First Generation Genetic Mutations
Written onArik and Eydis soon found their ways to relatively safe regions of Albia, which granted me the opportunity to hatch another female in the world. The incubator never rests for long in a new world! The genetic code of a Norn is created at the moment of conception in the wild: For hatchery eggs, the genetic code is created when the egg is first placed in the incubator. I cheated a bit and took a look at the upcoming Norn’s genes: Never hurts to be a genetics nerd in Creatures 1! Unfortunately, I uncovered several mutations that did not appear to be very promising. Although first generation Norns have genetics relatively similar to the standard D-DNA, there is always the possibility for serious mutations. Recall that in the past, we witnessed a stillborn Norn because she lacked the initial concentration of glucose necessary to survive. In this case, I knew that this unknown Norn would live, yet the consequences of her mutations were very puzzling.
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.
Mutation: 153 Creature, tissue 18, locus 0, chem = Oestrogen, thresh = 0, nom = 0, gain = 255
Default: 153 Creature, Reproductive, become fertile if high, chem=Oestrogen, thresh = 0, nom = 0, gain = 255
This gene directly affects the fertility in a female Norn, which greatly worried me. The goal of Creatures is to continue through as many generations as possible. I have a feeling that this gene renders her completely infertile, but as a genetics amateur, I suppose that time will tell for sure!
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.
Mutation: 71 17*Pain- + 1*Pain => 1*Reward; half-life = 8
Default: 71 1*Pain- + 1*Pain => 1*Reward; half-life = 8
This gene controls how a pain decrease will interact with pain in order to reward a creature. In the mutated case, it appears that the Norn will require a greater concentration of pain decrease in order to receive a reward. This could be dangerous, for it means that the Norn will not learn how to decrease pain as well.
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.
Mutation: 94 ‘It is approaching‘ causes sig=128 GS neu = 1(I’ve been slapped) int-255
Default: 94 ‘Creature slaps me’ causes sig=128 GS neu = 1(I’ve been slapped) int-255
All of these genes have been cut down to focus on the differences. This stimulus creates 80*Pain++ + 32*Fear++ + 16*Anger++ + 16*Sleepiness- otherwise known as a lot of chaos! It makes sense when a creature is slapped: It should be quite an unpleasant experience. In the mutated case, the Norn will receive this reaction when something is approaching. I can not positively say that the “It” refers only to other creatures, or if other objects are included. A little enlightenment from those who know about genetics would be very helpful! The downside to this gene is that the Norn will find it very unpleasant to have someone approaching her. On the other hand, though, does this mean that when she is slapped by another creature, she feels nothing? Another question!
The moment she emerged from her egg, however, I cared very little for the genetics behind those soft eyes. Meet little Signe, which is a Norse name for new victory, and is pronounced [SIG-nee]. Her birth brought the final official breed into Albia, although it was difficult to tell if the Banana Norn genes would pass down. Norns who are infertile or otherwise unable to reproduce are not to be ignored: They can sometimes be the best teachers for youngsters, or the most loyal companions to other Norns and Grendels. Signe had only taken her first breaths, yet I was anxious to understand how her world would be different from that of Eydis and Arik. Would she prefer to be a solitary creature, afraid and angry over the presence of others? Or would she lead a happy life in Albia, nurtured by my unwavering presence?
I’m extremely fascinated by the genetics of the creatures when you show and explain the mutations like that, I love it when you do that, thank you! I can’t understand them as well as you do but wish I could, I would obsessively look at and analyze each gene of all of my creatures in my world.
Do you happen to know any place that easily teaches how to read these genes and understand them? Something for a simple mind to comprehend.
I think knowing the genetic differences like that and how they affect the norns life gives them each their own charm and uniqueness!
I’m very glad you enjoyed the genetics, Kittie! I still feel like I don’t quite understand even the genes I described, but I’m definitely making some progress. Coupled with the D-DNA Analyzer and the C1 Genetics Kit, I could spend the entire day looking at all of the genes!
I have also been searching for a site that goes into detail about the genes in a way that a beginner would be able to understand. The best resource I found is The Creatures Developer Resource. It includes a lot of information about genes in C1 and C2, although a lot of the information can also be applied to C3/DS. Click around a bit: I learn something new every time!
From a few tests, Signe seems to have more anger than usual. There is a rarely used angry sprite in Creatures 1: Perhaps this will be the chance to witness it first hand!
Wow, those are some crazy mutations. I don’t think I’ve had such big mutations, and certainly not in a first generation Norn.
With the minimal understanding of genetics I have I think you’re assumptions seem right. I’m very unsure what the receptor mutation means, however I think you’re bang on the money with the reaction mutation. That coupled with the stimuli mutation will quite likely lead to her being angry. A mixture of increased pain and fear seems likely from these mutations, which will undoubtedly lead to her increased temper.
She will likely need a little extra care and lots of tickles to make her happy.
I was pretty surprised, too! With so many ways that mutations can occur, though, I suppose it isn’t too unexpected. First generation Norns are usually pretty close to the standard… Apparently not in the case of little Signe.
The receptor mutation is an interesting one, because she has the correct emitter gene related to estrogen and being fertile. I still believe she will be infertile, but I always like to observe what actually happens! As for the reaction and stimulus mutations, I fear that you’re right, ArchDragon. She will receive a pain increase when something approaches her, yet the mutated chemical reaction means that it should take her longer to receive a reward for lowering her pain.
Extra care is what I do best, though! As tempting as it may be to export Signe and populate the world with better genetics, she is here to stay. The other Banana Norn hatchery egg is actually a female, rather than a male, so it is possible that she might end up with a look-alike!
Genetics tutorials are on my list of ideas, both to help me with my research, but also to allow everyone else to understand genetics a bit more. Fascinating stuff!