deviant ART

[x]

Scrap that - next topic

Journal Entry: Thu May 8, 2008, 4:02 AM
Ok, the game I made up was not a success... and to be honest I do understand why. Just too long, too drawn out and rather tedious.

A while ago (about... half a year ago...?) I started another project. I was basically designing evolutionary pathways from one common ancestor - the Acanthostega, an early four-legged, fish-like vertebrate. 360 million years ago it's thought that there were several species of tetrapod, and that any one of them may have been the ancestor of all terrestrial vertebrates alive today.

However, imagine that 360 mya, the universe split in to two parallel universes. In one of these universes, life evolved as we see it to have from the amphibians, to the synapsids and reptiles, to the dinosaurs, mammals, birds, and us... that's our universe. In the second universe, the fictional universe, a freak disaster wiped out all of the early tetrapods, except one small lonesome species, acanthostega.

In the fictional parallel universe, acanthostega is the only surviving candidate for vertebrate terrestrialisation. Thus the evolutionary paths of its descendants may be unlike any of the animals we are familiar with - past or present - or there might arise some striking similarities.

I make sure that they all have a location on the world map, for predatorprey interaction. I'm using some estimations of what the maps may have looked like a long time ago. I chose acanthostega frankly because it had the most complete skeleton I could find.

I will soon be uploading some pictures, I won't post every single species because there are too many. So far working on: 359.2 million years ago.

  • Mood: Neutral

Phylum - evolution game

Journal Entry: Tue Apr 1, 2008, 2:43 AM
:::::Introduction:::::

A strategy game where your army of creatures compete for dominance over the world by attacking your opponent's species and evolving your own to become the dominant phylum on the planet! There is no pressure to commit - you can leave the game at any time, your creatures will still continue to inhabit their areas until another player affects them.

To understand how to take part, please click here to read the instructions.

:::::Game stats:::::

[ 1/4/08 Continental drift has occurred. Check to see if your creatures are still surviving in their new climates. ]

[ 25/3/08 I've decided to completely re-write the instructions so please have a look at them, there's a lot of new ones. They might take a bit longer than 5 minutes to read but they're not that bad ;) Since the rules have changed so much (and settled on a much better system) then I'm afraid the game will have to start again. If any of the players decide to join this time round from last time they're free to use the same creatures, of course. ]

Click here to view the world map.

Players:

~Amoeba-like-thingy
~R3D-R

:::::Areas inhabited and their fauna:::::

:::::::::: G , 21 - Desert ::::::::::

Gael-Ra (~R3D-R)
Attack: 3
Defence: 3
Agility: 1
Size: 5
Intelligence: 2
Habitat: Optimum (secondary: open plain)
Terrain: Terrestrial and sub-terrestrial
Feeding type: Omnivore

:::::::::: I , 21 - Open plain :::::::::::

Flying Gael-Ra (~R3D-R)
2 creatures
Attack: 2
Defence: 2
Agility: 2
Size: 3
Intelligence: 2
Habitat: Optimum (secondary: desert)
Terrain: Arboreal
Feeding type: Omnivore

:::::::::: H , 21 - Desert ::::::::::

Gael-Ra (~R3D-R)
2 creatures
Attack: 1
Defence: 1
Agility: 1
Size: 5
Intelligence: 2
Habitat: Optimum (secondary: desert)
Terrain: Terrestrial and sub-terrestrial
Feeding type: Omnivore

:::::::::: J , 15 - Shallow sea ::::::::::

Rilosc (~Amoeba-like-thingy)
Attack: 2
Defence: 5
Agility: 3
Size: 3
Intelligence: 2
Habitat: Optimum (secondaries: open ocean and tropical rainforest)
Terrain: Aquatic
Feeding type: Herbivore

:::::::::: J , 16 - Shallow sea ::::::::::

Rilosc (~Amoeba-like-thingy)
Attack: 2
Defence: 5
Agility: 3
Size: 3
Intelligence: 2
Habitat: Optimum (secondaries: open ocean and tropical rainforest)
Terrain: Aquatic
Feeding type: Herbivore

Armusc (~Amoeba-like-thingy)
Attack: 1
Defence: 8
Agility: 1
Size: 4
Intelligence: 1
Habitat: Optimum (secondaries: open ocean and tropical rainforest)
Terrain: Aquatic
Feeding type: Omnivore

:::::::::: J , 17 - Shallow sea ::::::::::

Lefolusc (~Amoeba-like-thingy)
2 creatures
Attack: 1
Defence: 5
Agility: 1
Size: 2
Intelligence: 1
Habitat: Optimum (secondaries: open ocean and tropical rainforest)
Terrain: Aquatic
Feeding type: Omnivore

  • Mood: Neutral

Phylum - evolution game, how to play

Journal Entry: Tue Mar 25, 2008, 2:14 PM
:::::Introduction:::::

To return to the game, click here

A strategy game where your army of creatures compete for dominance over the world by attacking your opponent's species and evolving your own to become the dominant phylum on the planet! There is no pressure to commit - you can leave the game at any time, your creatures will still continue to inhabit their areas until another player affects them.

:::::How do I join?:::::

In order to join, you need to make a starter species (only one starter per player to prevent future dominance of a player based on multiple starters). No species in the game are pre-determined - the appearance of the ecosystem will be determined entirely by the players. So what you need to do is design and draw your own species in any way you like, following just two rules for the starter - It must be small and simple (if you're not sure, look at images of small fish, molluscs or insects for some ideas). You will be able to evolve them into bigger, more advanced forms later on.

Once you have it uploaded and ready to go, you can now give it a few stats. Numbered stats should always add up to no more than 10 points for the starter. How you allocate your stats can determine who gets the upper hand in play:

Name: Could be anything, even a number.
Attack: This stat is what you use to attack opponent species. If its higher than your opponent's creature's defence, you can kill it off.
Defence: This stat is what you need to resist attack. If its higher than your opponent's creature's attack, it cannot kill you.
Agility: This stat is what you use to evade attacks. If your agaility is higher than the opponent's, regardless of defence and attack, then you are safe from attack, and you are also fast enough to attack the opponent.
Size: Your creature needs to be within 10 points bigger or smaller than the opponent before you can attack it. Big opponents easily loose small opponents, and small opponents are too small to hurt their foes.
Intelligence: Please read 'habitat' below. See where it says that if your creature is in a secondary habitat, its stats are disabled? Well, that's only if it has 0 intelligence. In secondary habitats, your creature can use its stats up to the value of its intelligence. So if its attack is 10, and its intelligence 5, its attack in a secondary habitat would only have the effectiveness of 5.

These stats don't need any points allocated to them:

Habitat: The world is covered in habitats - ecosystems with their own unique climates and plant-life. They are represented on the world map by coloured areas on the land's surface. A creature of any species can only inhabit 3 types of habitat. In 2 of those 3 habitats its stats are completely disabled, so in short it has only 1 optimum habitat and 2 secondary habitats. Pick wisely which 3 habitats your creature will inhabit.
Terrain: In any habitat there are different places creatures could dwell in - the trees, the ground, the river, etc. Your creature's terrain type will determine which sort of creatures your own creature can attack or be attacked by. For example, a tree-dwelling animal cannot be harmed by an exclusively ground-dwelling animal. So creatures can only attack creatures of the same terrain type.
These are the terrain types:

Terrestrial: Creatures that dwell on the ground.
Sub-terrestrial: Creatures that dwell underground.
Aquatic: Creatures that dwell in water.
Aerial: Creatures that can glide, float or fly.
Arboreal: Creatures that can move in the trees and vegetation.

Your creature can have multiple terrain types but if a few players express concern over another player's species (e.g. a species that is 'terrestrial' but looks like a legless fish) then I will speak in person with that player to find out why. To avoid misunderstandings its encouraged that you explain any unobvious terrain types in the species' description.
Feeding type: Your creature can either be a carnivore, a herbivore or an omnivore.

Carnivore: Carnivores need other creatures within its killing range living in the same tile on the map to be able to survive there (tiles will be explained shortly along with habitats). It doesn't need to actually kill the other creature to survive - it just needs to be on the same tile. The advantage of having a carnivore is that they can use their full attack and size stats in secondary habitats, regardless of intelligence.
Herbivore: Herbivores feed on the vegetation of their 3 habitats - they don't need any other animals living there to feed on, but have no other special advantages.
Omnivore: Omnivores are the first creatures to get wiped out on a tile when that tile becomes overcrowded with creatures, but have the advantage of predators without the dependancy on other species to survive.
Description: Any additional information you would like to add, such as feeding habits and behaviour or notes on terrain.
Starting area: The co-ordinates of your creature's starting position (the map has a grid with tiles - each tile has its own co-ordinates).

The above form is used for any new species you evolve.

::::I've made a creature, what do I do now?::::

Now you're ready to choose an area on the map for your creature to inhabit.

Click here to see the world map - there will always be a world map available to refer to:

As you can see there are coloured areas - these are the habitats. The habitats can be explained as so:

Tundra: Icy deserts, represented by white. Little food or water available, may be covered with deep glaciers.
Conifer forest: Cool seasonal conifer forests, represented by dark teal green. (if anyone doesn't know what a conifer is, its typically an evergreen tree with needle-like leaves and many produce cones)
Temperate forests: Mild seasonal forests with a mixture of deciduous and conifer trees. Represented by a lighter teal green. (if anyone doesn't know what a deciduous tree is, its a tree with broad leaves, many shed their leaves in winter and produce blossoms and fruits)
Open woodland: Areas made up of scattered shrubs and trees, much open space and smaller plants like herbs and ferns. Typically drier, warmer and less seasonal. Represented by light bright green.
Open plain: Open areas of low-lying plants like herbs and grasses, may be accompanied by contrasting seasons of dry and wet. Represented by yellow.
Desert: Hot environments with little rainfall so little plant growth. Bare baked rock and sand is frequent. Represented by orange.
Tropical rainforest: Areas where rain falls almost every day, seasons are hardly evident, and climate is hot and humid all year round. Very lush and tropical, with tall towering deciduous trees with wide bases. Represented by dark deep green.
Tropical swamp: Hot, humid swamp habitats. Land is waterlogged and often flooded, ground is thick with mud and the water is thick with aquatic plants and swamp grasses. May be affected by droughts where the swamp dries up. Represented by a muddy brown/green.
Shallow sea: Areas of sea close to coasts, there may be lush corral reefs and sandy bottoms. Represented by light blue.
Open ocean: Areas of open ocean, wide and deep, with possibly miles between food sources. To those not specialised for oceans, it seems like a deep blue desert. Repreented by medium blue.
Deep sea: May be in deep ocean trenches, areas of sea where the sunlight doesn't reach. It may often be pitch black. Fragments of organic material may snow down from the levels above. Represented by dark blue.
Barren rock: This type of habitat tends to occur where all life has been obliterated by a natural disaster (it will recover with time). This area is represented by gray.

The world map is further seperated by a grid, the x axis in numbers and the y axis in letters. Each tile on the grid can hold a certain number of creatures (see the red numbers). For example, if (2,A) could hold 5 creatures maximum, it could hold for example 2 Frogs, 2 Birds and 1 Mouse. If a new creature sets foot in a full tile, a creature is removed based on priorities (it could even be the new-commer). Here they are:
1) Any creature who's habitat type is not optimal for that tle, they are wiped out.
2) If after step 1 the area is still full, then omnivores are removed.
3) If after step 2 the area is still full, then creatures are removed from biggest first to smallest last until there is room.
You can refer to each tile individually to check what lives there and how many creatures can live there at any one time.

When choosing an area for your creature, you need to ask yourself if it's the right habitat, then decide on which tile to start your creature in, and make those co-ordinates your creature's starting area.

Sometimes there may be changes in the map, and natural disasters can occur. These are chance happenings dictated by a random number generator played every day. The chance of a disaster is average 1 in every 50 These are the environmental and physical changes which can occur:

Meteorite impact: A metiorite smashes into the world. A random point on the map is generated and a random severity (from 1 to 5). The greater the severity, the more tiles around the impact site that get reduced to barren rock, and creatures living there die except those who have barren rock as a secondary habitat. Some tiles may be changed to different habitats, some creatures who are not prepared for those habitat change die. If the impact site is at sea, then the land surrounding is reduced to barren rock.

Greenhouse disaster: Greenhouse gases are released into the atmosphere causing rapid global warming (perhaps from volcanic activity). The severity is chosen at random between 1 to 5. This determines how severely the habitats in the tiles will change.

Ice age: Perhaps due to a change in the world's tilt or solar issues, the world goes into a glacial period. The severity is chosen from 1 to 5 at random. This determines how severely the habitats in the tiles will change.

Continental drift: At random, approximately 1 in every 20 days, the continents will shift ever so slightly - when this is announced check to see which habitats have changed.

:::::Now that I've decided on a habitat, I can start!:::::

You can make strategic moves in order to gain control over the world by posting them. You are limmited to being able to make 5 moves per day, and I will update the game as fequently as I can with everyone's new moves. Here's an explanation on which moves you can make.

Move: You can transport one of your creatures to a new tile. That new tile has to be of a habitable habitat to that creature or it will die. The new tile must also be directly next to the tile the creature is being taken from.
Reproduce: You can select an individual creature and make a new duplicate of it, so you will have more than one creature of the exact same species. The new duplicate will inhabit the same area as its parent, until you make another move to shift it. While this is an almost essential move for the game, use it with caution - if the area is full, the duplication will not be successful if your creature is not fit enough to compete for space (see priorities under world map explanantions).
Kill: In order for your creature to attack an opponent's creature, the opponent's creature must be in the same tile as your own creature and your creature must have the appropriate stats. If your creature's attack for example was 5, and your opponent creature's defence was 4, your creature can kill it. If the oponent creature's defence is 6 however, your creature's attack will fail. You also need to have higher agility than your opponent and be within 10 points bigger or smaller than your opponent.
Adapt: This is the way you evolve creatures - first you select which creature you're going to evolve. In one move, you will only be evolving one creature - not the whole species. Once you have selected your creature, you can decide how you are going to change it for the better. The most noticable change will be the design - how it looks - but once you are done with that there are other aspects you might want to change:

For the following 5 stats you can add a total of 5 new points, but you can swap (1 point per stat) and remove stats too:
Attack: Add more if you need more killing power.
Defence: Add more if you need to defend.
Agility: Add more if you need to be able to attack faster or avoid being attacked.
Size: You can add or remove size points to take advantage of an opponent's size.
Intelligence: Add more if your creature is not doing well in its secondary habitat.

The following stats don't get altered by points:
Habitat: You can change one habitat - you can change one of the secondary habitats or you can swap the primary habitat with one of the two secondary habitats.
Terrain: You can add or remove one terrain type (but you can't remove a terrain if it's the only terrain left that the creature can inhabit).
Feeding type: You can change the feeding type to any other.
Description: The description might change along with the species' design.
Starting area: The new starting area will be the co-ordinates of the creature you chose to adapt.

Because you are only adapting one creature of a species, there may still be members left of the old species, that could be used to evolve again. Because of this, one species can take several different evolutionary paths.

Once you've made your newly evolved species put all of its details on your post so that other players can see them.

:::::I have a question:::::

I'd be happy to answer any questions you have or run you through step by step as you go if you need me to. Just post and ask! :)

To return to the game, click here

  • Mood: Neutral

Old game. See link inside.

Journal Entry: Tue Mar 25, 2008, 2:23 PM
This game is now closed, and has been re-worked. To find the new game, please click here.


------------------------------------


Just a little note: I've been meaning to update with a new species of mine but... ah, I've been dead busy. In fact, I havn't been on the internet much at all. As I can see, I think other people have lost interest too. Oh well. Maybe this game wasn't such a great idea. It really is a bit too complex, isn't it? Too slow as well. Even I'm getting bored with it (admittedly from lack of other participating players). Who knows - maybe this would be a good time to revise it, re-write the rules, etc. Make it simpler, less time consuming. Anyway, it was just to say I'm not dead or anything, and I haven't forgotten about it, just been waiting for other participants.

[Recent request: I would like to ask that if you make your moves, please reply directly to the journal entry and not your own post. I won't bug anyone about it but I might accidentally miss your moves, at least if I can see them in my inbox then I definately know you've made them, and then I can add them in. :)]

Anyone can join at any time. It is a competitive game (well, not if I'm the only one playing so if you're interested please join!), but sort of an experiment on creativity mixed with adaptation.

:::::Introduction:::::

This thread is a game centered on designing your own creatures by evolving them. You must compete with your opponents to design the strongest, fastest, and smartest creature and eliminate your opponent's species. You can do so in a real-time environment, with mass extinctions and climate changes (random events).

This is a game, and is not intended to reflect any real life theories on evolution.

:::::Tutorial:::::

The game runs in rounds - periods of one week (real-time) in which the player can execute a set of moves (5 moves per week). The player commands a set of 'creatures' which represent one population of animals living in a particular area on the map. The player can move them, in doing so helping them multiply, they can attack opponent species, and they can evolve a population - design a new species. Each of these tasks takes up one move.

New players get 2 weeks immunity to attacks as they establish some ground.

-----World map:

[link]

The world map is seperated into areas, which are the habitats. Some habitats may be split into seperate areas, whether they are found on more than one place on the map, or a red line cuts through them at sea, and they are treated as seperate habitats. Red lines represent sea temperature boundaries, the 4th and 5th down representing the tropics, and the top representing the edge of an ice cap. Populations of different species, from different players, can occupy one single area, but there are set numbers of populations per species can occupy an area. Each area is numbered.

Each area is a habitat. It represents the flora, fauna and climate of that part of the map. The jagged shapes pointing upwards are mountain ranges. Numbers in brackets below show how many creatures of one species can inhabit that particular habitat. There are 10 habitat types. These are:

1) Deep sea: Darkest blue parts of the sea. These are deep trences and oceans where little or no light reach, strange aquatic fish and crustaceans go by touch, smell or bear bulging eyes to detect any of the little light available. [2]

2) Open ocean: These are the medium blue areas of deep saltwater, they can appear like voids stretching onwards and downwards as far as the eye can see. Aside from the odd school of ocean fish and the plankton in the water, there is little obvious life out here. [10]

3) Shallow sea: The lightest blue areas of sea. They aren't usually too deep, and they can harbour reefs where many corrals, fish, crustaceans, worms, sponges and other animals thrive, particularly towards the tropics and less so towards the poles. [3]

4) Tundra: White areas on land with streaks of blue, these are the areas locked in snow and ice. Glaciers flow along the surface and the temperature rarely goes above freezing point, little vegetation grows and few animals survive - there is generally little food or liquid water, making it a frozen desert. [3]

5) Conifer forest: Teal green area represented by christmas and pine-like trees. These hardy plants can cope with cold winters, and the summers can be warm and pleasant. The trees are usually tall, and the forest floor, snow-covered in winter, is covered in pine needles in summer. Smaller plants that need the sunlight can only grow where the trees don't - in the occasional clearing caused by a fallen conifer. [4]

6) Temperate forest: Light green area represented by a mixture of conifer shapes and coudy deciduous tree shapes. Mixed forests carpet the area. Here there are well defined seasons and the weather is generally mild. Many trees are bare in winter and many other plants are anual, dying off in the winter frost and occasional flurry of snow. Summer can be warm and wet. [6]

7) Grassland: Limey green area represented by grass blades brushing out. Open vast prairies of grasses or ferns with only a few trees and shrubs. Here the climate is rich and warm most of the year, but may be accompanied by dry seasons of drought and famine at cooler times of year. When the weather is warmer some grasslands are attacked by tropical storms. [5]

8) Rainforest: Darkest green area. Thick rainforest and jungle covers the area. The climate is hot and humid all year, and it pours with rain every day. Sometimes buffeted by tropical storms. Rich warm wet environment is perfect for harbouring many different species. [6]

9) Hot desert: Yellow area. Few plants are present and there is little water, and hardly any rainfall. Days are blistering hot, nights are deathly cold. Sand and rock is common, split and shattered from severe warming and cooling. [3]

10) Tropical swamp: Muddy green/brown area. Here the climate is hot and humid and the ground waterlogged. There are muddy lagoons and swamp grasses, the odd tree, and many insects. Water runs down from the mountains, keeping the area moist all the time. [5]

-----Natural disasters, climate change:

Not yet implimented.

-----Creatures:

Once you have chosen an area you want to start in, it's time to design a creature. You should design a creature that would appear fitting in its habitat. Since its your starter, it will be small and simple, like a tiny insect or fish. You will be able to evolve it into something interesting later. You can use any medium or style you feel comfortable with designing it.

One thing to bear in mind when designing a new species, whether you are evolving an old species or starting a new game, is stats. For your first species you automatically get 10 stat points. You can allocate these points to these stats:

ATTACK - If your creature has higher attack than your opponent's defense, your creature can kill it off.

DEFENCE - If your creature has higher defense than your opponent's attack, your creature can't be killed off by that opponent.

AGILITY - If your creature has higher agility than your opponent, your opponent cannot catch it.

SIZE - If your size is smaller than your opponent by 10 points your opponent cannot find it. If it's bigger by 10 your opponent cannot harm it. If its in the middle it has no effect on your opponent.

INTELLIGENCE - If your creature's intelligence is higher than one of its other stats, it can use that stat in a secondary habitat. (see 'HABITATS' ).

HABITATS - Choose one primary habitat you want your creature to inhabit, which it will start in, and then two secondary habitats. Your creature can move to secondary habitats, but its stats cannot protect it from attacks in secondary habitats, unless its intelligence is higher than that stat. A species cannot spread to any habitats which are not its primary or secondary habitats.

MOBILITY - Currently there are just 3 types of mobility: AQUATIC, TERRESTRIAL, and AERIAL. Your creature could, theoretically, have all 3 of these stats, though its unlikely. This stat tells other players more specifically what kind of habitat the creature dwells in, and your creature can only affect other creatures of the same mobility type(s).

AQUATIC means it can swim, and can attack or be attacked by other swimmers (an aquatic creature in a land habitat would indicate it's a freshwater creature living in a lake or river within that habitat). TERRESTRIAL means it can move on land, and attack or be attacked by other land dwellers. AERIAL means it can fly, and can attack or be attacked from the air.

It would be considered cheating if you gave your creature one of these stats when that creature doesn't appear to be able to have that stat. E.g. giving a legless fish that would only flop about on land the 'TERRESTRIAL' stat, just for a tactical advantage. You can give semi-aquatic creatures both TERRESTRIAL and AQUATIC, and there will rarely be an exclusively AERIAL creature - if it ever lands and moves even for brief periods on land, then it is partiallyTERRESTRIAL.

How your creature looks affects what stats you allocate. Something that looks fast and nimble should be so. Something with sharp teeth should have greater attack. Higher intelligence usually means a bigger brain, manipulatory organs etc. You can add any extra information you like.

So, you have a new creature designed, scanned it and uploaded it, and have allocated its stats. It's time to join the game.

-----In-game play:

Once you have chosen an area you make a post to announce which area you have chosen to start in. The area will have its own individual number

Your first post will be your main place to store all your species - don't forget the page number that your post is on, otherwise you'll have trouble referring to it in the future! Here you can simply store your species in a listed format by replying to your first post, like this:

SPECIES NAME: Your species name (can be anything, even a random number)

(LINK TO ARTWORK OF THE SPECIES)

STATS: List your species' stats.

HABITATS: Show what habitats it is able to occupy.

AREAS OCCUPIED: How many creatures you have of this species and which areas they occupy, and how many are in each area.

DESCRIPTION: Optional additional information, such as lifestyle and diet.


Reply, start adding the next species (you won't have more than one until you have evolved your first one)...

-----Moves:

Now you should have your species in your chosen habitat. I will edit in the main game's post below this tutorial showing the habitats and what creatures occupy them, and add your creatures to it, so that other people can see from a glance what they're up against.

You will start off with just one creature in your chosen primary habitat's zone. This creature represents the population that occupies that zone. Now, you have 5 moves which you can choose from. All you have to do, is make a new post showing what 5 moves have been chosen, including the information for any newly evolved species. Only 5 moves per week can be issued per player, any more before the week is out will be ignored. The cut-off point between weeks is 00.00AM Sunday morning Western Europe time. Main game page will be updated during the day on Sunday.

Here are the moves you can make:

MIGRATE: You can move any one of your creatures to any area surrounding that it doesn't already occupy. One creature moved = one move used up.

REPRODUCE: You can duplicate one of your creatures on the map, so that thre are more than one in an area. If that area has already reached its capacity limmit for that species, this command can't be carried out. 1 new creature = one move used up.

ADAPT: This is where you get to decide how one of your creatures will evolve. Say you had 3 creatures of the same species. You would only need to evolve one of those creatures, so at the end you will have 2 creatures of the original species and 1 will have become the new species.

You will get 4 stat points (in total, not per stat) which you can add to any of its stats to increase them. What stats you allocate to should reflect the changes in the design of your creature. In adapting the design you can make a fairly drastic but not too drastic change, like a bird-like dinosaur evolving into a flying dinosaur-like bird.

During adaptation you can change one of the secondary habitats to anything you like. The primary habitat cannot be changed to just anything, and can only be changed at all through swapping with one of the secondary habitats. You cannot both swap with a primary habitat and change a secondary habitat. One new species = one move used up.

There's another thing you can choose to do whilst evolving your creature - you can buy a secondary habitat for it, increasing the number of secondary habitats your creature can roam in. To do this, you must in fact take away 10 stat points for your creature when evolving it, giving 10 less stat points than before you evolved it! This is especially good for players that have intelligent creatures, as they can better survive in secondary habitats.

KILL: This is why you need your stats. For an explanation on stats see 'Creatures:' underneath 'World map:'. Your creature can only attack a creature that inhabits the same area, and whose agility, defence are low enough for the attack to be successful. Be sure to check an opponent specie's stats before attacking - it might backfire, and if your opponent's attack is higher than yours your creature might get killed instead!

:::::FAQ:::::

Feel free to ask any questions, important ones I'll paste here for other players to check.

:::::That's all folks:::::

Below this is the main game status. If you're still confused, you can ask questions as you go, I'll be more than happy to help. Thank you so much for being patient enough to read all that, and let me know if you have any suggestions for anything, whether its the tutorial or the game itself.

Have fun!

:::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::::::::::::::::::::::::::::::::::::::::::



Week: 3 (new week: 00.00AM Sunday, Western Europe time)

World map reminder:

[link]

Areas inhabited:

AREA #21 grassland

ESPANOX (2 creatures) (Player: ~Aqua-wrath - page 1)
Attack: 1
Defence: 2
Agility: 5
Size: 1
Intelligence: 1
Optimum: Grassland
TERRESTRIAL only


RAGNAR (1 creature) (Player: ~Re2deemer - page 1)
ATTACK: 2
DEFENSE: 6
AGILITY: 5
SIZE: 4
INTELLIGENCE: 1
Optimum: grassland
TERRESTRIAL only


AREA #25 shallow sea

BOGNATHI (1 creature) (Player: Amoeba-like-thingy - page 1)
ATTACK: 5
DEFENSE: 2
AGILITY: 6
SIZE: 3
INTELLIGENCE: 2
Optimum: Shallow sea
AQUATIC only


AREA #30 hot desert

RAGNAR (1 creature) (Player: ~Re2deemer - page 1)
ATTACK: 2
DEFENSE: 6
AGILITY: 5
SIZE: 4
INTELLIGENCE: 1
Optimum: grassland
TERRESTRIAL only


SHELLFORT (1 creature) (Player: ~Re2deemer - page 1)
ATTACK: 1
DEFENSE: 4
AGILITY: 2
SIZE: 2
INTELLIGENCE: 1
Optimum: desert
TERRESTRIAL only


STRIDER (1 creature) (Player: ~Re2deemer - page 1)
ATTACK: 1
DEFENSE: 5
AGILITY: 4
SIZE: 3
INTELLIGENCE: 1
Optimum: grassland
TERRESTRIAL only


AREA #31 shallow sea

HAPIKA (2 creatures) (Player: Amoeba-like-thingy - page 1)
ATTACK: 2
DEFENSE: 2
AGILITY: 4
SIZE: 1
INTELLIGENCE: 1
Optimum: Shallow sea
AQUATIC only


AREA #34 shallow sea

BOPIKA (2 creatures) (Player: Amoeba-like-thingy - page 1)
ATTACK: 4
DEFENSE: 2
AGILITY: 5
SIZE: 2
INTELLIGENCE: 1
Optimum: Shallow sea
AQUATIC only


AREA #49 shallow sea

HAPIKA (2 creatures) (Player: Amoeba-like-thingy - page 1)
ATTACK: 2
DEFENSE: 2
AGILITY: 4
SIZE: 1
INTELLIGENCE: 1
Optimum: Shallow sea
AQUATIC only


Total population: 13 creatures.

  • Mood: Neutral