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Nutrients, Vitamins and Minerals
rsucoop:
Perhaps a method could be introduced to emulate the presence of nutrients, etc. Their levels within the field can be set in the settings, this could allow bots to change certain atributes, such as quality of vision, ways to eleminate certain amounts of pwaste, etc. They would have to be put into veggies with individual levels of the three categories, and would be necessary for any improvements in lonjevity within the simulation. They also be used as antivruses, antivenom, antipoison and better tie holds. Perhaps even, it would be helpful to add a new shot(s) to the game to allow bots to transfer these nutrients/vitamins/minerals. Some would build up, some would stay shorter than others. What do you think?
JossiRossi:
Personally I dislike the rigid nature of this idea. It pushes functionality to an end by giving analogous situations that we have to the bots which I don't think is the right way to go. For us Vitamin C (I think?) can help our vision. However, it won't improve EVERYTHINGS vision. Some critters it could kill outright. A better system would be to have all these base materials that exist. Be they similar to proteins, chemicals, minerals, or just molecules, and just let them exist. On their own they are utterly worthless they are neither beneficial or detrimental (although in nature things that are not beneficial or at least regulated to neutral by intentional design of the DNA tends to be detrimental and fatally so). Then the bots DNA can determine what things are used for what reason. Perhaps a bot can use Chem A to make it's eyes better, or maybe it absorbs it and uses it as a hopefully poisonous shot to a predator, or it lays it down as a marker for it's own kind, and the skies the limit.
I say keep it as open as possible as that's what lets the really neat stuff in Darwinbots shine.
Numsgil:
Simplicity of design is my goal. At the moment, I'm thinking about defining stuff in the bots' universe at a very high level. Bots use protein to build muscle. Fat to store nrg. That sort of thing. Basically four primary bases: nrg, fat, protein, and waste. These four bases define the basic nutrition model. For more complex interactions, like shell for instance, I'm thinking that bots combine the bases in certain non-refundable ways. Use protein to for shell. Fat to form slime. Waste for poison, etc.
I have the theoretical framework for a more complex biochemistry, but I just think it's too much, and not in keeping with the basic aesthetic for Darwinbots.
rsucoop:
You guys are missing the point; it all has to do with metablism of a bot. If its built to eat vitamins, it should never get to a level to kill it. Essentially minerals would be similair to waste, only it would allow for the breakdown of vitamins which are antivral and a form of energy. All the rates and amounts of these three types could be set for the field, and veggies would pick em up, or some speices may try to collect from tie feeding. It doesnt need a complex interaction with the bots; just similar features with more.
Numsgil:
Try to break down what you're saying in to basic gameplay changes. The only way it would be interesting is if it were limited, if the resources were finite. But finite resources don't make for a strong ecology. Scarcity is for deserts. We're trying to build a system that allows for an ecosystem, and in a stable ecosystem, it's always a matter of carrying capacity. If the limiting resource is nrg, and only nrg, it makes controlling the pace and flow of an ecosystem much easier.
But we can take the core idea, that bots can do something, and increase the strength and effect of their abilities, and run with it. At present, I'm imagining bots building pretty much every physical object (muscle, other bots, ties, connections, etc.) from protein. Muscle (might/would) be specialized, so a bot could specialize at just shooting, or just moving. Maybe there are some ideas you'd like to explore within this framework. I think there's a post about it in this DB3 forum somewhere.
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