Animals
Updated Apr 2, 2012
Animals
are the creatures that
inhabit the planets of Hazeron. The term animals broadly encompasses every
mobile living creature, including insects, spiders, mammals, fish,
reptiles, amphibians, whales, birds, or whatever you call them; there
are far too many animal species in Hazeron to give them formal names
automatically.
Player characters are animals in many respects; their bodies are
constructed using the same DNA and physical attributes of their bodies
are based on the same parameters.
Animals are not present on all
planets, only those with suitable
environments.
Animals naturally occur on planets in the habitable zone with standard
or tainted atmospheres that have a density range of 15% to 85%. Animals
may be present in and near the sea on planets in the cold outer zone.
Animals may be present in the sea and on the land in the hot inner
zone. Animals
exist in most planetary environments that support plants.
Animals vary in size. Shores of
Hazeron does not represent small
insignificant animals. The smallest animals are about the
size of a rat. The largest animals tower among the tallest
skyscrapers and eat spacecraft whole.
Species
Animals eat things. Animals fill
ecological
roles in the
environments
of planets based largely on their diets.
Carnivores
eat animals.
Herbivores eat plants.
Omnivores eat animals and
plants.
Scavengers eat the remains of
animals and plants.
A planet is divided into three
resource zones, like an orange divided into three equal slices.
Resource quality and abundance varies by zone. The only visible change
from one zone to the next is the appearance of the plant life.
Otherwise, you must spot the terrain to watch for a change in resource
quality to notice that you are in a different zone. Moons and extremely
tiny planets have only one zone. Ringworlds are divided into seven
zones, corresponding to the seven day/night cycle bands.
Animal
species are distributed in each resource zone based on terrain altitude
above sea level, relative vegetation density, and time of day. Terrain
is considered to be one of four altitudes: high land, low land, sea
level, and underwater. Vegetation density is considered to be one of
three densities: forest, savanna, and desert. Time of day is based on
actual solar light level and is considered to be dark, dim, or bright.
Each combination of terrain altitude, vegetation density, and time of
day is considered to be a different specie
area for distribution of
animal species.
Within each specie area, seven
species of animals reside. All four of
the ecological roles are represented in each specie area with two
carnivores, two
herbivores, one
omnivore, and two savengers.
Four altitudes X three vegetation densities X three times of day X
seven species = 252
different species of animals in each resource zone. In all, each planet has 756
different species of animals distributed across its surface and under
the sea; each ringworld has 1764 different animal species!
Animal species are stored using
a compact string of data, referred to as its DNA. The DNA of animals in
Hazeron is capable of describing quadrillions of combinations. The 3D
model representation of
each animal specie is synthesized
from its DNA. Not all DNA attributes are visible on the model,
particularly those related to its behavior. After traveling to many
planets you may see an animal that
reminds you of another animal you saw elsewhere but it is unlikely to
be
identical.
Specie Names
Species can be named by players. The
name of a specie applies to its exact combination of DNA. Animal
species can be named by all players. A sentient specie can only be
named by a player who is that sentient specie.
A specie that is named will show
that specie name to all players who spot the creature. Specie names are
shared by all players across the galaxy.
After a specie is named, only
the person who named the specie can change the name of the specie. This
is done simply by naming the specie again.
There are several ways to name a
specie.
- Spot - Use the ` or ~
keys to spot a creature. The Log channel on the Comm (F3) window has a
button for assigning a name to the last specie that was spotted. The
creature must be in your scene at the time the name is assigned. The
name assignment will fail if the creature moves away before you have
entered a name.
- Carcass - Pick up a
carcass from a creature. Select the carcass on the Inventory (F4)
window. Press the Name Specie button. Alternatively, drag the carcass
to the Name Specie button.
- DNA Sample - Collect a
DNA sample of a creature using a DNA sample kit. Select the DNA sample
on the Inventory (F4) window. Press the Name Specie button.
Alternatively, drag the DNA sample to the Name Specie button.
Behavior
Animal
behavior
is
primarily
geared toward eating. Animals do not display mating behavior in Shores
of Hazeron.
Animals have temperaments
regarding threats or prey they detect in
their vicinity. Some animals will tolerate the presense of other
animals; others will not. When an animal attacks another animal, it is
not always looking for food. It could feel threatened. It may be
asserting a
claim to its territory. It might be looking for a host for its young.
Animals
perceive their environments using their
senses. Animals see,
hear, and smell other animals, including people, depending
upon the acuity of their eyes, ears, and nose. Many factors such as
relative sizes, ecological roles, and temperament affect their reaction
to the
things they perceive.
Animals move through their
environment using assorted
forms of locomotion. Many animals walk or slither on the ground with
the aid of arms or legs. Some animals fly through the air using wings
and
others swim in the sea. Animals even burrow through the ground to
forage for food or hunt for prey. Amphibious creatures are equally at
home on land and in the sea; triphibious creatures take to the air as
well. Aquaerial creatures live in the sea and fly through the air but
they are not comfortable on land.
Combat
Animals attack threats or prey
using their physical body. Animals may
bite, claw or kick depending upon how they are physically equipped.
Quite often, animals boast some form of specialized natural weapon.
Natural animal
weaponry harms its target in several
possible ways.
Contact weapons physically strike the tarket, such as the stinging
tail of a scorpion. Some weapons affect all creatures within a short
distance of the animal, such as the shock from an
electric eel. Animals even use projectile weapons, such as spitting
cobras
and skunks. In the realm of science fiction, psionic powers exist.
Creatures in Hazeron sometimes attack their targets using forces
concentrated within their own minds.
Natural weaponry has many
possible affects upon the victim. Physical
weapons bludgeon, slash or pierce the flesh of the opponent. Other
weapons inflict harm of various sorts, such as acid, poison or disease.
The severity of a weapon's harmfulness varies with different species
and it is proportional to the size of the animal.
An animal falls to the ground
when it is mortally wounded. While lying
on
the ground in its death throes, an animal can be saved with prompt
medical attention. Once the animal dies, its 3D model disappears from
the game and an Animal Carcass commodity is
left where it fell. Amphibious creatures with thin skin will leave a Fish Carcass commodity instead. The slight
difference is due to the ability to produce leather from the animal
carcass; leather cannot be produced from a fish carcass.
An animal that has fallen to the
ground can be picked up. Look at the animal and press the E key. If the
animal's body is not too large, you will pick it up and carry it on
your back. While an animal is carried on your back, it's bleeding is
stabilized. The animal will stay unconscious at its current health
level until you drop it by pressing the E key.
An unconscious player who is carried in this way can press the E key to
drop from the carrying player. This prevents an unconscious player from
being captured indefinitely.