Creatures Community Chat

Thursday, August 9, 2012

Mapping the Norn genome: Header, Half-lives, poses, apperaance & pigments

Welcome budding mad scientists to your first Norn genetics lesson. Rest assured you have a long way to go before you can be considered genetics experts, and vastly longer still before you can be considered mad. Sadly some of you will never achieve this title, preferring the safety of sanity.

My trusted assistant Tiggy...what's that Tiggy? No, you're the assistant. No I don't care that you brought your monocle! Ahem...

My trusted colleague Tiggy and I will be walking you through your first few lessons this morning. Please keep in mind all illusions of morality should be checked in at the door, along with your coats. Mad monocles will be permitted entry.

Hopefully all of you brought your essential tools today, as you're going to need them. If not, shame on you. But lucky for you extra tools have been provided for this lesson only! In future please remember to bring your copy of Creatures 1, Genetics Kit, DDNA-Analyzer, BORG addon and Test Subject.

A more detailed description of these tools can be found in your beginners pamphlet. If you haven't already gone over this, consider it your first homework assignment.

Today we will be covering the basics of the Genetics Kit, as well as taking a look at some beginner genes. We will finish with a video lesson on pigment genes, where you will be permitted to create your first genetic mutant. Won't that be fun!

If you haven't already, you'll want to unzip your 'genetics_kit.zip' file and install the 'genetics_kit.exe'.


Extract the 'genetics_kit.exe' from the zip and double click on the extracted file. You should get this screen.


Click 'Setup' and follow the on screen instructions.

Once installed, find the 'Genetics Kit.exe' file. The default installation location is "C:\Program Files\Genetics Kit". It might be useful for you to create a shortcut on your desktop for easier access.
Double click the icon to open up the program. You should be greeted by this screen.


Fantastic! You've just taken your first step towards becoming a mad scientist. In the same way that watching The Simpson's is your first step towards becoming a nuclear physicist. Not to worry, we'll make crazies out of you yet!

Let's start with the basics. Click the 'Load Genome' button. It's smack bang in the middle of the screen, towards the bottom. This will open up a new window, allowing you to select a .gen file to load into the Kit. Going to 'File - Load Genome' or hitting 'Ctrl + O' on your keyboard will do the same thing.

With a bit of luck the program will automatically try to open on your Genetics folder. If not you'll need to navigate to it. Assuming you have the Good Old Games version installed, the default folder can be found at:
I had one of these just last week. No, really!

C:\Program Files\GOG.com\Creatures Albian Years\Creatures 1\Genetics

Here you will find all the original hatchery genomes for your Norns. As you can see there are mum files and dad files. When you hatch a new Norn in C1 the game chooses the corresponding genome files and 'breeds' the two genomes together, creating a unique Norn each time. This is why you will sometimes get a generation 1 Norn with a strange mutation.

However, we don't want to mess with these files. If you accidentally screw up one of these files your hatchery Norns might be born with two heads!*

*Your experience may differ.

Let's leave these files for now. Instead, jump to your custom Creatures folder, usually located in your 'My documents':

C:\Users\YOUR COMPUTER\Documents\Creatures\Creatures 1\Genetics

If you're like me and have been playing Creatures 1 for a long time your Genetics folder may look a bit like this:


If however you're new to this mad scientist thing, don't be alarmed if this folder has nothing in it.

Please place the tests subject's .gen file (0CAP.gen) in here for future reference. Using the Genetics Kit, open this file.

Odds are you'll get a little warning message. Keep your monocles on! This is normal. Well...sort of normal...Damn it Tiggy I said keep your monocle on!

The error message should read:

1 genetic error(s) were corrected automatically

This error message comes up when the genome has a specific mutation in it that may break the game. Not to worry, the father of Norn genetics, Steve Grand and his crew foresaw this issue and built a fail safe into the game. Serious mutations like this are automatically corrected to prevent the game crashing.

Click 'OK', the problem will resolve itself and the file will load. See Tiggy, nothing to worry about.

WARNING: Messing with genes has the potential to make creatures that are unviable. Sometimes these creatures can crash the game. If you intend to do any extensive experimentation, it is recommended you export your creatures before continuing. Don't worry too much though. We'll try and give you the heads up on any potential problems.

Gene Editor Tab

There's quite a bit to cover in the Genetics Kit, but for now let's dive straight in. Click on the 'Gene Editor' tab at the top and it will take you to this page.



This is every gene in a female Forest Norn. Aaaallll 333 of them. Notice that the first gene starts at '000'. This is a programming thing whereby numbering systems always start at 0, rather than 1. This is because when computers were created, the number 0 hadn't been invented yet. Or because programmers can't count, I forget.

Like a lot of programs with a lot of lists, you can click on the list heading and rearrange the gene order based upon that heading. It's okay, this only changes the way we visualise the gene, it doesn't alter the actual gene, so feel free to give it a go.

Try clicking the 'Switch On' heading. This will rearrange the genes so the Adolescence genes are first, followed by Adult, Child, Embryo, Old, Senior and Youth.



Can anyone guess why these are aren't listed in the order of youngest to oldest? There's a gold star in it for you!

For now, click the '#' heading, bringing the list back in order of gene numbers.


Header Gene

After that, double click on gene '000'. This will open up a new window.


This is the 'Header' gene, and it's a very special gene. Firstly, it's the only gene that cannot be deleted. Seriously, feel free to give it a try. It'll throw an error saying you can't delete it. It may also destroy all the tea in china, although that's pretty unlikely...probably.

Secondly, this gene defines what species your creature will be. Will it be a Norn, Grendel, Ettin or Shee? This option will tell the game which creatures can breed with which, as well as assigning which voice files to use.

Although only Norns and Grendels were available in Creatures 1, it's interesting to see both Ettins and Shee are available.
WARNING: The game does not seem to like changing this option to 'Ettin' or 'Shee'. I believe there are ways around this, however it crashes my game. Experiment with these at your own risk.
Selecting the 'Species of Creature' dropdown will allow you to change the species of your creature. Aside from that, this gene doesn't really allow you to do anything else. Although it does tell you what the mother and father's genome is if you want to track down lineage.

Click 'Cancel' or 'Close'. 'Cancel' will erase any chances you've made, while 'Close' will keep them.


Half-Life Gene

Next, double click on the '001' gene. These are the Half-lives. As you can see in the 'Description' column, these are the decay rates at birth, referring to every single chemical inside your creature.


As you can see this screen is quite different from the last. Each type of gene has a different window with different options. Again, the Half-life gene is unique to your creature.

Try clicking on the 'Pain' option in the menu. The bar and number down the bottom should change. The number should read '56'. You can use the scroll bar next to it to change how quickly this chemical decays in your Norn.

The values go up and down in increments of 8. Again, this is a programming thing that has to do with bits, bytes and nibbles.

These values are exponential, meaning a value of 16 will take 1 second to decay, whereas a value of 8 will take .4 of a second to decay. Notice that although the value of 8 is half of 16, the amount of time is less than half. A value of 248 will take 52 years to decay. That's in real time!

A table of all the decay rates can be found here, towards the bottom of the page.


Gait Gene

Let's close this window and open up gene '002'. This is a gait gene.


All together there are 8 gait genes, each expressing how a creature walks under certain conditions, such as tired, in pain or angry. This first gait gene is the normal walk cycle for your creature (Notice it's actually called 'nornal'. Oh those wacky scientists).

When creating animation you link several still images together to fool the eye into believe there is actually movement.

Using the drop down menus you can select which still image corresponds with which walk cycle. For example you could change the third menu to 'Crouch/Lay egg' and your creature would take 2 steps, squat down, then get up and take another step before repeating.

Interestingly none of the gait genes can be mutated naturally. They have to be manually altered. This will stop creatures from developing strange limps in future generations. I believe these genes are allowed to mutate in Creatures 3.


Pose Gene

Let's close this window and open up gene '003'.


This here is a pose gene, which defines what image to display when your creature performs a specific action. Very similar to the gait genes, however these are just single images rather than a collection.

The 'Pose Informaton' menu lists all the available poses, and boy there are a lot of them. Apparently around half the genes in a Norn genome are dedicated to appearance of some sort.
The 'Pose string' is gibberish to the naked eye, but most likely this string links in with an image file in your Creatures folder.

Altering these genes will be pretty difficult as the Pose string is rather unintelligible. Through a combination of trial and error, as well as comparing all the pose genes, you could certainly learn how to manipulate these genes though.


Appearance Gene

Let's jump down the genome a little now and take a look at gene '008'.


This gene is a little vain. It's all about appearances. The appearance genes link the body area (head, legs, arm, body and tail) to the corresponding breed images. These are the genes that define whether your creature is a Banana, Horse, Pixie Norn or any other breed you may have installed.

These genes are also linked with gene 000. Do you remember which gene that is? It's the header gene, which defines what species your creature is. Setting gene 000 to Grendel will get you very different appearance results than setting it to Norn.
WARNING: One option in the 'Body Area' menu is 'Tail + Create'. Originally I believe the game meant to make tails a separate body part from the torso. It appears this is no longer the case and adding a new gene with 'Tail + Create' crashes the game.
Should your creature happen to mutate and duplicate one of these genes, don't worry. It appears the game selects the gene with the lower 'Parts ID' to display and ignores the other.

In a similar fashion, don't stress too much if one of these genes is deleted during a mutation. The game automatically sets the offending gene's 'Parts ID' to the default '0/Only' option. This does however mean that your future generations may no longer be able to mutate body parts, giving your population a stagnant appearance.

Pigment Gene

And finally we get down to the final gene we'll discuss today, gene 016. This is a pigment gene and although I know it has something to do with a colour tint, I'm not entirely sure how all the pigment genes work together.


This gene relates to how much blue pigment (or tint) is applied to the creature.  But the question is, does this tint the whole creature, or just one body part?

All together there are 12 pigment genes: 3 blue pigment genes, 3 red pigment genes, 3 green pigment genes, 1 redness at birth gene, 1 blueness at birth gene and 1 greenness at birth gene.

Considering there are 4 body parts (head, body, arms and legs) it makes sense that these 12 genes relate to each body part, but honestly I'm not sure.

So...let's find out shall we?

Well that was pretty cool ha? Let's quickly recap what we've learned.

The pigment genes all turn on at the embryo stage, so we're not going to have creatures suddenly start changing colours as they get older (That said, you could try making a pigment gene that turns on at the Youth stage to get around this).
Each pigment gene corresponds to the whole body of the creature, not just a single body piece.
The pigments all combine together to create the final colour of the creature.
The colours are additive to the base colour of the creatures sprites.
The colours are fairly muted compared to Creature 3 Norns.

A final point about pigment genes is that they're not bunched together like many other similar types of genes. Why is this?

Well, when a Norn couple really, really love each other...Oh alright, we're all mature here. When Norns breed and mix their DDNA there are many crossover points. For example, the first 10 genes might belong to mummy, then the next 10 belong to daddy. The next 15 to mummy, the next 15 to daddy.

Now if the pigment genes were all located together it makes it more likely a new baby will inherit most of the colouration from one parent, rather than both. Spreading the pigment genes apart makes it more likely that creatures will mutate a wider variety of colours. Clever no?

Well that's all for this lesson. Feel free to post any questions you might have. If they're small I'll post a reply. If they require a larger answer maybe they'll make it into the next video.

Speaking of which, next lesson I want to cover Gene Headers and the other tabs in the Genetics Kit.
Not sure what the video lesson will be yet.

Until then, keep your monocles clean!

Wednesday, August 8, 2012

Genetic Manipulation: Mapping the Norn genome

For a while now I've been wanting to dive head first into the Norn genome and try to figure out what every single gene does. Up until now I've been far too frightened to even consider starting this, but recently I've been reading through some of the genome and it's not quite as scary as I'd thought. Certainly a lot of the lobe stuff is still going to be beyond me, but using the 'Biochemistry' tab in the Genetics Kit, along with the rather extensive amounts of notes that are included with a lot of the genes I think I'm ready to give this a go.

The aim is to try going through every single gene, in order. This will make sure we don't miss anything. I've elected to use a Forest Norn genome, specifically Tabby's, the female Forest Norn from my first generation. The up side to this is that we'll get to go over all the little changes Cyberlife made after their initial release. The down side is that male and female Forest Norns are slightly different genetically, so naturally we'll miss a few things. I think this is an okay compromise.

The Forest Norn genome consists of 332 genes, so this is going to take a little while to get through. There will also be genes we come across that I'll have no idea what they do. When this happens we'll play mad scientists and try fiddling with them to see if we can figure out their purpose.

I'd also like to do video diaries each time I play mad scientist, mostly because that's just going to be fun, but also because many of the changes we make will be behavioural, and I think people will enjoy seeing these alterations, rather than just hearing about them second hand.

So with that, how about we make a start?



What you'll need!
I guess before we dive in to this we might need a few tools to get started. Let's take a look at them.



Creatures 1:
All the genome mapping I'm going to do at first will be based around Creatures 1 Norns, so obviously you're going to need the game if you want to follow along with any testing!

Don't have Creatures 1 yet? Go grab yourself a copy at Good Old Games, where you can get 'The Albian Years' (Creatures 1&2) for a measly $5.99. You'll need to make an account with them, but the plus side is this lets you redownload the game anytime, anywhere.



Genetics Kit:
The Genetics Kit is where most of our work will take place. With this tool you can load genomes, change, delete or create entirely new genes, export new eggs straight into the game and find a wealth of information.

Unfortunately it doesn't look like the Genetics Kit can be downloaded from GamewareDevelopment anymore and I'm not sure where you can still get a copy.

For the time being I'm going to upload a copy of the Kit to my website for people to download, along with the code needed to unlock the product. Both the code and program use to be freely available from GamewareDevelopment, so I doubt I'm stepping on any toes here, but if anyone knows where this program can still be downloaded let me know and I'll update the blog post.

You'll also need an unzip program to be able to extract the files.

EDIT: The original download for the Genetics Kit has been found. The link below will now download from the GamewareDevelopment website. You will still need the license to use the program. Please use either of the two links above to find a copy of your license.

Genetics Kit download



DDNA-Analyzer:
I'm not certain we're going to need this any time soon, but the DDNA-Analyzer is invaluable for comparing the genetics files of different Norns/Grendels. Considering it's free, I'd recommend getting a copy and playing around with it regardless.

A copy of the DDNA-Analyzer can be downloaded from TreeSprite's Grove. It is the last item on the page.

Annoyingly the link isn't set up correctly, but the file is still there! Here's a direct link.

DDNA-Analyzer download



BORG:
BORG is technically a cheat, however it works as an addon for the Creatures 1 game. Again you'll need an unzip program to extract it.
Once extracted, double click to open it and it will boot up Creatures 1, although with a slight twist.
The usual menu gets shuffled to the side panel and a whole list of new menus are available at the top.

This tool allows you to do quite a few things, but specifically we'll need it for loaded new eggs from the Genetics Kit*, as well as periodically injecting Norns with chemicals to test out new genes we'll create.

A copy of BORG is a little hard to come by, however I found a download link in the 'Internet Archive Wayback Machine'. Even then it's a little tricky, so here's a direct download link.

BORG download

*Technically you shouldn't need BORG to get the Genetics Kit eggs to work properly, but since the games are so old some files no longer install where they should and things go a bit icky. Using BORG and the Genetics Kit solved this problem for me.



Test Subject:
Finally you're going to want access to the same genetics file I'll be looking at. As I said earlier, we'll be using one of my first generation Norns for this testing, Tabby. Although in this case we'll only be playing with her genetics file, so technically it isn't Tabby as such, just her DDNA. We thank her for her contribution to science. And for being a snoogly-adorable Norn! (See, mad scientist).

I've also included a .txt comparison of her genome to a default Norn for anyone who might be interested. Don't worry too much about it though, we'll cover all this at some point.

Test Subject DNA
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I was planning to dive straight into our first lesson, but this post has gone on long enough. We'll make a start next post and take a look at the Header, Half-lives, poses, appearance and pigment genes. See you all then!

Sunday, August 5, 2012

Creatures 1: Gen 3 - Davis

Davis is a nice little genetic stabilizer in the population. That is to say he doesn't have any new mutations, only those that were inherited.

That said Davis is a bit of an anomaly in terms of his write up. Usually new Norns get to childhood before I take the time to do a write up for them. But I've been having quite a bit of fun simply raising the Norns lately, and Davis has well and truly made it into adulthood before I've got round to this write up.

Davis struggled just a little bit as a child. He wouldn't eat or sleep nearly as much as I would have liked. Probably due to the extra one on one time I've given him, he's perked up later in life and now eats like a champion. He seems particularly fond of the bananas.
He does still struggle a little with sleeping, but some of that is due to the nasty bug whereby Norns fall asleep, but then start thrashing about and don't get a proper rest. I still haven't been able to figure out what causes this.

Since Davis has been the only Norn in the world I've been able to spend a lot of time with Bilp, the resident Grendel. I think he's enjoyed the attention, as he tends to eat a lot better than most Grendels I've had around.
I also note that I've never seen a Grendel do the sleep thrash. I'm planning on going over the Grendels genetics some time soon, so if this sleep issue is genetic maybe we'll find some answers.

Genetics:

We should be able to go through Davis' genetics pretty quickly, as there's nothing here we haven't seen before.

LOBES:

121 Lobe #= 6 Cell body settings: nom=0, leak=24, rest=88, input=128.
120 Lobe #= 6 Cell body settings: nom=0, leak=24, rest=80, input=128.

This is one of the things I love about using the DDNA-Analyzer. Even though these genes have different numbers, the Analyzer has still been smart enough to realise they are essentially the same gene, save for the small mutation.
Being a lobe mutation I'm actually not sure what this gene does.

RECEPTORS:

56 Creature, Drive Levels SexDrive, chem=Anger, thresh=0, nom=0, gain=255
56 Creature, Drive Levels SexDrive, chem=SexDrive, thresh=0, nom=0, gain=255

Hmm, does anyone remember this gene? This one was inherited from Bonza, Davis' father. It was this simple gene that I suspected gave Bonza quite a unquie personality. Fortunately Bonza curbed this extra anger by learning to play the guitar.
So far Davis hasn't shown any signs of increased aggression, but I'll keep an eye on him all the same.

253 Creature, Sensorimotor, tired, chem=Tiredness, thresh=174, nom=1, gain=255
251 Creature, Sensorimotor, tired, chem=Tiredness, thresh=174, nom=0, gain=255

Technically a bad mutation, but so minor as not to matter. The 'nom' value essentially works as a minimum value, meaning Davis will always have a Tiredness level of at least 1. This should hardly be noticeable.

REACTIONS:

61 1*Hotness++ + 1* => 1*Hotness + 1*Punishment

I'm actually not sure which ancestor this gene came from. There are a string of these kind of reaction genes where increasing a chemical will induce punishment. Technically this is the way things should work, however I've always been worried that with all this Punishment being thrown around it might mess up a Norns learning. It looks like this Hotness gene is the only one Davis has left, which I consider a good thing.

231 2*Antigen3 + 4*Glucose => 1*Antibody3 + 1*Hotness; half-life = 81.
229 2*Antigen3 + 4*Glucose => 1*Antibody3 + 1*Hotness; half-life = 80.

Another very small mutation that won't have a noticable effect. The half-life here actually refers to the reaction between these chemicals, rather than any individual chemical. I believe this means Davis will take ever so slightly longer to recover from Antigen3 infections.

HALF-LIVES

1 Different in File 1   1   0 Emb   B MutDup   226 73
1 Different in File 2   1   0 Emb   B MutDup   226 72

Chemical 226 currently isn't connected to anything, so this tiny mutation really won't do anything at all.

Saturday, August 4, 2012

Genetic Manipulation

When I began doing these posts over a year ago (OMG, it's been over a year!) I had in mind the goal of creating my ideal Norn. I intended to start off breeding multiple generations and diving into their genetics to learn as much as possible, before moving over to the Genetics Kit and hand crafting my perfect Norn.

Well, I'm still a bit of a ways off from doing this, but I've learned a great deal over the last year and I wanted to start jotting down some ideas for when/if I ever get around to doing this.

1. Sleeping & Eating:
I think the most important things that need to be 'fixed' with the current Norns is their eating and sleeping abilities. The eating aspect was mostly solved with the new genes in the Forest and Ron Norns. Sleeping was also improved, but I still think it could be improved further. C1 Norns just don't seem to have any concept of "sleep".

2. Improved immune system:
An idea Jessica brought up quite a while ago was an improved immune system. Currently the Creatures immune systems are ridiculously simple and unrealistic. Creating Norns that could build up immune systems would be awesome.

3. Speciation:
A recent post over at Discover Albia got me thinking about the species limitation in all the games. No matter how much they change, a Norn will always be a Norn. Scripts have been created to allow Norns to breed with Grendels, but that's just cross breeding species. It's completely unrealistic in terms of evolution.
If someone could create some new genes that allowed Norns to branch off into new species, effectively creating two lines of breeding populations, that would be amazingly cool.

4. Unmutatable genes:
Some genes are tied down and can't evolve. This was put in place to stop creatures from crashing the game with terrible genetics. Unfortunately this one may be impossible to fix without constantly crashing the game, or at the very least making for a whole heap of still births.
Still, this could be looked at and some genes that currently can't evolve could be turned back on, assuming we can figure out which ones are safe.

5. Energy conservation:
Unrealistic mutations. The most obvious ones being those that create immortal Norns by allowing them to convert air into glucose for example. This breaks the laws of energy conservation, which unfortunately don't exist in the games. This one may be impossible to get around, since mutations are completely random. Again, would be awesome to find a way around this.

6. OHSS:
Although not nearly as bad as in Creatures 2 with the One Hour Stupidity Syndrome, Creatures 1 Norns do tend to get worse at eating and sleeping as they get older. And not because they get senile. It kicks in shortly after adulthood. I'm guessing there is something in their brains that allows this to happen and I'd love to fix it, although at present I don't even know where to begin looking.

7. Instincts:
A lot of problems in new breeds get fixed by adding instincts. The Forest/Ron Norns for example have instincts that reward them for approaching herbs and punish for approaching weeds. Very good for the Norns no doubt, but not great for the learning process. This scenario forces them to learn these habits. I'd rather have Norns that can figure this out for themselves.

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That kind of does it for my list, at least for now. What other funky ideas do people have for improving the genetics of creatures?