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Difference between revisions of "Genetics"

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* [[brain]] information ([[lobe]]s, and the [[dendrite]]s and [[neuron]]s they contain)
 
* [[brain]] information ([[lobe]]s, and the [[dendrite]]s and [[neuron]]s they contain)
* [[chemical]] reactions and [[half-lives]] (possibly not the best place for this to be, for norns can become immortal and such things when these mutate)
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* [[chemical]] reactions and [[half-lives]] (norns can become [[immortal]] and such things when these [[mutation|mutate]])
* concentrations of chemicals in the bloodstream at birth
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* [[initial concentration|concentration]]s of chemicals in the bloodstream at birth
 
* [[biochemistry]] workings ([[receptor]]s, [[emitter]]s, and '[[neuro emitter]]s' which link with the brain systems)
 
* [[biochemistry]] workings ([[receptor]]s, [[emitter]]s, and '[[neuro emitter]]s' which link with the brain systems)
* creature appearance; [[pose]], [[pigments]] and [[gait]], among other things
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* creature [[appearance]]; [[pose]], [[pigments]] and [[gait]], among other things
  
 
Each individual '[[gene]]' of a genome can [[mutation|mutate]] in various ways and lead to interesting new behaviours which the original designers never thought of.
 
Each individual '[[gene]]' of a genome can [[mutation|mutate]] in various ways and lead to interesting new behaviours which the original designers never thought of.

Revision as of 05:24, 24 July 2005

The details of creatures in games in the Creatures series - such as their brains, biochemistry and appearance - are to a great degree dictated by virtual genetics using a simulated genome; often called Digital DNA.

Things which are defined in genomes include:

Each individual 'gene' of a genome can mutate in various ways and lead to interesting new behaviours which the original designers never thought of.

There are editors available which let you manipulate the genetics directly and birth new creatures with them, such as the Genetics Kit.

Editnorn.png This stub could use more information.