Friends from Birth and Extended Genetics Analyses
Written on
Monday, May 20, 2013
The lone Norn of the fourth generation was well on her way to becoming an independent explorer. I bid Astrapia a lot of luck as I turned my attention to the flashing incubator. Even though I had cheated with a genetic analysis, the suspense was no less exciting! Out of the generously speckled egg emerged Blackcap, the son of Flewddur and Angharad. He might have looked like a typical first generation Horse Norn, but there was much more to this little guy than met the eye! He also looked dashing as he showed off the Updated C1 Male Baby Updates. That adorable smile melted my heart, as it always had. Yet Blackcap certainly had a few hurdles to overcome during his lifetime.
RECEPTORS
Chemical receptors define parameters for a certain chemical. When these parameters are met, an element in the Creature is affected. These genes can increase drives, define life stages, control fertility, and more.Default: 54 Emb B MutDupCut Creature, Drive Levels Boredom, chem=Boredom, thresh=0, nom=0, gain=255, features=AnalogueThis gene actually has two separate mutations! The first changes the life stage when the boredom receptor will work. Normally, a Norn is able to experience the boredom drive immediately at birth. For Blackcap, he will have no concept of boredom until he reaches childhood. Although this is a blessing in some ways, he will fall a little behind the times in terms of learning how to alleviate boredom. The second part of this mutation occurs in the threshold value. This value states when the receptor will trigger. In a standard Norn, this is set at zero, which translates into even the tiniest amount of boredom chemical affecting the boredom drive. When Blackcap reaches childhood, he will be able to withstand a very small amount of boredom before actually feeling it as a drive. Granted, his threshold is still extremely low considering that the maximum chemical value is 255!
Mutation: 54 Chi B MutDupCut Creature, Drive Levels Boredom, chem=Boredom, thresh=2, nom=0, gain=255, features=Analogue
EMITTERS
Chemical emitters define specific conditions within a Creature in order to affect chemicals. Some examples include experiencing stress from excessive drives, becoming cold due to environmental conditions, and more.Default: 123 Emb B MutDupCut Brain, Concept, # Loose dens/cells type 0, chem=conASH, thresh=0, samp=1, gain=255, features=Analogue/Clear SourceI always cringe when I find a mutation with a direct connection to the brain. So many complicated processes! Even a seemingly small mutations can render a Norn completely unable to perform necessary tasks, like eating. My understanding of the Creatures 1 brain is still a little on the shaky side. In a nutshell, this gene normally emits conASH whenever there are loose concept neurons. Put even more simply, Blackcap likely will have some learning difficulties when it comes to learning concepts, such as eating and resting.
Mutation: 123 Emb B MutDupCut Brain, Concept, Cell 2 Output, chem=conASH, thresh=0, samp=1, gain=255, features=Analogue/Clear Source
Default: 152 Ado F MutDupCut Creature, Reproductive, I am fertile, chem=Oestrogen, thresh=0, samp=17, gain=6, features=Inverted DigitalHow will this gene impact Blackcap? Trick question: It will have no bearing on him! This gene is specific only to females, although it is a vitally important gene. This is how a female Norn experiences a drop in estrogen and becomes fertile. The danger with this gene is that it will render a female completely infertile: Her estrogen level should theoretically never drop, thus never allowing her a chance to become pregnant. Blackcap is safe, yet he does have the ability to pass along this mutation to any daughters. Hopefully this gene won't make it through to the next generation!
Mutation: 152 Ado F MutDupCut Creature, tissue 34, locus 0, chem=Oestrogen, thresh=0, samp=17, gain=6, features=Inverted Digital
HALF-LIVES
Chemical half-lives define the decay rate of each chemical. In the absence of any reactions, a half-life defines how long a chemical will remain. Half-lives can range from fractions of a second to an entire lifetime.Default: 1 Emb B MutDupCut Glucose 128This is not much of a mutation, but I wanted to bring it into the discussion of Blackcap. A half-life of 128 corresponds with a decay rate of five hours. The slightly higher value means that glucose can remain in Blackcap's system for a little bit longer in the absence of chemical reactions. Such a small difference normally has no significance at half-lives of about 0-64 and 144-255. In this case, the closest defined half-life of 136 corresponds with ten hours. Glucose is usually used up, but this might give Blackcap a slight advantage when it comes to glycogen production.
Mutation: 1 Emb B MutDupCut Glucose 130
Blackcap also had one more mutation... A second body and head! Of course that wasn't the case, although the picture I snapped looked like a Siamese twin incident! I decided to hatch two Norns at just about the same time, both as a challenge and a chance to keep loneliness at bay. Hiding behind Blackcap, Cotinga looked around her new world. She was the daughter of Doli and Dwyvach. I felt a little guilty for taking away the bonding time I would have had with Blackcap, but he was absolutely dancing with excitement over the new arrival! I was equally as happy, although there were a few genetic mutations in Cotinga's genome that raised a few red flags. I like having interesting genes present in the breeding pool, though!
RECEPTORS
Chemical receptors define parameters for a certain chemical. When these parameters are met, an element in the Creature is affected. These genes can increase drives, define life stages, control fertility, and more.Default: 126 Emb B MutDupCut Brain, Concept, Chemical 1, chem=conASH, thresh=0, nom=4, gain=255, features=Inverted AnalogueDoes this look familiar? Blackcap has a mutation in the chemical emitter that corresponds with this chemical receptor! Perhaps these two were destined to be born together. As mentioned above, my dealings with the Norn brain are still a little murky. What can be said about this mutation is that it changes the lobe from the concept lobe to lobe 9, which I believe is undefined. As with Blackcap, Cotinga will likely struggle with learning concepts.
Mutation: 126 Emb B MutDupCut Brain, Lobe 9, Chemical 1, chem=conASH, thresh=0, nom=4, gain=255, features=Inverted Analogue
Default: 248 Chi B MutDupCut Creature, Sensorimotor, fearful, chem=Fear, thresh=144, nom=0, gain=239, features=AnalogueThis receptor is much more straightforward: It states that a Creature will become fearful when there is a certain amount of fear chemical present in his or her system. Very simple! For Cotinga, this mutation means that she will become fearful when she experiences a decent amount of boredom chemical. As with many mutations, this has a good and bad side. Continga will not actually feel fearful even when she has a lot of fear chemical in her system. Fearless Norn! Yet when she is extremely bored, she will also be very fearful, which could interfere with her ability to alleviate her boredom. The whole learning element with avoiding fearful activities is also seriously compromised.
Mutation: 248 Chi B MutDupCut Creature, Sensorimotor, fearful, chem=Boredom, thresh=144, nom=0, gain=239, features=Analogue
REACTIONS
Chemical reactions define rules for individual chemicals and chemical combinations. These genes can also state the rules for how chemicals are used up, and each reaction has a defined half-life to determine how often it occurs.Default: 174 Emb B MutDupCut 1*Glycotoxin + 2*Glycogen => 2*Pain++ + 2*Sleepiness+; half-life=72This is one of the more sinister genes, for it defines how glycotoxin eats away at glycogen to create pain and sleepiness. In the process, a Creature's glycogen level quickly decreases. Cotinga's mutation means that one unit of glycotoxin reacts with more glycogen: In effect, glycotoxin has the potential to kill her more quickly than the average Norn. Most Norns can eat the deathcap mushroom once and still survive. Continga could die from a single bite: She will surely be kept away from the deathcap mushroom if I can help it!
Mutation: 174 Emb B MutDupCut 1*Glycotoxin + 3*Glycogen => 2*Pain++ + 2*Sleepiness+; half-life=72
STIMULI
Stimuli genes define the chemicals that a Creature expects to receive in response to an action. These actions can range from interactions with the hand to involuntary actions like coughing or sneezing.Default: 93 Emb B Mut 'Pointer slaps me' causes sig=32 GS neu=1(I've been slapped) int=255, Sensed Even When Asleep => 75*Pain++ +32*Fear++ + 16*Anger++ + 16*Sleepiness-The only difference in this gene is the age at which Cotinga should expect to experience the results of being slapped. Although it sounds a little harsh, a well-placed slap during pivotal learning moments can help reinforce an important concept. Unruly Norns are apt to develop if they learn they can get away with ignoring the hand: I usually only use a handful of negative commands during a Creature's young life, but this mutation could put Cotinga in danger of not fully understanding negative feedback. At least there is always positive reinforcement!
Mutation: 93 Adu B Mut 'Pointer slaps me' causes sig=32 GS neu=1(I've been slapped) int=255, Sensed Even When Asleep => 75*Pain++ +32*Fear++ + 16*Anger++ + 16*Sleepiness-
Default: 244 Emb B Mut 'Invol 3='cough'' causes sig=0 GS neu=255 int=0 => 32*Pain + 8*Tiredness + 8*Fear + 16*HexokinaseFinally, something in Cotinga's favor! Her mutation means that when she coughs, she will experience coldness in response to tiredness. This is an inherited mutation, so it might seem rather familiar. Since coughing is often accompanied by a fever, Cotinga could very well end up cooling herself down during an illness.
Mutation: 244 Emb B Mut 'Invol 3='cough'' causes sig=0 GS neu=255 int=0 => 32*Pain + 8*Coldness + 8*Fear + 16*Hexokinase
With a rather lengthy genetics discussion behind them, Blackcap and Cotinga decided that they had to be joined together in everything they did. The learning computer was actually pretty painless: I assumed they would be a little unruly and decide to ignore the language lessons, but they paid careful attention and even kissed one another in between the repeated words. Despite never having a meal to satisfy the grumbling in their little bellies, they were the happiest Norns I had ever seen! They almost convinced me that hatching Norns in pairs should be the new standard... Almost, though. I still liked my one-on-one time!
Did I mention how precious this little couple was? I separated them for a few minutes to make sure that they both managed to eat. Initially they had one honeypot to share, and Blackcap was a little more selfish than I thought he was! I saw no indication of their brain mutations holding them back, aside from the fact that they both needed a prompt to eat on their own. Or maybe they were just distracted with each other: It was adorable how they couldn't take their eyes off of one another! The practical side of me thought that this was likely a terrible match from a genetic standpoint: Combining the brain mutations they each possessed could be a disaster for any offspring. But they seemed so fond of one another, and I couldn't help thinking that they might love one another forever.
The only Norn missing from this adorable display was Astrapia. I left her in the safety of the garden, confident that she wouldn't stray far. When I was comfortable with leaving the two babies alone, I discovered Astrapia far away on the desert island! She had grown into a child, and her face held hints of misery. It was mainly exhaustion she suffered from: I felt a pang of guilt, thinking that perhaps she had ventured so far in search of the hand. After all, I had effectively abandoned her while I cared for the newborns. She harbored no hard feelings, though, and a rewarding tickle after she ate made her a happy Norn again!
Blackcap and Cotinga were still babies who had not ventured forth into the garden. When I returned a mere minute later, however, Cotinga had already grown into a child! At just twelve minutes old, she was definitely a very early bloomer. Blackcap stayed a little further behind... He was supposed to be the older, stronger one! Her baby days (or minutes) might have been over, but Cotinga was likely the happiest baby ever to have set foot in Albia. Confident with her training and with her favorite pal behind her, she made the decision to explore Albia. What lay before her was a beautiful garden, and more mysteries lay waiting just around the corner.
The First Release of the Creatures 1 Norn Updates
Written on
Saturday, May 18, 2013
Without further ado, all of the body data and sprite fixes for the Creatures 1 baby males are now available for download! This update includes fixes for seven Norn breeds ranging from the original breeds included with the game to the Life Kit add-on breeds. Months in the making, this project has been both challenging and enjoyable. There is no better way to learn how to create a new breed than to take apart seven already created breeds! Thank you to everyone who has provided feedback thus far, both on the earlier beta version of the Banana Norn and on the preview screenshots for each breed. Many of the updates likely will go unnoticed, since only a few major changes were truly necessary. Perhaps I made this project much larger than it needed to be, but sometimes that's the best way to learn more! It's like jumping into the genetics side of the series: It might seem daunting at first and require several tries to get something right, yet the end result is worth the time and effort. I have done extensive testing in NornPose to ensure that limbs connect correctly. Admittedly, my in-game testing time was rather short, which is why I am always open to comments and feedback. Some of the breeds were altered more than others, and I'm sure my personal preferences played a bit of a role! Opinions are welcome, since my interpretation of what a breed should look like might not fit in with the majority. Please report any of the following:
- • Discolored Sprites: Green, pink, purple, or other bright colors mixed in around the edges.
- • Misaligned Body Parts: Joints or body parts that are horribly out of alignment.
- • Floating Pixels: Any pixels that seem to "float" a little ahead of or behind the Norn.
- • Gait Issues: Problems navigating through certain parts of Albia.
- • Incorrect Body Parts: Upside down arms, sprites from other breeds, and related issues.
As with a jigsaw puzzle, this project will be released in pieces until the final download is available. The next step is to work on the baby females. Luckily, this process should take far less time since all of the files for the baby males can be utilized in some way. The little ladies will just have to admire their male counterparts before putting on their new appearances! Make sure to download this update soon and provide any thoughts! If there are any problems, I would rather know about them early on before they can be transferred over to the baby females. My hope with this download is that Creatures 1 Norns will become a bit more loveable and easier on the eyes without taking away from their original appearances. One common question is whether these updates will be available in the other games. The answer is a very resounding "Yes!" but my first priority will be to finish up all life stages in Creatures 1. For now, enjoy this first major release!
Following Along with the Updated Norn Breeds
Written on
Friday, May 17, 2013
With more time devoted to working on pages of body data coordinates, I finished up the Purple Mountain Norns! The two standard poses I've been showing off only show minor updates to this breed. The floating pixel issue has been eliminated, though! And no more bright pink side of the face!
I was so excited about my progress, that I jumped right into the baby male Forest Norns! Their ears and overall body part shapes enjoyed vast improvements. These little guys should also benefit from more natural coloring. Their floating pixel problems have also been banished! In projects like these, one often gets into a rhythm. I assumed the Ron Norns would follow this general flow, especially since I had dealt with more unusual body shapes with the Forest Norns. No sooner did I start, and the hours started to tick away. Although I did my best, the original sprites for the Ron Norns were extremely difficult to work with. Their lower legs had to be reconstructed and recolored, yet they were not completely perfect. For that matter, getting the body data files perfect was something I didn't want to achieve: With such a small area to work with, these tiny sprites were bound to have small issues. Chances are that I'll be the only one to really notice them, though!
At last, I triumphed over the Ron Norns! They still possess a very unique appearance, but I'm very happy with the way they mesh a little better with the original breeds. I avoided this breed completely in the past due to their problems, but that little face is growing on me quite quickly!
And thus the madness of running a final test commenced! I ended up with ten Norns running around in Creatures 1 as I carefully watched their movements. As expected, mixed breeds will have their body parts in slightly different positions. However, my test Norns all looked like they had the proper proportions. I did catch a couple of transparent pixel issues with the Forest Norns and Ron Norns, which will mean a few necessary fixes to the sprites. Check back tomorrow: There should finally be a big C1 download!
A New and Unconventional First Friend
Written on
Wednesday, May 15, 2013
With the learning computer finally silenced, Astrapia stood tall and proud after her first major accomplishment! Her head was barely taller than the spinning top, yet she was already a Norn with an enormous personality. Perhaps I was biased, but I was completely in love with her! Astrapia caught on to every concept in the blink of an eye: She held her breath, waiting for whatever wisdom the hand wanted to bring to her. The kind tickles likely helped matters for her! In less than ten minutes, she transformed from a frightened newborn into a confident and energetic baby Norn who was able to eat and play all on her own.
As she reached up for the nearest bee, Astrapia demonstrated a rather unique talent: Holding a honeypot in the crook of her arm! Talk about a horrible body data error... I've been working on these constantly for the last few days, and I was hoping to avoid any reminders of the project. At least Astrapia was a long way from being completely crippled! Her energy kept her going strong, and soon I barely noticed her disjointed arm. We spent a good deal of time near the learning computer before venturing into the kitchen. At one point, Astrapia laid down long enough to reduce her exhaustion to nearly nothing. Very smart decision! She was ready for just about anything!
Elsewhere in Albia, Arianllyn the Grendel decided that she needed to camouflage herself before settling in for an afternoon nap. She made it to the island all on her own... I shouldn't have been surprised, but she had done exceptionally well all by herself. Adaon still had not managed to locate his love, but he was busy trumpeting away and hanging out around the temple. With the high egg production of Grendels, it was probably a good idea for them to enjoy some alone time! Besides, Arianllyn often fell asleep at the mere mention of music. She was far from musically inclined: Her favorite song was the sound of her own snoring as she drifted off into a deep sleep. Or maybe it was the sound of the ocean waves carrying her to a land of dreams...
What in the world? Astrapia stumbled across her first friend in the garden. As she reached out to pet him, there was no holding back this brave Norn! With the wag of his tail and a cute shake of his body, this little Muggy was the best thing Astrapia had ever seen! In her usual adorable way, she crawled right behind him and tried to fit her tiny feet into his footprints. The smells of carrots and radishes eventually distracted her young mind enough so that the Muggy was left alone. I, on the other hand, pet him a few more times and enjoyed his personality! Astrapia and I decided to nickname him Ludo after a beloved character. Hopefully he would prove just as loyal as his namesake!
A Little Update on the Big C1 Norn Project
Written on
Tuesday, May 14, 2013
After a good bit of work with the Horse Norns, they have been moved into the complete pile! These little guys were riddled with pink, purple, and green pixels. Their body shapes are also rather different from the other two original C1 breeds. I had a field day with their arms and legs.
Built on the same base, the Santa Norns only required a couple of additional tweaks! I purposely made this breed a little shorter and stouter to keep in line with their namesake, but they should still fall in line with the general Creatures 1 Norn image. Maybe more players will decide to use this breed! With this update, four out of the seven baby male breeds have been completed! The last three will require some extra time, since they have rather unique body shapes. I have made ample use of NornPose... Seems like I'm spending a lot of time lining up arms and legs than actually playing Creatures! I'm eager to post this download, however. And there might also be a reason why I'm delaying hatching another egg in my main C1 world! Chances are that we'll meet a model who will be able to show how these updates improve the appearance of mixed breeds. Check back soon! EDIT: The images have been updated to reflect some final changes. The Horse Norn should now be less boxy: He actually has tiny elbows! Arm positions were also slightly tweaked. Make sure to refresh the page for the new images!


