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| | | From a Colony of Cells to an Organism | |
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Pezzalis Regular

Posts: 257 Reputation: 5 Join date: 2010-08-07
 | Subject: From a Colony of Cells to an Organism Thu Dec 23, 2010 1:15 am | |
| Title says it all. This is basically my Early Multicellular concept thread :] RedStar's Microbe stage Concept ( Bolded are parts I've added and need to be worked on) | Spoiler: | | | Cell Stage Gameplay =================
At the beginning of the game, the player will take control of a single-celled, prokaryotic organism. It will be in one of the following shapes, at random: *Sphere *Rod *Comma *Spiral
The shape of the cell will not initially affect movement.
The player's environment is the "organic soup", a murky screen populated by floating proto-cellular structures. AI proto-cells may include: 1) Wrigglers - Worm-like creatures that move quickly around the screen; assimilating them grants the player a flagellum 2) Writhers - Small globular creatures that move quickly around the screen by rippling cilia on their body; assimilating them grants the player cilia 3) Squirmers - Crescent-shaped creatures that move by undulating themselves up and down like a pair of wings; assimilating them grants the player lamellipodes 4) Squishers - Glob-shaped creatures that move in an amoeba-like fashion, by wriggling their cytoplasm; assimilating them grants the player the ability to move in this way and engulf other cells. 5) Shiners - Small spherical creatures that drift and emit a pale colored light whenever they absorb amino acids; assimilating them grants the player a bioluminescent dot that shines when they feed 6) Clone-Stickers - Tiny globs with a hollow spike (like a hypodermic) that inject their reproductive material into other cells, causing them to die and be replaced by another sticker. Assimilating them grants the player a pilus (hypodermic spike) that can create clones of the player cell in this manner. 7) Poison-stickers - Tiny globs with a hollow spike (like a hypodermic) that inject toxic material into other cells, causing them to die and dissolve into edible material. Assimilating them grants the player a pilus (hypodermic spike) that injects poison. 8 ) Defenders - Tiny capsules that resist being absorbed by cells; assimilating them grants the player an antiphagocytic capsule which defends them from being absorbed by other cells by producing an outer coating of enzyme "slime" 9) Producers - Blobs that cluster around rich regions of the soup, transforming the amino acids into proteins. Assimilating them grants the player double nourishment from absorbing Amino Acids, and allows damaged cell components to be replaced. 10) Dissolvers - Blobs that cluster around proteins and reduce them to amino acids. Assimilating them grants the player double nourishment from absorbing Protein, and allows cells with Walls to be consumed. 11) Eaters - Small globes that absorb proteins and other cells, converting them to energy for reproduction; assimilating them grants the player Mitochondria, which allows them to "eat" carbohydrates. 12) Light-eaters - Small discs that reproduce automatically while exposed to light; assimilating them grants the player Chloroplasts, which transform light into nourishment (carbohydrates) 13) Heat-eaters - Small blobs that reproduce automatically when exposed to heat; assimilating them grants the the player Thermoplasts, which transform heat into nourishment (carbohydrates) 14) Cookers - Small spheres that release enzymes which break down proteins and cells into amino acids; assimilating them grants the player Lysosomes, which give double nourishment from consuming Cells 15) Holders - Hollow membranes that encase whatever molecules they come in contact with; assimilating them grants the player Vacuoles, which can store material to be digested, or compartmentalize harmful substances (like poison or injected reproductive material). 16) Platers - Solid "plates" that reproduce by absorbing proteins; assimilation grants the player Cell Walls, which form a protective barrier around the cell. In silicone-rich environments, these may be 1.5x as hard to puncture/engulf (as they utilize silicate crystals). 17) Gluers - Globs that create a sticky enzyme that can glue cells together. Assimilating them grants the ability to bond with other cells of your type. 18) Sharers - Elliptic Cells which can exchange DNA with other cells, and after division acquire half of that cells traits. Assimilating them gives you the ability to exchange DNA (Early Sexual Reproduction)
Camera angle is locked at a top-down angle on the Z axis; the player can move freely in the X and Y axes. For the first few moments of the game, cell movement will be limited to drifting, with player able to choose direction by clicking. At this point, the objective for the player is to absorb other cells' structures by engulfing certain numbers of them.
Initially, the "soup" is populated with random variants of the AI proto-cells. There should be several different models of every proto-cell for the game to choose from; these will then have their color palette randomly shifted in every new game to create many different-looking proto-cells. Some cells will be more common than others. This could be determined by the planet environment (IE. a hot planet has more Heat Eaters, a brighter star will give more Light Eaters etc)
The player's GUI will include a "Nourishment Meter" which will empty at a given rate, and fill as the player consumes proto-cells and other cells. AI cells in the environment will be absorbing proto-cells as well, causing them to become increasingly complex. The player may engulf them by approaching them, provided they are large enough and have the appropriate structures. Initially, they only yield nourishment based on their size, and any structures within them will break down into globs of protein, which are rejected by the player's cell. As the player gains new cell parts, they may gain the ability to digest proteins or carbohydrates produced by other cells.
Every cell, including AI cells, has a Nourishment Meter. Whenever a cell's Nourishment Meter remains filled for a given amount of time, that cell will reproduce. Its offspring will be exactly identical to the parent. If the player cell reproduces, it will release an AI cell of the same type into the environment; cells of similar type to the player's cell will not attack it. If this cell assimilates any new cell structures, it is considered a different species, and will become hostile to the player.
After a given number of organelles are assimilated (exact number TBD), the player will have to assimilate more and more of a given type of proto-cell in order to assimilate it.
When a player's cell absorbs a given number of #17 - Gluers (Which could be quite rare to give a lengthy microbe stage), it gains the ability to "stick" to other cells of its kind, forming cellular colonies. At this point, the player can become a multicellular organism by bonding with as many cells of its type as possible.
However It will only be able to replicate the whole colony if it has assimilated enough #19 - Sharers.
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My rough concept of early Multicellular stage:
| Spoiler: | | | So we have pretty much mutually decided that you are multicellular when your cells begin joining together. (Assimilating lots of Gluers which contain an organelle which produces a bonding enzyme). Strength in numbers is beneficial.
So basically we have a colony of cells. At first there will be two.
Each cell in your colony will divide several times a generation, and the new cells join on to the colony. For cells to divide, they need energy. When the number of cells has doubled from the last generation, you can reproduce the whole colony.
Click+dragging on any cell will allow you to move the entire colony from that cell at first, but as cells become more specialized, some may be immobile whilst others have increased mobility. Camera is the same as Microbe, locked vertically. You are free to move along X and Y axis, but you now have the option to dive up or down by holding + or - (Like flOw for anyone whose played it). The camera will continuously zoom out to account for the size of your colony.
Other AI cell colonies will also be forming, and could even see your colony as a source of food.
Energy
Your main priority is to attain energy for movement, reproduction and growth. There are several ways to acquire energy, and how you go about it depends on what you did in microbe stage.
~If you assimilated lots of Heat-Eaters (#13) you will be Thermosynthetic. You must find areas of heat intensity to acquire energy. Multicellular structures will need to be discussed. Surface area:Volume ratio of thermosynthetic cells should be efficient for heat transfer. Heat sensitive cells are likely to form (Cue infa-red vision developing)
~If you assimilated lots of Light-Eaters (#12) you will be Photosynthetic. You must find areas of light intensity. You are likely to evolve 'branches' of cells surrounded by specialist chlorophyll-rich cells (Like leaves). Light sensitive organelles in cells are likely to become more specialized and become 'eye spots', allowing a more clear depiction of light levels (Possibly an arrow on screen directing you to a light intense area).
~If you assimilated lots of Eaters (#11) you will be an organism that utilizes a form of cellular respiration (Animals/Fungi/Anything that 'Eats'). If you are a Respiratory organism you must attain energy by consuming other organisms. You are likely to evolve a string of organisms which form a ring around prey and then break them down internally with excreted enzymes. Later tube like organisms could form allowing food to be pushed by long strings of cells (Like tentacles) into an area of specialist cells which break down the food. Waste products are expelled at the rear. (Things like a Hydra may form)
Reproduction
In order to reproduce, true multicellular organisms must solve the problem of regenerating a whole organism from germ cells.
The division of the colony rather than individual cells can only be done if you have assimilated enough #19) Sharers.
One of your colony cells early on in Multicellular will be your 'sharing' cell. This sharing cell is essentially your cells gamete (Egg/Sperm). The Sharing cell will have to make contact with another sharing cell of a different colony of the same species (Cue early mating) in order to produce a zygote.
Before you can reproduce the entire colony, individual cells must divide until you have twice as many cells as you started with. Individual cells will only divide when you acquire enough energy. When you have enough cells, the sharing cell will be ready for reproduction.
This new zygote will then divide several times until it is a new colony with elements from the parent colonies (Which early on will be pretty much the same). You will then take control of this colony.
Death If you do not acquire enough energy due to lack of food, a majority of your colonies cells are lost/destroyed, or your sharing cell is destroyed you will die. As you can no longer contribute to the next generation, you will restart at the beginning of the one you died in. The structure of your colony may be slightly different.
Cell Specialization *UPDATED*
This section is still a bit iffy but recently several sparks of ideas, sketches, simplification of real life systems and processes has led me to the following. Whether this section will be handled manually or by auto evo (TBD), this is what we have so far. Specialized cells in early Multicellular gameplay will be different to those of single celled gameplay. As of now, here is a big old list of the types of cells that can form (Or be placed) in your colony.
Locomotive cells: Cells that have certain organelles that specialize in movement.
Pseudopodia: Cells that can change their shape to allow movement IE. Amoeba, White blood cells.
Types/Functions of Pseudopodia:
Creepers: Allow slug like movement at a low energy cost for surrounding/attached cells. + Slow Localized movement - Small ATP
Engulfers: Can break off from the colony and 'engulf' any parasitic or harmful cell in the organism by Phagocytosis (Basically a fundamental white blood cell). +Immune response, or increases health/disease resistance. - Small ATP
Ciliates: Round cells covered in hundereds of small, fine thread-like cilia.
Types/Functions of Ciliates:
Beaters - Cilia beats to allow motion to the cell and cells within a radius attached to it., but it is not as effective as Wrigglers. + Medium Localized movement - Medium ATP
Pushers - When lining a small tube-section of a colony, they can beat to push food along the tube. + Digestive efficiency + Function - Medium ATP
Flagellates: Egg-shaped cells with a long, mobile whip like thread called a Flagella.
Types/Functions of Flagellates:
Wrigglers - The flagella is beat back and forth to allow motion to the cell and cells within a radius attached to it. + Fast localized movement - Large ATP
Anglers - The flagella is covered in an adhesive substance and can stick to food particles or prey and pull it towards the cell. + Energy from food + Function - Large ATP
Physiological: Cells which deal with digestion, ATP production, waste, and metabolic functions.
Secretory Cells: Longs vase shaped cells with an organelle at one end which secretes special fluids in the pointed direction. (Essentially gland cells).
Types/Functions of Secretory Cells:
Digesters: Secrete fluids/enzymes which break down food particles. + Function + Digestive efficiency
Odourants: Secrete a fluid which repels larger organisms (Or organisms of a certain type) + Function - Medium ATP
Chummers: Secrete a fluid which attracts smaller organisms (Or certain types of organisms) +Function - Medium ATP
Absorbers: Grooved box-shaped cells (More surface area for diffusion) which absorb certain materials.
Types/Functions of Absorbers:
Eaters: Absorb all food material in a radius and convert it to ATP + Large ATP
Breathers: ONLY in large colonies, absorb oxygen from outside of colony and transport to the interior cells for respiration. (At this scale it can be done under the hood, could be displayed as vein like structures forming) + Function + ATP gained from food
Offensive and Defensive Cells Any cells concerned with the defense or offense of the colony. This section contains many different types of cells.
Shield Cells: Tube shaped cells which are used defensively.
Types/Functions of Shield Cells:
Platers: Have a thick membrane which is very hard to break, can form shells when placed around other cells. + Colony Health/Defense + Function
Stinging Cells Contain a sub organelle called a cnida which can inject poison into any cell that touches it.
Types/Functions of Stinging cells:
Stingers: Inflict damage to all organelles in the victim cell. + Function - Medium ATP
Dissolvers: Break down the inside of the victim cell for digestion + Function - Medium ATP
Paralyzers: Immobilise the victim cell. + Function - Medium ATP
Sensory Cells These are cells which account for senses such as heat, light, chemicals etc
Eye cells: Sensitive to light, give the player a light sensor and a wider FOV, and a warning if the light becomes to dim (for photosynthetics) or too intense. + Light Sensor
Thermo cells: Sensitive to heat, give the player a heat sensor and a warning system if the temperature is too cold or too hot. + Heat sensor
pH Cells: Sensitive to extreme pH levels, be they low or high. Adds a warning system. +Chemical sensor
Nerve cells: A very simple version of a nerve cell, gives the colony a sensitivity to large vibrations in the water. Can help increase awareness of larger organisms. + Presence awareness bar
Reproductive Cell(s) The aforementioned 'Sharing Cell' has undergone some modifications.
Hormone Cell When the colony is old enough, the hormone cells will activate, releasing hormones into the surrounding area. These hormones will attract another of your species with which you can mate sexually. At this stage (if your colony is small enough) you can also asexually reproduce, by 'budding' you mating cells, forming colonies identical to your current one. Why you'd do this, I don't know. I guess if you can't find a mate or if you are close to death.
Mating Cells These mating cells, when active will be able to exchange DNA with other mating cells as long as they are the same species. If your colony has more than one mating cell they can asexually reproduce. If you have released hormones to attract a mate you can sexually reproduce with them by connecting the mating cells and activating them. When the two cells are together they will fuse (Giving the full chromosome number) and form what is essentially a zygote.
Depending on whats happening with Auto-Evo or the OE,
Auto-Evo: This zygote will divide, and as it does so it will offer certain traits such as "Increase Plater Thickness" Or "Increase Plater Count", giving you various options to add or decrease certain traits/cells to your liking.
OE: Your colony will be opened up in the colony editor. Here you can spend "Diversity Points - (A number determined by how many times your whole colony died, how many cells in your colony died, and basically the population size of your species and thus the likeliness of mutations) on things such as new cells, new traits, and improvements of existing cells.
Ok. SO its not really 100%. There is HEAPS to add, and heaps to work out and simplify for effective gameplay.
You will notice that I have seriously stripped down the types of cells and left out many key functional cells. This is because a lot of them can be done behind the scenes and/or later in the game when you are not viewing them at a cellular level (Things such as nervous systems or muscle cells). I have also given them names that the common gamer can associate with a function as opposed to the full on confusing scientific names. I have sorted them under a not-so-good type setting as opposed to function (IE Flagellates as opposed to Movement cells).
And then, this.
| Bashinerox wrote: | | As the amount of cells increases into to the hundreds, the camera continues to zoom out, and behind the scenes, the multiple cells get turned into a single entity. This entity has a single bone that is of length 0. |
You have officially entered the 3D Organism stage. (By this point you will probably be something the size of a mosquito larva)
|
So. Its not finished. There is much to think about, to add, to erase or to develop.
~Things to Discuss~
~AUTO EVO - Is it possible with this concept. How?
~Multicellular structures and specialized cells for: ~Thermosynthetics Colonies ~Photosynthetics Colonies ~Respiratory Colonies
~Assimilation of other cells in Microbial stage and their effect on Multicellular colonies.
~Any ideas here you like or do not like.
~Reproduction of individual cells and entire colonies
Ta 
Last edited by Pezzalis on Mon Mar 14, 2011 6:43 am; edited 2 times in total |
|  | | andry796 Newcomer

Posts: 93 Reputation: 0 Join date: 2010-11-28 Age: 15 Location: Italy
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 8:37 am | |
| mmmmm... Sorry but I don't like the absorb-and-get-skills system, no way. I think that "skills" should be given by the auto-evo (however we are still discussing on how auto evo will work). But I have a question: why has the visual to be 2d in cell mode? I don't think in real life cells move only right, left, front, back! In my opinion the hardest thing in this discussion would be choose how the cell-multicell transition will look like. |
|  | | The Uteen Sandbox Team Lead

Posts: 1074 Reputation: 23 Join date: 2010-07-06 Age: 15 Location: England, Virgo Supercluster
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 9:15 am | |
| Wow, I hadn't noticed that second concept before, it's good. But colonies of cells, and the ability to... Send cells away from the colony, I think? As well as the different kind of 3rd dimensional navigation, well, that sounds like another stage of gameplay! That's not a bad thing, it's allows continuous flow between cell and multi-cellular (which may need renaming if this becomes and official 'stage'), which I like the sound of. @andry: I suppose cell could be 3D, it could work sort of like the current smell sense concept... In fact, we could make it exactly the same (replacing the smell description and smell code) and it would work fine. Maybe we could change the smell clouds, and make them more watery/fluid, to keep the senses different. hang on, for anyone confused about the above paragraph, the current idea for cell's 'senses' (I think) is that cells send out chemicals and can identify other cells with them... Or something like that. The cells will not have eyes! |
|  | | kaosrain Newcomer

Posts: 59 Reputation: 2 Join date: 2010-11-21 Age: 13 Location: Dead frontier and civilization revolution
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 9:55 am | |
| ¿How exactly do you "absorb" other cells? i think we should start drawing concepts of the extra basic cells
¿Also the other cells evolve by absorbing too, right? ...¡¡¡Colony stage!!!!
Last edited by kaosrain on Thu Dec 23, 2010 11:01 am; edited 1 time in total |
|  | | specialk2121 Newcomer

Posts: 69 Reputation: 0 Join date: 2010-12-14 Age: 14 Location: Empire State of the South
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 10:25 am | |
| | andry796 wrote: | mmmmm... Sorry but I don't like the absorb-and-get-skills system, no way. I think that "skills" should be given by the auto-evo (however we are still discussing on how auto evo will work). |
I actually like the eat and get skill IT s kind of like in spore when you ate more plants than meat you became a herbivore so if you eat mainly light eaters you become a light eater
(PS. i don't think were doing auto-evolve yet) |
|  | | andry796 Newcomer

Posts: 93 Reputation: 0 Join date: 2010-11-28 Age: 15 Location: Italy
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 2:41 pm | |
| | specialk2121 wrote: | | andry796 wrote: | mmmmm... Sorry but I don't like the absorb-and-get-skills system, no way. I think that "skills" should be given by the auto-evo (however we are still discussing on how auto evo will work). |
I actually like the eat and get skill IT s kind of like in spore when you ate more plants than meat you became a herbivore so if you eat mainly light eaters you become a light eater
(PS. i don't think were doing auto-evolve yet) |
We aren't going to make it like spore... |
|  | | specialk2121 Newcomer

Posts: 69 Reputation: 0 Join date: 2010-12-14 Age: 14 Location: Empire State of the South
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 2:45 pm | |
| | andry796 wrote: | We aren't going to make it like spore... |
I know were arnt but i think that is a good comparison to what this ( it s at least what it reminded me of) |
|  | | Pezzalis Regular

Posts: 257 Reputation: 5 Join date: 2010-08-07
 | Subject: Re: From a Colony of Cells to an Organism Thu Dec 23, 2010 5:32 pm | |
| | andry796 wrote: | mmmmm... Sorry but I don't like the absorb-and-get-skills system, no way. I think that "skills" should be given by the auto-evo (however we are still discussing on how auto evo will work).
|
As crazy as it sounds this is actually based of the endosymbiotic theory.
http://en.wikipedia.org/wiki/Endosymbiotic_theory
Note that this kind of assimilation will only work in single cells and will not be possible once you are multicellular.
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|  | | Darkgamma Learner

Posts: 136 Reputation: 1 Join date: 2010-11-21 Location: Serbia (not that you need know where it is)
 | Subject: Re: From a Colony of Cells to an Organism Sat Dec 25, 2010 5:01 pm | |
| | andry796 wrote: | In my opinion the hardest thing in this discussion would be choose how the cell-multicell transition will look like. |
There's this single-celled real-life thing, think it's called Paramecium, that has one cell and two cellular nexii (think that's what they're called), and it has properties of both unicellular and dicellular beings, tho it has one cell. |
|  | | Pezzalis Regular

Posts: 257 Reputation: 5 Join date: 2010-08-07
 | Subject: Re: From a Colony of Cells to an Organism Sat Dec 25, 2010 5:07 pm | |
| | Darkgamma wrote: | | andry796 wrote: | In my opinion the hardest thing in this discussion would be choose how the cell-multicell transition will look like. |
There's this single-celled real-life thing, think it's called Paramecium, that has one cell and two cellular nexii (think that's what they're called), and it has properties of both unicellular and dicellular beings, tho it has one cell. |
Don't think its paramecium they are typically unicellular... I don't think the transition from cellular to multicellular would be difficult... Its more or less controlling two or more cells instead of one...
I Think the hardest part is going from seemingly 2D multicellular as a large colony to a fully 3D Organism...
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|  | | Xenopologist Learner
Posts: 108 Reputation: 3 Join date: 2010-08-07
 | Subject: Re: From a Colony of Cells to an Organism Sat Dec 25, 2010 8:09 pm | |
| | Pezzalis wrote: | Don't think its paramecium they are typically unicellular... I don't think the transition from cellular to multicellular would be difficult... Its more or less controlling two or more cells instead of one...
I Think the hardest part is going from seemingly 2D multicellular as a large colony to a fully 3D Organism...
|
I still dislike the idea of this being a sharp stage division; every other transition except this one seems to "flow" quite well. Perhaps there could be some sort of gradual shift in perspective from a plane -> a point where the player can begin traveling between layers of 2D space -> 3D space of Multicellular. |
|  | | ~sciocont Overall Team Lead

Posts: 2564 Reputation: 61 Join date: 2010-07-06
 | Subject: Re: From a Colony of Cells to an Organism Sat Dec 25, 2010 8:54 pm | |
| | Xenopologist wrote: | | Pezzalis wrote: | Don't think its paramecium they are typically unicellular... I don't think the transition from cellular to multicellular would be difficult... Its more or less controlling two or more cells instead of one...
I Think the hardest part is going from seemingly 2D multicellular as a large colony to a fully 3D Organism...
|
I still dislike the idea of this being a sharp stage division; every other transition except this one seems to "flow" quite well. Perhaps there could be some sort of gradual shift in perspective from a plane -> a point where the player can begin traveling between layers of 2D space -> 3D space of Multicellular. |
QFT- we need a good smooth transition. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Internet Presence]  |
|  | | Pezzalis Regular

Posts: 257 Reputation: 5 Join date: 2010-08-07
 | |  | | Commander Keen Industrial Team Lead

Posts: 1120 Reputation: 30 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: Re: From a Colony of Cells to an Organism Sun Dec 26, 2010 5:07 am | |
| | Pezzalis wrote: | If (B) I guess it could begin at a given colony size that you can dive up and down the Z Axis but this will be restricted due to pressures and light levels etc, then later on you can dive much more freely and now it will be more or less full 3D except the camera will be locked at the top down view.
How it will then smoothly go to a fully 3D rotatable camera... I am at a loss. |
This is the same problem as with Strategy mode. We might aswell enable 3d camera from the beginning and make it useless (with a lot of blue fog or something). Then later on in multicellular, we might give the player a hint that the 3d camera is no longer as useless as it was before. |
|  | | The Uteen Sandbox Team Lead

Posts: 1074 Reputation: 23 Join date: 2010-07-06 Age: 15 Location: England, Virgo Supercluster
 | |  | | | | From a Colony of Cells to an Organism | |
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