Given the simplicity and convenience of tumblr, I will now be posting the majority of my content at http://creaturesmadness.tumblr.com/
Hope to see you there! :)
Sunday, December 2, 2012
Friday, October 5, 2012
Breed Intelligence Study-Part 3: Data Visualization
Here are some visual representations to help sum up the study:
I think this is all pretty self-explanatory, but I'm more than willing to answer any questions that may arise. :)
Thursday, October 4, 2012
Breed Intelligence Study-Part 2: Males
The male testing results are finally complete. The table is sorted by the length of time (in minutes) between reaching childhood and passing the test (reaching the Meso).
The Treehugger was irritating to watch as he was a total fool in regards to doors and lifts. He frequently complained of being crowded but remained stationary and gazing at the elevine for a few frustrating minutes as my sympathy for him started to fade. Here he is around 7 minutes old.
He was, for the most part, completely ignored by the other guys, so much of his chatter was a bit overdramatic. Mister Bondi, on the other hand, was bullied by a few others before he had the common sense to exit the workshop as he was entering childhood at 15 minutes.
Like his female counterpart, Beowulf's needs were minimal. He stomped around with a scowl and discovered that pushing Elevines resulted in extreme boredom and made him unnecessarily sleepy.
A slight hunger for carbohydrate finally begins to emerge around 15 minutes old, but he seemingly wills this need away.
He certainly takes his sweet ol' time, but he does finally reach the Meso as an adolescent at 21 minutes, and he seems quite excited by the sight of fruit.
Next up: visualizing the data with tables and charts. Stay tuned for part 3!
Breed Intelligence Study-Part 1: Females
It's been a very long time
since I've played with official breeds, so I have decided to perform a little
experiment. The purpose of this study is
to determine the general IQ of a breed in
comparison to other breeds. Testing essentially begins as the Norn egg is
hatched at the bottom of the Workshop and concludes once the subject has
entered the Norn Meso. Once the appropriate data is collected, female IQ
results will be compared to the male IQ results.
Notes:
- Elevators/buttons have been removed and replaced with Elevines.
- The Empathic Vendor in the Meso has also been removed and replaced with the apple patch plant from the Garden Box. Additional food sources (mushrooms, trumpet seed launcher) placed throughout room.
- Vocabulizer DS agent is activated for language learning convenience.
No females travel to
Meso before childhood, which makes sense considering most drives are not
recognized as babies. The following table is sorted by the length of time taken
(after childhood) to reach the Meso(food).
Keeping in mind that breeds are represented by
a sole subject at this time, I was still a bit surprised with a few of the
results. I have studied/ played with
Beowulf Norns extensively in the past and found them to be very smart and
self-sufficient, so I expected the Beowulf female to perform much better than
she did. To be fair, however, her needs are quite low as she reached childhood
at 9 minutes:
I guess she had little need to leave the workshop once she reached childhood at 8 minutes. I think she found
the whole testing process pretty frustrating, but at least she didn't beat any
of the other girls to death out of irritation.
I was pleasantly surprised by the Bondi and
Treehugger females; I wasn't sure either of them would reach the Meso before
falling victim to starvation. The Alien female , on the other hand, was much
more fixated on doors than I had imagined. Luckily she managed to snap out of it
before too long.
While watching
the Siamese female struggle to figure out how to work lifts and doors
and express her extreme dislike for Zebra,
I didn't have much confidence that she would pass at all.
With her drives
increasing along with her desire to [eat door], I had just about given up. I
went to scope out the Meso and within a minute or two, in walks Miss Siamese.
Although she managed to avoid starvation, she ended up developing a limp.
(possibly caused by her own neglect? )
Next up: male testing. Stay tuned for Part 2!
Friday, September 28, 2012
Hardcore Lineage Tracing
I have been working
on this project for so long that I honestly have no idea where to begin, so
I'll start with this: Legacy Family Tree.
The free edition has a multitude of utilities
which can be used to build an extensive database in which Norn lineage could be
traced. I've tried several methods of
tracing Norn genealogy, but combined
with the free LegacyCharting extension software, keeping track of Norn populations has never been
so easy or efficient. Fair warning:
starting off is complicated. It took a lot of fiddling around before I finally
figured out what the heck I was doing. Most features are only available in the
paid Deluxe version, but for Creatures purposes the free version is more than
sufficient.
My main family file
is called Hyperborea and consists of 76 Norns at this time. I have merged
several unrelated families, so there are several interwoven lineages.
At the
start of generation 7, inbreeding is nonexistent to minimal. I have been
diligent (obsessive) about breeding groups and strict with IQ testing.
Literally everything gets documented in Microsoft OneNote and that data is
entered into Legacy. It really is a beautiful thing.
The charting feature is amazing. Here we have the ancestors of a little guy named Enu:
And here we can see all of the descendants of Enu's mother, Dyvia:
Going back even further, here are the descendants of Dyvia's grandmother, Brya:
There are several different types of charts, all with their own unique appeal. I highly suggest all Creatures genealogy buffs check out this program. I'd love to see some of your family trees!
Wednesday, September 19, 2012
Biodome IQ Test
Intelligence testing
is a standard part of most of my worlds.
Inspired by the Creatures IQ test developed by Danikat, I have devised a similar test using the Biodome metaroom.
The test begins at
the very bottom right of the Biodome.
All eggs are
collected via the Advanced Egg Collector, which along with the Vocabulizer are
connection to a timer.The grids and
colored dots show room boundary and CA links and are just two of the incredible
functions of Amaikokonut's Magic Words Room Edits,
one of the most invaluable agents I have ever used.
After hatching,
Norns must navigate doors and lifts (Elevines) in order to reach food, fruit
and seeds.
There are two
possible routes: Norns may either travel through the door (Torii) to the right,
or use the Elevine to the left.
Regardless of which
method is used to travel up to the second subterranean level, a Norn
must be able to resist elevator, door, machinery/toy fixation in order
to progress to the next level and avoid starvation.
I'm pretty strict. If a Norn does not pass within a few minutes after reaching childhood, they are disqualified and usually exported. Most of the genomes I use in my world are edited so that survival and navigation instincts and drives kick in as a baby, rather than as children. Survival of the fittest starts at birth, after all...
I've tried creating intelligence tests using other metarooms as well, but the Biodome seems to be the most useful aside from the original Workshop test. Has anyone else made their own version of an IQ test? I;d love to hear about it! I'm always looking for new ideas and scenarios!
Monday, September 17, 2012
Even More Garden Box Fun
I decided to turn the Grendel Jungle into a cozier, Norn friendly environment. Unfortunately, the world ended up crashing before I got a chance to import any Norns, but it looks cool nonetheless.
I wonder what today's project is going to be...
Any suggestions?
I wonder what today's project is going to be...
Any suggestions?
Saturday, September 15, 2012
Garden Box Fun
I have been having a blast playing with Amaikokonut's Garden Box injector system. It's amazing how many hours of fun one can have in a creatureless world.
Of course, my Norns are very much enjoying their snazzy new environment as well.
Of course, my Norns are very much enjoying their snazzy new environment as well.
Friday, September 14, 2012
Current projects
See, this is why I was hesitant to start a blog. I suck at actually updating it! It was a busy summer. Working 6 days a week left little time for Creatures, but I'm back. (Just in time for CCSF 2012)! I have lots of material saved up to post...it's just a matter of actually doing it.
Anywho...
I have several different folders all containing several dozen altered genomes. My tendency to start a new project before finishing the previous one basically leaves me with a giant mess of ideas and no central focus. I've managed to get a handle on tweaking the nutritional and dietary requirements, so starvation isn't much of an issue anymore. On the other hand, I have a handful of genomes that basically do nothing other than hunt down food, fruit and seeds to eat. Creating a genome with stable sleeping habits is proving to be more difficult. While I have gotten lucky, that's all it is--luck. I have done endless research and testing on Norn instincts and stimuli, but have yet to develop a genome that "rests [self]" appropriately. I had a good grasping of elevator and door navigation but too much time away set me back a bit. I have the data and whatnot all filed away in Microsoft One Note, but for now the whole tiredness, sleepiness, resting vs. actual sleep confusion is my target.
Anywho...
I have several different folders all containing several dozen altered genomes. My tendency to start a new project before finishing the previous one basically leaves me with a giant mess of ideas and no central focus. I've managed to get a handle on tweaking the nutritional and dietary requirements, so starvation isn't much of an issue anymore. On the other hand, I have a handful of genomes that basically do nothing other than hunt down food, fruit and seeds to eat. Creating a genome with stable sleeping habits is proving to be more difficult. While I have gotten lucky, that's all it is--luck. I have done endless research and testing on Norn instincts and stimuli, but have yet to develop a genome that "rests [self]" appropriately. I had a good grasping of elevator and door navigation but too much time away set me back a bit. I have the data and whatnot all filed away in Microsoft One Note, but for now the whole tiredness, sleepiness, resting vs. actual sleep confusion is my target.
Sunday, April 29, 2012
Bohemian Genome Study Part 1
After exporting Bohemia I used the Genetics Kit for Creatures 3 to run a sanity check. No gene duplicates were found.
I played around with some Biochemical Receptors and Initial Concentrations and saved the new genome as Bohemian. Unfortunately, I completely forget to address the sleeping issue. Oh well...next time.
For those interested in the genetic alterations: Genome Comparison
I played around with some Biochemical Receptors and Initial Concentrations and saved the new genome as Bohemian. Unfortunately, I completely forget to address the sleeping issue. Oh well...next time.
For those interested in the genetic alterations: Genome Comparison
Friday, April 27, 2012
Bohemia Case Study
Subject Zero: Bohemia-2nd generation
805 Genes;
Ran a "genome check" through LiveGMS: The only offspring with standard number of brain genes and no genetic errors.
Father: Quipo (Quip genetic breed) Mother: Elfina (Elfie genetic breed)
805 Genes;
Ran a "genome check" through LiveGMS: The only offspring with standard number of brain genes and no genetic errors.
Father: Quipo (Quip genetic breed) Mother: Elfina (Elfie genetic breed)
Both genomes need some more work, but seem stable enough to start a new project.
Observations/concerns:
Only sleeps for a moment. Literally, no more than a second or so.
Chemical values documented using the Biochemistry Set
Log begins around 34 min of age in Meso
Moved to Veridia at 42 minutes old(around 9min log time)
Reached adulthood at 44min (around 11min log time)
Log ends at 45 min (13min log time)
Average chemical values calculated using Excel:
Genome saved.
Genetic alterations and further studies to be posted soon.
Sunday, April 8, 2012
A few notes about my play-style...
A few notes about my play-style.
I am not a
developer by any means. I’m a total amateur. Speaking of which, I am terrified
of pissing someone off by posting pictures of “genetic breeds” that I’ve put
together using various combinations of breeds, sprites and body data. I don’t
know how I will possibly be able to give due credit. I have seen requests to
not use a particular developer’s breed/sprites to create new breeds, so I am
curious as to how best I can post pictures without being guilty of copyright
infringement. Let me clarify: I did NOT create or design any of the
Creatures-related images you will see in this blog.
I can’t believe
how long I fiddled with Docking Station before delving into any of the really
good stuff. Discovering LiveGMS was like
discovering the game all over again. I save the genomes of norns that interest
me the most or show the most potential (and okay yes, sometimes because I like
the look). After doing a “genome check” to determine whether or not there are
any major genetic errors that are far beyond my level of understanding; as long
as everything looks good (or fixable by myself), the genome is saved in a
special folder and eventually injected into a world using either the Portable
Egg Layer for DS or the Eggernator for DS.
There are
several things I do before any norns are allowed to roam around a world:
Move the teleporters from the
Meso, Capillata hub and the Comms Room to into [expanded] inventory.
Next, I inject the following
agents as if on auto-pilot:
Arreteur de norns
Camera Fixer
Creature Counter
CoC Pots
Dummy Control
Egg Finder Advanced
Elevines
HLM Patch
Hand Sight DS
Inseminator
Medical Moniter
Mini Copier DS
Portal Intelligence Core
Timer DS
Vocabulizer DS
Some type of
intelligence test is
always performed to ensure that norns with problematic genes and poor drives
won’t weaken the gene pool. The Egg Finder Advanced (DS) is placed at the bottom of the workshop and connected
to the timer which is placed in the containment chamber out of reach of creatures. I despise lifts and buttons, so I have gotten into the habit of removing both in favor of Elevines.
I have also "designed" an intelligence
test for the Biodome metaroom, which I’ll come back to another time.
There are many,
many other agents that I regularly use. Those listed above have just become my
basic, standard world setup.
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