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The details of [[creature]]s in games in the [[Creatures series]] - such as their [[brain]]s, [[biochemistry]] and appearance - are to a great degree dictated by virtual genetics using a simulated [[genome]]; often called [[Digital DNA]].
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Things which are defined in [[genome]]s include:
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* [[brain]] information ([[lobe]]s, and the [[dendrite]]s and [[neuron]]s they contain)
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* [[chemical]] reactions and [[half-lives]] (norns can become [[immortal]] and such things when these [[mutation|mutate]])
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* [[initial concentration|concentration]]s of chemicals in the bloodstream at birth
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* [[biochemistry]] workings ([[receptor]]s, [[emitter]]s, and '[[neuro emitter]]s' which link with the brain systems)
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* creature [[appearance]]; [[pose]], [[pigments]] and [[gait]], among other things
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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.
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There are [[:Category:Genetic Editors|editors]] available which let you manipulate the genetics directly and birth new creatures with them, such as the [[Genetics Kit]].  
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{{stub}}
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[[Category:Genetics]]

Revision as of 22:56, 10 August 2006

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.