This post is essentially a thread dedicated to the concept proposed in the thread/line of posts linked below, I just want to centralize/document it to get more focused commentary on it. I’ll essentially be using the rules established by Buckly to flesh out how organ systems will work: Macroscopic Editor, Progression, and Principles - #12 by Buckly
It will also be using logic found here, describing how we will deal with simulation the metabolic stats of macroscopic organisms: Metabolic Rate System - #5 by Deus
Both of these concepts will be briefly addressed below, but the above links are important if there is more detail needed.
Metabolic Rate System Background
The basis of our metabolic rate system is this…
- Catch and eat your prey/food, which will become organic matter to be processed. The amount of organic matter extracted depends on how much organic matter is accessible to you, based on teeth/jaw structure and digestive enzymes.
- Ingested matter becomes nutrients dependent on your digestive rate, which is affected by your circulation rate.
- Nutrients turn into ATP/energy dependent on your respiration rate, which is affected by your circulation rate.
We already have several stats to work off of based on this system…
- Digestive Speed - How fast ingested material is broken down into nutrients. Oftentimes inversely related to digestive efficiency (faster means less efficiency), though not necessarily.
- Digestive Efficiency - How many nutrients you get per ingested material. Oftentimes inversely related to digestive speed (more efficiency means slower digestion), though not always. Important for organisms which eat foods with low bioavailability (less nutrient density), such as plant-like autotrophs.
- Circulation Rate - How quickly and efficiently material circulates throughout your entire body, which influences respiration and digestion.
- Respiration Rate - How efficiently you extract oxygen/oxidizing gas from the environment.
- “Ingestion Percentage” - How much of a food source you are able to ingest. Some material is inaccessible due to inadequate adaptations, such as not strong enough teeth or jaws.
- Nutrient Storage - How many nutrients you are able to store.
- Ingested Matter Storage - How much ingested matter you are able to store.
- Hydration Rate - How quickly water drains.
- Hydration Storage - How much water you are able to store.
So, we can already start envisioning some of how we will deal with organs and their effects on some important stats which can effect gameplay. First, we should probably focus on how organs and organ systems as a whole will behave.
GENERAL PRINCIPLES OF ORGANS AND ORGAN SYSTEMS
This is a rundown of how the organ system will work as a whole, established by Buckly in the post I linked above. Note that my system might autocorrect “metaball” to “meatball”, so if you see the word meatball in here, just know I meant to say metaball (unless otherwise noted).
Each metaball will have a set amount of organ slots. You will start with 3 per metaball. In order to place an organ, you must place it within an organ slot.
There will be several organ systems. The primary organ systems, and the ones I am currently focused, are the nervous, digestive, respiratory, and circulatory organ systems. We can expand to include other systems as we see fit – the endocrine system might be a worthwhile addition – but let’s start with the fundamentals first.
Every organ system has a “root” or “basal” part from which all other organs are derived. These basal organs all take up a single slot, but more complex organs derived from the base part can take up more slots. You can modify every type of organ to a certain extent, even the basal organ.
Chaining consecutive organs belonging to the same system can result in bonuses, but can also come with some detriments. So, connecting two digestive organs together can provide a slight boost to digestive efficiency, but will slightly reduce digestive speed. The detriments for most organs being linked together won’t be too noticeable at first, but might result in important factors to consider as your organism gets more complex.
Certain conditions might be met to confer bonuses as well. For example, having a digestive organ in every slot throughout the entirety of your body will represent the evolution of a complete digestive system, resulting in a considerable boost to digestive efficiency with minimal impact on digestive speed. Bonuses and qualifying conditions will behave differently across different organ systems.
Fundamental Roots
Note that your digestive and respiratory systems will originate from the same root…
Cavity (One Organ Slot)
Indicates the existence of a tube or pouch within your organism. Provides a very small boost to digestive and respiratory stats. Can be upgraded to become a digestive cavity, which indicates the root of a digestive system, or can be utilized as a root to the respiratory system.
Your first cavity placed must be at the anterior end, indicating the start of your organism’s mouth.
Now, let’s get started with discussing how each organ system can work…
DIGESTIVE SYSTEM
Organs forming and derived from the digestive system generally center on bonuses to digestive efficiency, digestive speed, and ingested material capacity. Generally, adding more digestive parts boosts efficiency and storage, but also slows down the speed of digestion.
Conditional Benefits: Having a cavity throughout every metaball alongside the torso of your organism will result in a complete digestive system, providing a considerable bonus to digestive efficiency. This represents the evolution of an anus (don’t laugh), meaning your waste is no longer excreted from the same orifice from which you intake ingested material (don’t laugh).
Basal Part
Digestive Cavity (1 Organ Slot, Replaces Cavity)
a simple tube/pouch. It must be connected to a mouth opening, meaning the digestive system will start near the front of your organism and evolve to go deeper towards the anterior of your organism.
- Each part slightly increases digestive efficiency and ingested material capacity, and slightly decreases digestive speed (though not to a significant extent).
- Derived from a basal cavity. Replaces the cavity, meaning you cannot attach a respiratory organ to the cavity now.
Digestive cavities, being the root, will generally have an okay boost to digestive efficiency with a weaker effect on digestive time. We don’t want digestive speed to slow down so quickly since there would be more complex parts for the player to evolve, so these represent low benefit but minimal cost roots.
Derived Parts
Stomach (2 Organ Slots) – Replaces digestive cavity. Considerable boost to digestive efficiency and ingested matter storage, with small but notable increase to digestive time.
Modifications
- Increase Storage: Increases the amount of ingested matter which can be stored, but decreases digestive speed.
- Enzyme Concentration: Allows you to alter the balance of enzymes within your stomach, allowing you to either specialize around a single diet or adopt a more expanded diet, perhaps permitting an omnivorous palate.
Intestines (2 Organ Slots) – Replaces digestive cavity. Strong boost to digestive efficiency (greater than stomach), but no impact on ingested matter storage, and considerable increase to digestive time. Consecutive intestines provide an adjacency bonus (two intestines together provides a bonus to each intestine).
Cecum (1 Organ Slot) – Attaches to any digestive organ. Small boost to ingested matter storage and small increase to digestive time. Primary effect varies, but two options are available…
- Reduced Dehydration Rate – The cecum works to extract more moisture out of food, reducing the rate at which you lose thirst.
- Increased Digestive Enzyme Concentration – Works to offer more enzymes to a digestive organ, allowing you to either expand your diet or increase efficiency without adding an entire stomach. Boost not as strong as adding a stomach/intestine.
RESPIRATORY SYSTEM
The respiratory organ system will focus on your respiration rate and other important stats, such as stamina. Similar to the digestive organ system, organisms will have a basal capacity of respiration at the start of the multicellular. However, this basal capacity will be a bit higher than the digestive system’s capacity, allowing the player a bit of time before they have to focus on enhancing their respiratory capacities.
Conditional Benefits and Detriments: Respiratory organs placed close to your mouth will receive a bonus.
Additional respiratory upgrades/parts have reduced marginal benefit, as there is such a thing as “too much oxygen” (this post here has some information: Metabolic Rate System - #11 by rsaavedra). Your 4th gill will not provide as much of a boost as your 1st gill.
Basal Parts
Gills (1 Organ Slot or External Appendage)
Gills provide a decent boost to your rate of respiration. They can be either internal or external.
External Gills: Do not take up an organ slot, potentially freeing up space for another important organ to take up. External gills by default are less efficient than internal gills; they also notably decrease health and environmental tolerance ranges. They can be customized to have an increased surface area which could lead to an external gill being more efficient than an internal gill, but effects to health and environmental tolerance ranges are exasperated. They do not have to be attached to a cavity.
Modifications
Surface Area: External gills can have their surface area adjusted. Increasing surface area increases the rate of respiration, but decreases health and environmental tolerance ranges. Decreasing the surface area has the opposite effect.
Internal Gills: Take up an organ slot, but provides a stronger boost to respiration rates. They have less of an effect on environmental tolerance ranges, and do not have an effect on health. They must be attached to a cavity.
Modifications
Pseudotrachae: Reduces respiration rate of the gill, but allows your organism to go on land for a little bit before losing respiratory abilities. Note that how we deal with breathing on land and such will have to be discussed eventually, but for now, I want to keep things as simple as possible.
Trachea (1 Organ Slot, Replaces Cavity)
Trachea provide about the same boost to your rate of respiration as gills do. However, tracheas instead allow breathing on air. Once a trachea is placed, the player’s organism must breath air, even if gills are still present. Having both gills and a trachea allows the player to hold their breath underwater for longer.
Derived Parts
Lungs (2 Organ Slots, Derived From and Replaces Gills)
Tremendous boost to ability to breath on land. (this isn’t fleshed out because this is still a while away, I just wanted to list it to show some ways we can expand on the system)
Swim Bladder (2 Organ Slots, Derived From and Replaces Lungs)
Reduces the energy cost of swimming up or down. Makes it impossible to latch onto the ocean floor.
NERVOUS SYSTEM
Your nervous system will enhance the capabilities of your organism by increasing the number of organ slots available per metaball and by allowing the development of more complex organs.
When you first become a macroscopic, multicellular organism, you will only have a basic nerve net if you create a nerve cell type in the early multicellular stage. You will have 3 organ slots available initially, but this can be increased through upgrades. As such, the nervous system acts similarly to the nucleus in the Microbe Stage.
There are two ways I can imagine us dealing with the Nervous System…
- As a Traditional Organ System – By this, I mean placing parts of the nervous system down just like the digestive system. Through this method, you would have to place down a nervous system part on a metaball for the organ slot capacity to increase.
- As a Non-Part Based System – By this, I mean: instead of making the player place down/upgrade nervous system “parts”, we just let them upgrade a procedural nervous system that we assume is present in the organism, upgrading organ slot capacity for every metaball at once.
I do think it’s best to deal with the nervous system via option 1. The only reason why I am doubtful is because we would need to deal with that slightly differently than how we deal with other organ systems – your nervous system wouldn’t take up a organ slot, since it would be pointless to upgrade organ slot capacity if you just get a slot taken away from the very part you are placing. That is very doable, but we would need to take special care with the UI.
Important Considerations
Here, we have a way in which we can address organs and organ systems in Thrive. By directly addressing aspects of the stats established by the metabolic rate system, we can address various diverse organ systems in as complex of a way as possible. See if the basic ideas proposed here make sense to you.
One thing I would like to bring up; it’s a very likely that the way we deal with metaballs might not ideally line up with the idea of having every metaball have organ slots. We would likely need a good amount of metaballs in the torso, for example, to allow for detail in letting the player sculpt their organism well. Considering this, how might we best represent these “organ slots” in Thrive?
Other organ systems will have to be simulated: the skeletal and circulatory systems, for example. For now, let’s see if the fundamental ideas make sense.