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geNorNics

An Introduction to Norn Genetics

 

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Training Dept.
Lesson 1
Lesson 2
Lesson 3
GenKit Help File
Norn-GNO file

Overview

Ok, the first thing to remember is that genetics in Creaturestm is /not/ like genetics in real life.

In people, animals, plants, etc. in our world, chromosomes are complex collections of base pairs defining tons of individual genes, each of which codes a specific protein used in the development and life processes of the organism.

In Creaturestm, there is a single 'chromosome' bearing around 320-350 'genes' that are basically sequences of computer instructions defined to mimic this development and these life processes.

That said, there's still an awful lot of interesting stuff to be learned about Norn genetics.

Gene Types and Subtypes

In Creaturestm, there are three main groups, or types, of genes. Each of these groups has one or more subtypes of genes as well, for a total of thirteen separate sets of genes.

A brief description of each gene subtype is given in the following table:

Gene Type Gene Subtype Gene Description
Brain GenesLobe Lobe genes store information about the number of neurones and their individual dynamics, including the neurone 'state rule,' which is used to calculate the changing state of every neurone. Each lobe has two classes of dendrites, and separate growth and dynamic parameters can be set for each.
Biochemistry
Genes
ReceptorA receptor binds to a named location and 'fires' when a given chemical reaches a certain threshold. This named location can be anywhere within a creature's system.
"EmitterAn emitter binds to a named location (generally in the brain) and emits an amount of a specified chemical. The concentration emitted depends on the neurone to which the emitter is attached.
"ReactionA reaction gene specifies a chemical reaction, including the reactants, products, the amounts of each involved, and the reaction rate.
"Half-LivesThe single half-life gene specifies the approximate time it takes for each chemical to decay to half of its full concentration.
"Initial ConcentrationOne of these genes can specify how much of a certain chemical should be present in a creature at birth.
Creature GenesStimulusA stimulus gene defines a stimulus (encountered by the creature in the world, or within itself) and specifies the amount of up to four chemicals that should be emitted when it occurs.
"GenusThe single genus gene specifies the species of the creature (norn or grendel) and also includes the parents' monikers.
"AppearanceFour appearance genes are used to describe which of the graphic sets (sprites) should be used to represent the creature.
"PosePose genes describe the graphic location information for a creature to get into any given 'pose.'
"GaitGait genes specify a series of poses that should be used to represent a type of walking sequence.
"InstinctInstinct genes define a certain situation, an action to take in response, and a reward or punishment to give to a creature who completes the specified action in the given situation.
"PigmentPigment genes define the amount of red, green, and blue to add to the base coloring of the graphic sets (sprites).

Gene Files and Breeding

Unlike real-life animals, each creature (norn or grendel) has a genotype consisting of a single, haploid chromosome. When two creatures breed successfully, the following sequence occurs:

  1. The two genome files (one from the mother, one from the father) are lined up for comparison.

  2. One or the other version of each gene is randomly selected from the two files.

  3. Errors such as mutations, duplications, or deletions may occur (depending on the gene - some gene types do not allow any errors).

  4. The resulting genome ('gen' file) is named with a new moniker (e.g. 456K.gen) and placed in the genetics subfolder on your computer. The moniker can be read from the genetics subpage in the Science Kit.

  5. When the creature hatches, the contents of its 'gen' file and additional information about it is added to the world.sfc file, which contains information on the current state of your Albia and all the objects and creatures within it.

  6. If the creature is ever exported, an 'exp' file is created from the information in the world.sfc file pertinent to that creature and saved to your hard drive.


And that's the end of Lesson 1! Hopefully, you now understand the following terms and concepts, as they related to genetics within Creatures:

Some references for further reading:

  1. Creaturestm Official Strategies & Secrets - by Toby Simpson [ISBN 0-7821-2202-7]
  2. Genetics Preview Kit Reference Guide
  3. GK Help File - 'How Creatures Works' sections from the Genetics Kit Help File.
    [Be sure to read the entire help file if you own the GK.]
  4. Peruse the other CreaturesTM genetics facilities listed in the White Pages.