Someone in Discord was asking if the game gets Arthropods and this got me thinking...
The current "blobfish" we have in the game are basically a singular central body part (containing eyes, mouth, etc.) with random fins (or lumps of flesh) attached.
This seriously limits their ability to mutate and evolve and prevents them from ever becoming something very different - whatever happens to them, they will never become anything other than more or less weird blobfish.
Arthropods - or any other segmented creatures like annelids (ringworms) or even mammals (yes, humans are segmented creatures) - consist of a head segment and multiple body segments - these body segments can carry fins, legs, lumps of flesh, spikes, gills, genitals and pretty much anything a creature needs to survive and multiply.
The trick with segmented creatures is that segments can simply be added or removed via random mutation and if segments are added they will carry all features of the segment they derived from. So if your creature has 3 segments (a head segment, a body segment and a tail segment) and the body segment has a pair of fins, if this body segment gets copied you'll end up with a creature with 4 segments (1 head, 2 body, 1 tail) and 2 pairs of fins.
These segments can specialize, so the 2nd segment could over time develop smaller fins (or gills, or poison glands, or electric dischargers, or ink glands, or armor plates, or long spikes that damage predators trying to eat them, etc.) and if this segment gets copied you'll end up with a creature of 5 segments - 1 head, 1 body with large fins, 2 bodies with small fins and 1 tail.
Technically the tail segment is also just a specialized body segment, so your minimal creature size would be a head segment (of random length & with a random number of eyes, a mouth, etc. and (for game purposes) reproductive organs) and 1 body segment (of random length) with any number of random protrusions (0-whatever can be physically attached to the segment)
Segmented creatures are a very interesting type of entity and would be absolutely doable but require a very different approach than the current creatures do. I think coding them would be fairly easy though as the rules that govern their evolution are not very complicated.
The benefit of having segmentation is that creatures can very quickly develop into a vast range of extremely different organisms that look nothing alike at all.
Here's an example of what segmented creature evolution can look like
Mechanics used are:
- Add/delete a segment (added segments are copies of an existing segment)
- Mutations that apply to 1 Segment (like adding a new fin or adding a inverted copy of an existing fin)
- Mutations that apply to all Segments (like removing a specific fin from all segments or adding spikes too all segments)
Mechanics not used (but that could potentially be useful):
- Timers for embryogenesis (like a creature produces 1 Segment per tick while it develops from egg to creature, the faster the timer runs the more segments a newborn creature will have - this is how snakes get all their many vertebra)
- Timers for living creatures (like adding segments during lifetime, when a creature grows it adds 1 Segment of type X per Y time units, this is what many non-metamorphing insects like roaches do)
The current "blobfish" we have in the game are basically a singular central body part (containing eyes, mouth, etc.) with random fins (or lumps of flesh) attached.
This seriously limits their ability to mutate and evolve and prevents them from ever becoming something very different - whatever happens to them, they will never become anything other than more or less weird blobfish.
Arthropods - or any other segmented creatures like annelids (ringworms) or even mammals (yes, humans are segmented creatures) - consist of a head segment and multiple body segments - these body segments can carry fins, legs, lumps of flesh, spikes, gills, genitals and pretty much anything a creature needs to survive and multiply.
The trick with segmented creatures is that segments can simply be added or removed via random mutation and if segments are added they will carry all features of the segment they derived from. So if your creature has 3 segments (a head segment, a body segment and a tail segment) and the body segment has a pair of fins, if this body segment gets copied you'll end up with a creature with 4 segments (1 head, 2 body, 1 tail) and 2 pairs of fins.
These segments can specialize, so the 2nd segment could over time develop smaller fins (or gills, or poison glands, or electric dischargers, or ink glands, or armor plates, or long spikes that damage predators trying to eat them, etc.) and if this segment gets copied you'll end up with a creature of 5 segments - 1 head, 1 body with large fins, 2 bodies with small fins and 1 tail.
Technically the tail segment is also just a specialized body segment, so your minimal creature size would be a head segment (of random length & with a random number of eyes, a mouth, etc. and (for game purposes) reproductive organs) and 1 body segment (of random length) with any number of random protrusions (0-whatever can be physically attached to the segment)
Segmented creatures are a very interesting type of entity and would be absolutely doable but require a very different approach than the current creatures do. I think coding them would be fairly easy though as the rules that govern their evolution are not very complicated.
The benefit of having segmentation is that creatures can very quickly develop into a vast range of extremely different organisms that look nothing alike at all.
Here's an example of what segmented creature evolution can look like
Mechanics used are:
- Add/delete a segment (added segments are copies of an existing segment)
- Mutations that apply to 1 Segment (like adding a new fin or adding a inverted copy of an existing fin)
- Mutations that apply to all Segments (like removing a specific fin from all segments or adding spikes too all segments)
Mechanics not used (but that could potentially be useful):
- Timers for embryogenesis (like a creature produces 1 Segment per tick while it develops from egg to creature, the faster the timer runs the more segments a newborn creature will have - this is how snakes get all their many vertebra)
- Timers for living creatures (like adding segments during lifetime, when a creature grows it adds 1 Segment of type X per Y time units, this is what many non-metamorphing insects like roaches do)
Last edited: