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| Organ Design | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Organ Design Tue Mar 13, 2012 10:18 pm | |
| In Thrive, the placement and connection of organs has already been pretty much set in stone (see the OE). Since it's been quite slow around here lately (which is partially a good thing, because it means we've figured out most of the game) I think it's time that we get to do some fun game design stuff, which includes designing different organs for organisms within the game. Organs usually won't be seen (most of them will be internal), but that's what makes them so fun- you can give them lots of different attributes without affecting the outside appearance of the organism. A few categories of organs exist: Circulatory- control the flow of liquids in the organism Respiratory- control the flow of gases in and out of the organism Digestive- control the flow of nutrients through the organism Reproductive- allow the organism to reproduce Nervous- the brain, nerves, and sensory organs, which we can discuss more in depth here. We're going to be making up rules and attributes for these systems as we go, so get cracking. ORGAN SUBMISSION TEMPLATE
ORGAN NAME System: Description: Use: Details:
Last edited by ~sciocont on Fri May 11, 2012 6:23 pm; edited 3 times in total | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Fri Mar 16, 2012 5:59 pm | |
| APPROVED ORGAN LISTCirculatoryMoves fluids around through the organism RespiratoryMoves gases into and out of the organism. - Simple External Gill:
Performs gas exchange in liquid water- rests on the outside of the organism.
Exchanges gas with 50 to 80 percent efficiency- this efficiency can be adjusted, there is no consequence for adjusting efficiency. More gill segments means more gas total is exchanged
- Simple Internal Gill:
Performs gas exchange in liquid water- rests on the inside of the organism.
Exchanges gas with 50 to 80 percent efficiency- this efficiency can be adjusted, there is no consequence for adjusting efficiency. DigestiveProcesses foods and excretes wastes. ReproductiveCreates gametes and all of the gear needed to make more organisms NervousSends immediate signals throughout the body, to and from a control point. Connects sensory organs together. - Ganglia[b:1159:
"]Ganglia are clumps of nerves that act as hubs for nervous communication. They can be shaped (using metaballs) and placed anywhere inside the body.
- Brain:
A brain is an advanced nervous clump that maintains many connections, usually with all parts of the body. They can be shaped (using metaballs) and placed anywhere inside the body, though it is advisable to put them in a protected space in the anterior of the body. PeripheralOrgans that aren't quite necessary- poison glands, bioluminescent areas, etc - Gland:
A gland is a secretory organ that produces some desired substance- a poison, acid, emulsifier, lubricant, etc. An endpoint for its products must be specified when it is made, whether that endpoint is the entire skin or a single tooth. Its products can be edited as can the amount and timing of production. GeneralSacs, tubes, pumps, etc. that aren't specifically aligned with any certain system. - Bladder:
A muscular sac that can be filled with fluids. Can be connected to many other systems to hold digestive waste gases, air, respiratory waste gases, water, blood, anything really. Since it has muscular walls, it can often squeeze to condense gaseous contents- this would be how one would create a swim bladder. APPROVED SKIN & DETAILS LISTHere are the various body coverings and detail parts that can be placed on the outside of a creature.
Last edited by moopli on Wed Nov 26, 2014 7:16 pm; edited 4 times in total (Reason for editing : am bored, did some formatting) | |
| | | lbrewer Newcomer
Posts : 56 Reputation : 2 Join date : 2011-11-04
| Subject: Re: Organ Design Mon Mar 19, 2012 1:21 am | |
| Respiratory - Simple Lung Places Oxygen (or other vital gas) into the organisms blood stream.
Requires nasal cavity or mouth to work. Lung size can be adjusted -bigger lung = more endurance/stamina but more food/water needed -smaller lung = less endurance/stamina but less food/water needed | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Mon Mar 19, 2012 5:17 pm | |
| - lbrewer wrote:
- Respiratory - Simple Lung
Places Oxygen (or other vital gas) into the organisms blood stream.
Requires nasal cavity or mouth to work. Lung size can be adjusted -bigger lung = more endurance/stamina but more food/water needed -smaller lung = less endurance/stamina but less food/water needed That sounds great. Add that it should be internal. | |
| | | Guest Guest
| Subject: Fire breathers Sat Apr 21, 2012 5:20 pm | |
| I just watched something interesting. A documentary on dragons. If you are interested in that, you can see part 1 here: https://www.youtube.com/watch?v=UovE4fMNwiQ&feature=relmfu If you want to cut to the chase, you need only read on. All animals have bacteria in our stomachs which produce gas from food, what if special bacteria could be in a creatures stomach that produce hydrogen gas from food. the hydrogen then goes to storage sacs in the creature. It could be used to help (but not immediately allow) large creatures to fly, but also is very flamable. The creature could also hunt down platinum deposits and chew (I guess) on the platinum to meld the platinum onto the teeth. Suppose the creature had an almost armored mouth and a valve over its trachea like a crocodile (crocodiles use it so their lungs don't flood when hunting underwater); and some way to vent the hydrogen out of its mouth. it could vent the hydrogen and cover its trachea with the valve so it wouldn't burn its lungs. When the platinum comes in contact with the hydrogen, the hydrogen ignites and voila! a fire breather! so what do you guys think? according to the documentary, its a completely logical ability. |
| | | penumbra espinosa Learner
Posts : 139 Reputation : 5 Join date : 2010-09-10 Age : 32
| Subject: Re: Organ Design Sat Apr 21, 2012 6:49 pm | |
| let me guess......Discovery Channel's Dragons?.......i think its possible to do, but im not an expert in how Thrive works, guess this people have it covered already.... | |
| | | Guest Guest
| Subject: Re: Organ Design Sat Apr 21, 2012 8:37 pm | |
| - penumbra espinosa wrote:
- let me guess......Discovery Channel's Dragons?.......i think its possible to do, but im not an expert in how Thrive works, guess this people have it covered already....
I believe it was called "dragons a fantasy made real" first aired on animal planet, possibly discovery channel afterwards. Also, the game is still in concept so as long as an idea is realistic, and possible to code, it's acceptable I guess. |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Sat Apr 21, 2012 9:35 pm | |
| | |
| | | Guest Guest
| Subject: Re: Organ Design Sat Apr 21, 2012 9:39 pm | |
| - ~sciocont wrote:
- Please take this to Organ Design.
Sorry, about that, wasn't sure where to put it. |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Tue Apr 24, 2012 6:22 pm | |
| - Gryphogrox wrote:
- ~sciocont wrote:
- Please take this to Organ Design.
Sorry, about that, wasn't sure where to put it. Continuing: This organ is definitely a specialized one, and would have to be a sac attached to the digestive system and an orifice of your choosing. | |
| | | Guest Guest
| Subject: Re: Organ Design Tue Apr 24, 2012 8:13 pm | |
| - ~sciocont wrote:
- Gryphogrox wrote:
- ~sciocont wrote:
- Please take this to Organ Design.
Sorry, about that, wasn't sure where to put it. Continuing: This organ is definitely a specialized one, and would have to be a sac attached to the digestive system and an orifice of your choosing. The orifice would also need a catalyst and some muscles would be needed to hold in the hydrogen. |
| | | Holomanga Newcomer
Posts : 83 Reputation : 3 Join date : 2012-04-01 Age : 26 Location : Earth
| Subject: Re: Organ Design Wed Apr 25, 2012 4:25 pm | |
| Digestive - Stomach Stomach will convert food into a form usable by gut
Digestive - Gut Each n length of gut will absorb a certain amount of nutrients from eaten food. Must be attached to the stomach at one end and an orfice at the other
Propulsive (?) - Salt Concentrator Is required for osmotic movement (see Robert A. Freitas' Xenology, section 11.3.1)
Are these any good?
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| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Organ Design Wed Apr 25, 2012 4:57 pm | |
| Brain: A complex centre of conscience required for complex functions [to be added in the behaviour editor].
Nervous system: Nerves (branching away from the brain(s) if present) which can quickly active a pre-programmed response to stimuli, can act as a safety system if closer to an area than the brain. Additionally, carries signals to and from the brain to more distant parts of the body.
*Disused*: A property applied to organs not used regularly to give auto-evo the signal to gradually weaken and remove the organ if use doesn't resume. [Can be used in editor to allow a 'regression' slider to make an organ with this process underway]
Is the last one okay? Would it be good to have this sort of thing as apply-able in the editor, or would the slider be present for every organ? As a feature that likely won't be used other than for a 'realistic' effect, it may be best to make it optional... | |
| | | Guest Guest
| Subject: Re: Organ Design Wed Apr 25, 2012 4:59 pm | |
| - Holomanga wrote:
- Digestive - Stomach
Stomach will convert food into a form usable by gut
Digestive - Gut Each n length of gut will absorb a certain amount of nutrients from eaten food. Must be attached to the stomach at one end and an orfice at the other
Propulsive (?) - Salt Concentrator Is required for osmotic movement (see Robert A. Freitas' Xenology, section 11.3.1)
Are these any good?
Well, stomach is, but a gut is the same thing as a stomach, the stomach should perform both the function you gave it and also the gut's function. I've never heard of a salt concentrator, I don't think one is necessary for osmotic movement, but I'm no scientist so I'm not sure. |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Organ Design Wed Apr 25, 2012 5:06 pm | |
| - Gryphogrox wrote:
- Holomanga wrote:
- Digestive - Stomach
Stomach will convert food into a form usable by gut
Digestive - Gut Each n length of gut will absorb a certain amount of nutrients from eaten food. Must be attached to the stomach at one end and an orfice at the other
Propulsive (?) - Salt Concentrator Is required for osmotic movement (see Robert A. Freitas' Xenology, section 11.3.1)
Are these any good?
Well, stomach is, but a gut is the same thing as a stomach, the stomach should perform both the function you gave it and also the gut's function. I've never heard of a salt concentrator, I don't think one is necessary for osmotic movement, but I'm no scientist so I'm not sure. Gut = Intestines, at least in this case. However: By definition, gut is the stomach or belly (defined as lower body, containing stomach and bowels). Also is the fibre made from intestines used in strings. (i.e. not the intestines themselves) | |
| | | Guest Guest
| Subject: Re: Organ Design Wed Apr 25, 2012 5:09 pm | |
| - The Uteen wrote:
- Brain: A complex centre of conscience required for complex functions [to be added in the behaviour editor].
Nervous system: Nerves (branching away from the brain(s) if present) which can quickly active a pre-programmed response to stimuli, can act as a safety system if closer to an area than the brain. Additionally, carries signals to and from the brain to more distant parts of the body.
*Disused*: A property applied to organs not used regularly to give auto-evo the signal to gradually weaken and remove the organ if use doesn't resume. [Can be used in editor to allow a 'regression' slider to make an organ with this process underway]
Is the last one okay? Would it be good to have this sort of thing as apply-able in the editor, or would the slider be present for every organ? As a feature that likely won't be used other than for a 'realistic' effect, it may be best to make it optional... That last part is genius in my opinion, perhaps it should be how often the player or the game uses that in a situation where it is supposed to be used, for example, a defensive organ not used in a situation where a creatures life is threatened will be more likely to weaken, so since organs like stomachs are always used when a creature eats, it wont weaken and ultimately be removed if the creature is starving. |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Wed Apr 25, 2012 7:14 pm | |
| - Gryphogrox wrote:
- The Uteen wrote:
- Brain: A complex centre of conscience required for complex functions [to be added in the behaviour editor].
Nervous system: Nerves (branching away from the brain(s) if present) which can quickly active a pre-programmed response to stimuli, can act as a safety system if closer to an area than the brain. Additionally, carries signals to and from the brain to more distant parts of the body.
*Disused*: A property applied to organs not used regularly to give auto-evo the signal to gradually weaken and remove the organ if use doesn't resume. [Can be used in editor to allow a 'regression' slider to make an organ with this process underway]
Is the last one okay? Would it be good to have this sort of thing as apply-able in the editor, or would the slider be present for every organ? As a feature that likely won't be used other than for a 'realistic' effect, it may be best to make it optional... That last part is genius in my opinion, perhaps it should be how often the player or the game uses that in a situation where it is supposed to be used, for example, a defensive organ not used in a situation where a creatures life is threatened will be more likely to weaken, so since organs like stomachs are always used when a creature eats, it wont weaken and ultimately be removed if the creature is starving. Great idea, but how do we determine use in a species other than the player. Do we even bother with it? | |
| | | Guest Guest
| Subject: Re: Organ Design Wed Apr 25, 2012 7:38 pm | |
| - ~sciocont wrote:
- Gryphogrox wrote:
- The Uteen wrote:
- Brain: A complex centre of conscience required for complex functions [to be added in the behaviour editor].
Nervous system: Nerves (branching away from the brain(s) if present) which can quickly active a pre-programmed response to stimuli, can act as a safety system if closer to an area than the brain. Additionally, carries signals to and from the brain to more distant parts of the body.
*Disused*: A property applied to organs not used regularly to give auto-evo the signal to gradually weaken and remove the organ if use doesn't resume. [Can be used in editor to allow a 'regression' slider to make an organ with this process underway]
Is the last one okay? Would it be good to have this sort of thing as apply-able in the editor, or would the slider be present for every organ? As a feature that likely won't be used other than for a 'realistic' effect, it may be best to make it optional... That last part is genius in my opinion, perhaps it should be how often the player or the game uses that in a situation where it is supposed to be used, for example, a defensive organ not used in a situation where a creatures life is threatened will be more likely to weaken, so since organs like stomachs are always used when a creature eats, it wont weaken and ultimately be removed if the creature is starving. Great idea, but how do we determine use in a species other than the player. Do we even bother with it? Hm, not sure about that. I was thinking the same principles could apply since the game has to come up with some way for the creature to react, it would just be far more random, but gradually, species who lost useful organs may die off leaving stronger ones to present a challenge for the player as the game goes on. Could that work? |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Wed Apr 25, 2012 7:55 pm | |
| I don't quite understand what you're getting at here- obviously, a species with weak organs is less fit than one with strong ones, but I don't understand how you want to decide if an organ becomes weaker or stronger. | |
| | | Guest Guest
| Subject: Re: Organ Design Wed Apr 25, 2012 8:11 pm | |
| - ~sciocont wrote:
- I don't quite understand what you're getting at here- obviously, a species with weak organs is less fit than one with strong ones, but I don't understand how you want to decide if an organ becomes weaker or stronger.
It's actually really hard to explain, the original idea works I guess. As long as vital organs like the stomach do not disappear. |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Wed Apr 25, 2012 8:21 pm | |
| - Gryphogrox wrote:
- ~sciocont wrote:
- I don't quite understand what you're getting at here- obviously, a species with weak organs is less fit than one with strong ones, but I don't understand how you want to decide if an organ becomes weaker or stronger.
It's actually really hard to explain, the original idea works I guess. As long as vital organs like the stomach do not disappear. obviously, only specialized organs will have this. essential organs can evolve, but disappearance should be impossible. | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Organ Design Thu Apr 26, 2012 10:47 am | |
| An example of how this would be determined in another species would be along the lines of a venom gland made to stun prey, the prey adapts to be resistant, so the gland either changes the poison composition, gets stronger, or gets weaker and eventually disappears if the population isn't affected by this or gets a new weapon to replace it, in which case they will most likely not be using it.
There are range of situations in which an organ could fall into disuse, but I noticed coming up with the example it will probably be quite hard to pinpoint all the situations or make a program that can work out when an organ should be disused... This is like evolution all over again... In fact, it's evolution backwards... It could even be the most powerful enemy we've ever faced, and could plunge us all into oblivion... Tricky... | |
| | | Guest Guest
| Subject: Re: Organ Design Thu Apr 26, 2012 3:33 pm | |
| - The Uteen wrote:
- An example of how this would be determined in another species would be along the lines of a venom gland made to stun prey, the prey adapts to be resistant, so the gland either changes the poison composition, gets stronger, or gets weaker and eventually disappears if the population isn't affected by this or gets a new weapon to replace it, in which case they will most likely not be using it.
There are range of situations in which an organ could fall into disuse, but I noticed coming up with the example it will probably be quite hard to pinpoint all the situations or make a program that can work out when an organ should be disused... This is like evolution all over again... In fact, it's evolution backwards... It could even be the most powerful enemy we've ever faced, and could plunge us all into oblivion... Tricky... In some instances the organ could stay but serve no purpose like a human appendix. |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Organ Design Thu Apr 26, 2012 5:18 pm | |
| Exactly, but how do we determine misuse? | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Organ Design Fri Apr 27, 2012 6:23 pm | |
| *mystified silence*
If every organ stayed when not used we could end up with organisms growing many more appendix-like useless organs, and end up wasting food which could be used for useful growth... That's why we don't still have gills, or fur...
I suppose simulating everything happening in the galaxy isn't an option? Unlikely...
*mystified silence returns* | |
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