With new, better planets on the way, we're going to need new, better creatures to inhabit them. Making lots of creatures by hand, enough to create any real semblance of diversity, is going to be extremely laborious and time consuming. So, why not take a page from Spore's book and create mix and match monsters?
Given how blocky we humans are in game, it should be fairly easy to make equally blocky animal bodies/limbs/etc that can be mixed and matched. Wouldn't need overly many different parts to create a pretty wide range of potential outcomes either. We could then create a simple base AI for each creature with imperatives based off of the parts it is made up of.
For a simple example set of parts:
Heads
Carnivore - Eats meat, makes creature move towards other species and attack them for food
Herbivore - Eats plants, makes creature move towards a random flora type in it's region and attack the block for food.
Omnivore - Eats meat and plants, can randomly target just about anything.
Bodies
Quadruped - Walks on all fours, makes base creature fast
Biped - Walks on two legs, makes base creature stronger
Centaur - Six limbs, two sets of legs and one set of arms, is fast and strong (but not as fast/strong as the other two)
Limbs
Clawed - Makes the creature more aggressive
Hooved - Makes the creature less aggressive
Fins - Only spawns in water
Wings - Flies
Accessories
Armored - Increases HP
Spines - Increases damage dealt
Spitter - Gives ranged attack
Humps - Requires less food
Lean - Requires more food
Just with those few options, there are 180 different possible combinations. And we can make up some base skin styles that can have multiple pallet swaps without affecting anything but color for even more. Just adding Red, Blue, Green, Yellow, White, and Black versions of the above would result in over a thousand different creatures. Add in textures like Furry, Scaled, Smooth, Spotted, and Striped and it becomes nearly 5,500 different creatures.
Then have a simple base AI that picks random actions for the creature to take, with the odds of it selecting any given option being adjusted by what its made of. Motivations could be as simple as "Wander around", "Move towards food", "Eat", "Move towards/away from members of own species", "Move towards/away from members of other species", "Attack nearest other species/player", etc.
So a Herbivore head, quadraped, hooved, humped creature might be more likely to move towards members of it's own species, away from other species, it would eat plants, and be fairly low on the aggression meter. Means it would likely form herds on it's own and wander around peacefully eating grass unless you tried to walk up to it, in which case it will probably run away. Without anyone having to specifically write an AI layout for that behavior.
Could take the same approach to making them drop loot when killed. Armored things would be more likely to drop things to make armor out of. Spitters would be more likely to drop things to make ranged weapons out of. Etc.
Combine that with some player equipment, and suddenly not only do you have a universe full of diverse creatures, you've got a universe where people are exploring and hunting down specific combinations to try and get the best ones for whatever kind of drops they want. Add in a simple breeding system, and suddenly you've got ranching as people go out to find the best animals and raise them to farm their drops.
Given how blocky we humans are in game, it should be fairly easy to make equally blocky animal bodies/limbs/etc that can be mixed and matched. Wouldn't need overly many different parts to create a pretty wide range of potential outcomes either. We could then create a simple base AI for each creature with imperatives based off of the parts it is made up of.
For a simple example set of parts:
Heads
Carnivore - Eats meat, makes creature move towards other species and attack them for food
Herbivore - Eats plants, makes creature move towards a random flora type in it's region and attack the block for food.
Omnivore - Eats meat and plants, can randomly target just about anything.
Bodies
Quadruped - Walks on all fours, makes base creature fast
Biped - Walks on two legs, makes base creature stronger
Centaur - Six limbs, two sets of legs and one set of arms, is fast and strong (but not as fast/strong as the other two)
Limbs
Clawed - Makes the creature more aggressive
Hooved - Makes the creature less aggressive
Fins - Only spawns in water
Wings - Flies
Accessories
Armored - Increases HP
Spines - Increases damage dealt
Spitter - Gives ranged attack
Humps - Requires less food
Lean - Requires more food
Just with those few options, there are 180 different possible combinations. And we can make up some base skin styles that can have multiple pallet swaps without affecting anything but color for even more. Just adding Red, Blue, Green, Yellow, White, and Black versions of the above would result in over a thousand different creatures. Add in textures like Furry, Scaled, Smooth, Spotted, and Striped and it becomes nearly 5,500 different creatures.
Then have a simple base AI that picks random actions for the creature to take, with the odds of it selecting any given option being adjusted by what its made of. Motivations could be as simple as "Wander around", "Move towards food", "Eat", "Move towards/away from members of own species", "Move towards/away from members of other species", "Attack nearest other species/player", etc.
So a Herbivore head, quadraped, hooved, humped creature might be more likely to move towards members of it's own species, away from other species, it would eat plants, and be fairly low on the aggression meter. Means it would likely form herds on it's own and wander around peacefully eating grass unless you tried to walk up to it, in which case it will probably run away. Without anyone having to specifically write an AI layout for that behavior.
Could take the same approach to making them drop loot when killed. Armored things would be more likely to drop things to make armor out of. Spitters would be more likely to drop things to make ranged weapons out of. Etc.
Combine that with some player equipment, and suddenly not only do you have a universe full of diverse creatures, you've got a universe where people are exploring and hunting down specific combinations to try and get the best ones for whatever kind of drops they want. Add in a simple breeding system, and suddenly you've got ranching as people go out to find the best animals and raise them to farm their drops.
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