.
3) Migratory: Some stage/seasonal trigger (Non-availability of a resource in one area) will trigger their trek to another. For example, conditions are bad for monarch butterflies in the winter in the northern part of the US, so they fly south. (Seasonal removal: shelter resource) Or, for another example, whales go to a certain ocean area to breed. (New Cycle necessity, tagged to season/age: Breeding grounds.)

Sound good to all of you? The tags are rough and dirty, but I do like my tags...
*Note - as NPC's have niches as well, this will take care of them, assuming they're all tagged to the proper resources and stuff. Of course, once you change your species behavior, you will, as Uteen said earlier, either a) die or b) adapt to a migrationless state, finding your resource more locally.
The more important the resource to your species continuation, the stronger the migration drive and the harder to change it, I feel. Geese, for example, do not all migrate - their food resources are now available in the winter in northern climes which they used to abandon. Eventually, they may not fly south at all.

Oh, Hai, post buddy Uteen! Similar minds, no?

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specialk2121
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PostSubject: Re: Migration    Wed May 04, 2011 8:00 pm

Mysterious_Calligrapher wrote:
*Head hits desk*
Dangit, now we've got to program movement patterns seasonally into some multi-biome niches, and leave others alone.

Hmmm... All right, for now, three niche classifications.
1) Sequestered: stays in one biome and doesn't get out much. Also, more fitting the smaller the organism, which might even live in a micro-system.
2) Transcendent: lives in multiple biomes, taking resources out of many and giving back to many. For example, something like the rabbit or deer, which can live in the woods or meadow, eating food resources from both, and being prey to creatures from both.
3) Migratory: Some stage/seasonal trigger (Non-availability of a resource in one area) will trigger their trek to another. For example, conditions are bad for monarch butterflies in the winter in the northern part of the US, so they fly south. (Seasonal removal: shelter resource) Or, for another example, whales go to a certain ocean area to breed. (New Cycle necessity, tagged to season/age: Breeding grounds.)

Sound good to all of you? The tags are rough and dirty, but I do like my tags...
*Note - as NPC's have niches as well, this will take care of them, assuming they're all tagged to the proper resources and stuff. Of course, once you change your species behavior, you will, as Uteen said earlier, either a) die or b) adapt to a migrationless state, finding your resource more locally.
The more important the resource to your species continuation, the stronger the migration drive and the harder to change it, I feel. Geese, for example, do not all migrate - their food resources are now available in the winter in northern climes which they used to abandon. Eventually, they may not fly south at all.

Oh, Hai, post buddy Uteen! Similar minds, no?

sounds good to me
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