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Showing posts with label rambling. Show all posts
Showing posts with label rambling. Show all posts

Saturday, December 3, 2016

CCSF Blog Carnival 7: Community

I just realized that this is my 50th blog post! It doesn't change today's post any, it's just a neat milestone. Today's prompt was basically why do like the Creatures series and why do you keep coming back. It was also the hardest prompt to answer. My poor notepad file has three mostly complete drafts, and yet I'm writing a another one. I tried talking about how I'm still in the community because it's to creative and welcoming for me to want to leave forever, but then I remember that I have wanted to leave before. I tried talking about how I'm still playing mostly out of habit, and, while that's partly true, it isn't the whole reason I continue to play the games. To actually answer the prompt, I still play because because there isn't another game like this and the community is amazingly creative.

Creatures is a unique series and fills a niche in the virtual pet genre I didn't even know I wanted until I discovered the series. Despite it's age, it's still fun and surprisingly educational. It's taught me the basics of programing, how to organize projects and fight off procrastination, and it's helped keep my writing skills sharp. Add a wonderful community to that, with creativity only bound by time and motivation, and you get people like me hooked on a 20 year old series. It's the community that has brought out the potential in most of the games through addons and inspired people to take a second look at their norns through fan fiction and art. I can't help but keep coming back, I might miss something amazing if I don't!

It also doesn't hurt that I haven't had to change computers in almost four years. My machine is still running Windows 7 and still runs all of the games nicely. So technical problems aren't really a factor for me right now. That's going to change eventually, especially considering my hard drive is old and heavily used. I'll also eventually upgrade to Windows 10, even though I still hate it. And I can't say I'll be all that motivated to play the games if it means dealing with frequent technical issues or whatever it throws at me. Then again, old habits are hard to break, and playing Creatures off and on has been a habit for years now.

These guys are from CCSF 2012.
And I couldn't leave this post without salvaging one thing from my old drafts: my history with the CCSF. I honestly can't separate my personal history with the Creatures series from my experiences with the CCSF, both the older ones and the ones from the past few years. A part of the reason I'm still here, and even in the community at all, is because of the CCSF. One of the first Creatures websites I found was the old CCSF 2008 site, and I found the idea of a festival for an ancient game to be absurd and amusing. I thought it would be the last year,  but they kept happening. So I kept coming back. It was like a beacon from the community to the rest of the world saying that there was still some life left and new things being made.

By 2012, I wanted to be a part of it and so I submitted some creatures. I did the same for 2013 and almost did the same for 2014. That year, though, it looked like it wasn't going to happen. So I stepped in and coordinated it. It was stressful and Creatures Caves died right in the middle of it, but I'm glad I coordinated it. Hosting it helped me realize what an amazing community I had stumbled into. It's not perfect, we don't always get along and it's not the thriving community is used to be, but there's something just something about the combination of weird niche game and tiny, creative community that keeps me coming back.

Friday, December 2, 2016

CCSF Blog Carnival 6: Mythology

Today's prompt is about the mythology and backstory of Creatures. I'm the worst person to ask this since I haven't really thought about the backstory in any real detail. It's been over a year since I've read the backstory for C1/C2 and even longer for C3/DS. I remember liking both of them, I just don't remember that much of it. The two bits of lore that have stuck with me over the years are: the Shee left Albia/C1 with only 6 eggs to continue the species and the Shee were master space ship builders and were prone to abandoning spaceships. These two bits of (possibly incorrect) lore have informed my own version of the creatures universe, and the few bits of fan fiction I've written for the Creatures games.

Like many players, I used to occasionally write down what happened in world as a story. Over time this evolved into a fan version of what a Shee society would be like. In my fannon, the Shee had found their fabled 3D world, and were so unimpressed about it that most Shee left for other planets. So there were quite a few Shee, but most were scattered around the galaxy. The Lone Shee's warp was still a thing, but most of the ships weren't compatible with it yet. Communication between them was possible within a certain distance, but they could go quite a few years without bumping into another of their species. Even still written letters and packages of strange new tea were a favorite thing for Shee to send to each other. Who delivered the mail though? It was often a species of immortal norn and, rarely, a grendel. These mailnorns and mailgrendels were smart enough to pilot simple mail ships, and deliver mail.

This has nothing to do with the actual post.
Ships filled with genetic experiments and frozen specimens were common and abandoned ones were also somewhat common. (This was partly inspired by the Seru agent.) So it was fairly common to see a few Shee and their assistants exploring old, abandoned ships to salvage something from them. One of these explorers is Balmora and she was an assistant to a Shee version of myself. From what I remember, my Shee was the owner of the Mobula Ray, and Balmora was her assistant. She could pilot the ship without the Shee and knew quite a bit about ship engineering and maintenance. She was also prone to forgetting things and ruining experiments, so the Shee eventually fired her.

Balmora became a freelance assistant while the Shee went on to do other things. I didn't do much with the Shee character, but Balmora's whole freelance assistant thing has stuck around. I've even thought of starting a more story-based world again, though that idea is quickly killed. I have enough projects on my list of Creatures list already.

A side effect of the many, many abandoned ships is that the Grendels of Minimordor, or GoMs, were able to breed and take over small sections of the galaxy. The GoM queens were smart enough to be able to direct their hoards of males to salvage parts and repair broken down ships. They could also pilot ships, and raid Shee ships for norns to eat and eggs to enslave. They tried to leave the Shee ships intact and didn't hurt the Shee if they didn't fight back. After all, they were dependant on the Shee for food.

Inspired by my own Cattle norns I also eventually added Shee that tried to appease the smarter GoM queens with immortal norns for slaves and fast breeding norns for food. This worked out well for the GoMs, they got a stable supply of food and cheap labor, while the Shee were left alone. Until those smart GoM queens had female children and the GoMs took over more sectors of space. The GoMs weren't invincible though, space could still kill them and most of the queens weren't immortal. So they couldn't take over the galaxy, just make it a miserable place for some Shee.

This is long enough and I don't have many questions about the mythology or backstory. So I'll talk about my favorite bit of C1 lore instead. I've always been facinated with the idea of a limited population, like the Shee only leaving 6 eggs behind. In C1, it made you extremely careful with those precious few eggs... until you realized how to get more anyway. I've tried doing a similar thing in C3/DS where I limited myself to 6-10 SERU eggs. The run ended horribly when all but two females died and I had to import a few gen 1 males. I've considered trying it again or trying it in a different game, but, like the story-based worlds, the idea is killed before it goes to far... Anyway, I'm really curious to read the other post's for todays prompt. This isn't a subject I've thought about in any real detail for years now, and I'm interested in others weird versions of how the Creatures universe could work.

Thursday, December 1, 2016

CCSF Blog Carnival 5: Modding talk


Today's prompt is to talk about what sort of things you make for Creatures, how do you make those things, what you want to make in the future, and, if you don't make things, what would you like to make. I do create content, and I usually create things I'd like to see. If they turn out well, and aren't horribly buggy, I eventually release them. I've only been developing for a year, so I pretty much create whatever I can code and find sprites for. So far the things I create are either solely for the hand, or objects creatures and the hand can interact with. Objects that creatures can interact with but the hand can't are a minor pet peeve of mine, so I try and avoid that when I can. On a random tangent, the flowers and grass you've seen in some of the screenshots are a good example of a buggy things I don't feel are worthy of release yet. They work, there's just a problem I haven't bothered to fix yet.

Some agents end up going nowhere for months.
I'm going to read "what do you use to make things" as "how do you make things." Otherwise my answer is short and pretty boring. I use gimp to tweak existing sprites, the caos tool for the coding, and Jagent for everything else. Anyway, how I make things isn't very revolutionary. I start off with a problem I want to fix or an idea for an agent and figure out what I need to do to make it. If I know I can make the sprites myself or have someone making them for me, I then start planning out the code for the agent. I usually start with a description of what it does down to as much detail as I can manage. If there are any parts I know will be tricky, I even write out some pseudocode like "If creature has a Bengal face, target it and make it dance. Else do nothing."

I also prefer breaking the agent into chunks that can be worked on and tested individually, if I can. I've found that quiets the inner procrastinator a bit. Otherwise I tend to get interested in Facebook or literally anything else. From there I work on it, often testing as I go. These tests usually involve me creating buttons to test caos commands I've never used or specific chunks of code. (And, honestly, I've created more buttons then I have actual agents.) After it's done, I usually sit on the agents for months and release them when something like the CCSF or a holiday comes along. So most of my agents sit around as loose .cos and image files until the last minute. Also I use Caos2Pray to make the agent files because writing pray files is the worst.

As for future projects, the biggest one is to finish the Stinger Norns. I've been working on them, on and off (mostly off) for a good year and a half. I finally have a stable base genome for them and it's just a matter of working on the different variations of them. I also have two ideas for genomes after the Stingers are done, a swimming ettin breed and something I've been calling Interactive Norns. The Ettins are the farthest along, and I even started working on a genome for them a few months ago. The Interactive Norns, meanwhile, are still being planned out and I'll probably make a thread about them on one of the forums when I'm ready to start on them. They're meant to be a genome geared towards nurturing players and, if these past days of blog posts have taught me anything, I'm definitely not the most nurturing. So other's input on that is going to be more valuable then my own.

As for agents, I've hit another lull in ideas. The ones I have are either nearly complete, or . One thing I have been working on is a simpler version of the Hoverdoc, and it'll probably be release next year. It's simply a little circle that floats near a norn and tells you it's highest drive and whither or not it's currently sick. I've been documenting how I created it and what sort of problems I've run into. I'd like to turn that into a blog post or two eventually. I'm always interesting in how things were made, and hopefully others are as well. I also have an idea for a potted plant, but I'd like to finish the simpler Hoverdoc and a few other things before starting it. Plus I still need to find suitable sprites for it.

Wednesday, November 30, 2016

CCSF Blog Carnival 4: Mostly mods

Today's prompt is about the agents/metarooms you use and what you'd like to see more of. I'm mostly going to talk about C3/DS, since I play it the most. Advanced Muco is in every world, and I don't know how I played the game without it. The Garden Box is in most of my worlds as well, since it makes my seasonal wolfling runs possible. The inseminator, eggornator, and super splicer are permanent agents in my splicing world. I also use the splicer control panel from the DS splicer to import creatures and make them sleep. If a world doesn't have the garden box, it probably has the potted norngarden plants and some of TwilightCat/Bugs agents. For sprite breeds I use as many as I can, often referencing a breed slot list. And for genetic breeds, I use any CFF or CFE genomes.

For metarooms, I end up using Primordia and Veridia the most. They're around the same size and mesh well together. Veridia is empty, easily customizable, and perfect for most of my worlds. Primordia can also easily be emptied out of agents, so it's almost as customizable as Veridia. Ainadia and Chione are my go to rooms for larger worlds, though I use Ainadia the most out of the two. Anadia is a gorgeous room, and it even has an aquatic area. So I can have aquatic and terrestrial creatures in the same world. Chione, meanwhile, is my favorite room for Christmas or cold-themed worlds. It's big, customizable, and has one of the best system of doors and elevators of and metaroom. I also use the Norngarden rooms, even the second one. I can't say it's worth how much it costs, but it is a very gorgeous room.

The only other Creatures game I mod a lot is C2, so I might as well list a few from there. I don't use as many cobs for it as I do DS. I often use the desert and volcano garden mods though, to give my creatures more spaces to live it. I also use the golden tomatoes and rainbow peppers to give my norns more to eat. For breeds, I love using the Albian Greys, Gargoyle Norns, Draco Norns, Kimahri norns, and Cat Norns. I don't use the genomes that come with those breeds though. I just change the breed slots in a default Akamai Canny norn and call it good. I never learned which breed had which genome, and don't really care enough to compare genomes and find out.

As for pet peeves, I have one major one. Most of the existing portable door agents are terrible, but I'm forced to use them in some of my larger wolfling runs. With most of them, creatures end up bouncing between the doors. They eventually get to where they want to be, but only after playing door roulette. It's frustrating when you want to string metarooms together and the poor creatures bounce between the rooms until they get exhausted and sleep. It doesn't ruin wolfling runs, but it's seriously annoying. Even the door agent I made a few months ago doesn't always work properly, and I can't figure out why. So whenever I get enough time, and more importantly motivation, I'm going to create a portable door that just... works.

Lastly, I'd love to see more decorative agents that do something. It's probably because I've spent so much time decorating my worlds with the Garden Box, but I'm tired of my worlds looking pretty but not doing much. I'd also love to see more terrestrial critters and bugs. I love the ones we have now but my carnivorous creatures could use some variety. If fact, if someone would make the sprites I'd be happy to try and code them. I've never coded a critter before, but I'd love to figure it out. And Grendels and Ettins could also use a few more sprite breeds.

What I'd really love to see are more tutorials though. I forget who said it but developers are the lifeblood of the community. Maybe if we had some tutorials or coding tear downs like on the Creatures Wiki, it wouldn't be so intermediating for newbies. A part of the reason it took me so long to really dive into caos was that I didn't know where to go after basic toys and vendor tutorials. I know I'm going to start commenting on why and how I made my agents the way I did, if I can get everything in order. That way there are a few more examples floating around for people to learn from. And, who knows, maybe some of my useless buttons can inspire someone to tweak my code a bit and dive into caos.

Tuesday, November 29, 2016

CCSF Blog Carnival 3: Old play style

Today's prompt is about how your play style has changed since you first started playing. I still play the game I started with, still mostly run wolfling runs, and still mostly play with norns. So the way I play hasn't changed much, but the species I raise and type of worlds I build has changed a little. I used to only raise norns because, like most players, I had a bad introduction to grendels and ettins. The default grendels and ettins in C3 either killed my norns or messed up my gadget arrangements. I even had a few serial killer ettins who killed norns because they were over crowded and fearful. I have gotten over that though, mostly because I either kill the egg layers or keep the species separate. Plus I've found smarter and much happier grendel/ettin genomes to play with. Grendel Man's genomes helped me realize that happy grendels are absolutely adorable, and they've become my second favorite species. The Chameleon Ettins made me realize that the regular ettins were the worst species because of their genome, and not just because they're ettins. Seriously though, I'm terrible at reading the Desert Ettin's moods, their expressions all look the same to me. Even third party breeds can't save that species for me.

In fact, it was this world that lagged the GB a lot.
I build different worlds then I used to. When I first started, I was limited by what metarooms were around and what they came with. As a result, I tended to use metarooms that connected to the main ship. The Norngarden 1 and the Terra rooms were my favorite, especially the former. I was also fond of using TwilightCat and Trollop/Bugs agents. The ones that came in seed packets spread nicely, and the tea time potted plants produced enough food for a small colony of creatures. I also didn't decorate my worlds that much. Then Magic Words: Room Edits and the Garden Box came out and my worlds were never the same again. I realized seasonal wolfling runs were possible, so I started making a lot of them. Overly decorated worlds were now possible, so I started making them as well. The only way my play style has changed since those came out is that I don't add quite as many GB decorations everywhere. Turns out you can make the Garden Box if you add to many decorations.

One minor change in how I make worlds is that I don't make so many of them anymore. I used to limit myself to six Docking Station worlds at anytime, and deleted one when I wanted to make a new one. As a result, I made a lot of worlds and usually made worlds for a specific population. The Mobula Ray and Remora Ray were the only worlds that weren't made that way. As you might imagine, this got really old after a while. So I stopped making so many worlds and stopped deleting them. In case anyone is curious, I currently have 13 worlds, two of which have names like "!" and "!!." What great names for testing worlds!

Maybe a C2 "vacation" will change things up.
Another change is that I play the game less then I used to. If I were keeping track of my play time, I wouldn't consider background wolfling runs and testing things to be actually playing the game. So the amount of time I'm playing the game has gone down drastically over the years. This has had an interesting effect on the way I play the game, creature watching has become interesting again. With the right music (and my web browser closed) watching creatures has become a nice way to relax. So, on second thought, I suppose my play style is in the middle of changing as DS slowly grows boring and tinkering with genetics/caos takes over my older play style.

Monday, November 28, 2016

CCSF Blog Carnival 2: Play styles

Even the aquatic worlds are decorated.
Today's prompt is about playing styles and habits/quirks. My play style has been shaped by my first real creatures game, Docking Station. So I usually play hands-off, full of wolfling runs, full of decorated worlds, and full of genetic and caos projects. I have a lot of worlds, and most of them are for testing things or wolfling runs. Coming up with ideas for wolfling runs and setting up the worlds is about as active as I get with most creatures. I love playing like that, and seeing if the populations can survive, thrive, and mutate is fascinating to me. Also Decorating worlds is sometimes a pleasant way to burn an hour or two. The focus on wolfling runs means I'm free to tinker with caos or genetics without worrying about my creatures.

Most of my play time this year has been spent messing with caos and developing a few agents I've always wanted or whatever random idea pops into my head. Caos, to me, has become the ultimate jigsaw puzzle. Like any good jigsaw puzzle, I have a picture on the box, a bunch of pieces, and it's up to me to figure it all out. And, unlike a real puzzle, it's almost impossible to loose these pieces. I also mess around with genetics, though I haven't done that as much this year. There's only so much I can take of the genetics kit before I get bored.

When I get tired of testing things, I start a nurture world. I have the occasional DS nurture world, and my C1 and C2 games are dominated by nurture worlds. I gave up on wolfling runs in C1/C2 after I always ended up wiggling food in my favorite norn's face to try and get it to eat. Even though I enjoy most of my time with C1 and C2, I don't play them that often. The norns in C1 are equally as frustrating as they are lovable, so it often gathers dust for months between play sessions. I used to play C2 more, but my game somehow corrupted itself early this year. I lost all of my worlds and any creatures I didn't export. I haven't really touched it since then (though I have been slowly reinstalling it.) So most of my recent nurture worlds have been in DS, which hasn't gone well. As much as I love the game, the norns in it aren't as charming or lovable as the older ones.

Stingers in a Stinger Norn world, how original.
As for habits or weird quirks, I have a few of them. I have a few names I use when I can't think of a good name for a world. Mobula Ray is the name I've been using the longest, so much so that I named my blog after it! I've probably used it for dozens of worlds now. I also use the Remora Ray for a filler name. Mobula and manta rays often have remoras attached to them, and the original Remora Ray was meant as an extension to the Mobula Ray world at the time. So it was named the Remora Ray. And my oldest habit is adding stingers, bugs, and critters to every world. The habit started forming back from the many, many tests I did when making the original Stinger norns. For whatever reason, I just haven't stopped adding stingers and bugs to my other worlds. To be fair, the stingers act as a hazard to regular creatures, and the bugs I usually use act as play things to my CFF creatures. So perhaps it was a good habit to get into.

My most recent habit formed from me trying to figure out caos. I got in the habit of creating buttons that run chunks of caos code. Most of them only get used once or were one off tests. A few of them have become permanent parts of my game though. The one I use the most is a button that checks creatures hunger levels every few minutes and exports them if they are extremely hungry and not a baby. (An earlier version killed them and targeted babies... that run didn't end well.) I use it in my wolfling runs to help weed out creatures who won't feed themselves. I can't say if it's made much of a difference to my gene pool, but it does help the generations go by a bit quicker. It was originally inspired by the wolfling monitor. I wanted a simpler version, so I made it. And that's pretty much been my play style this year, full of caos, genetics, wolfling runs, and the occasional nurture world.

Sunday, November 27, 2016

CCSF Blog Carnival 1: In the beginning

Today is the first day of the CCSF! I've already sent in my two things, and might be sending in another thing or two. I also signed up for the blog carnival event, and have been mostly unsuccessful in keeping things short. So hopefully you enjoy my ramblings though, I know I enjoyed writing them. Anyway, today's prompt was basically how did you get started with Creatures and are there any fond memories.

I got into Creatures through the PS1 games years ago, though Creatures DS was the first one I played in the main seris. If I remember correctly, my mom brought home the original ps1 game at some point and I tried playing it. I thought it sucked so I shoved it in a case with some other games. Fast forward a number of years to 2008ish and I tried playing the game again. This time I gave it a fair shot and thought that it had potential, even if it was a bad game.

Creatures Caves looked a little different in 2013.
I thought that a sequel might have improved on a few things. So I Googled it and found Creatures DS. I also found the CCSF website and found that there was still an active community. I vaguely remember thinking that the community was going to die at the time, so I didn't really join the community. I then played that game on and off before joining the community in 2012 or 2013.

What first intrigued me about the games was the creatures themselves. I've always played games like Monster Rancher and the Petz series, so cute norns were a natural next step. The promise of an evolving population was to interesting to resist, even if that evolution usually turns out to be fertile creatures with useless mutations. The mountain of mods didn't hurt either and the only other modding community with that level of creativity I'd seen at the time was for Elder Scrolls series. For as small as this community is, it has an impressive amount of creative people doing things with the game! There's still amazing things like the Garden Box and CFF/TWB creatures coming out every few years. The Garden Box alone reshaped how I played Docking Station, and the CFF norns helped get me back into genetics after a lull.

Most of my creaturey memories are from DS. I still remember back when I knew even less about genetics then I do now. My first attempt at the Stinger Norns failed horribly. I couldn't figure out why my Stingers were dying. They were getting the necessary nutrients, but they were still hungry. I think I got angry and gave up before I figured out how the hunger for whatever chemicals and stimulus genes worked. I also remember that they were red, angry Hardman Norns with grendel tails, the most original genetic breed ever.

All but one of them are from 2010.
I also remember the first time I used the genetics kit to make something. I was breeding Vampyre grendels and bred an adorable blue grendel with draconian arms name Ayuka. For whatever reason, I loved this little grendel, and watched over her carefully. Unfortunately, her genome was a mess and she ended up dying being adulthood. So I wrote down her moniker, downloaded the genetics kit, and figured out where the lifespan and death receptors were. A few tweaks later, and I had an adorable grendel who couldn't die named Balmora. I used the inseminator on her a few times and she had a few babies. Sadly, the world most of those babies were in corrupted and I was unable to save them. Their mother survived though, and she's still around even five years later. She's as close as a virtual thing has come to a pet as anything. The only ones that come close are Petz I've had for almost as many years.

And I'm going to be cheesy and say that my last fond memory is the community itself. This community is one of the best things that ever happened to me. Since 2013 quite a few close family member have either died or nearly died, and that's on top of my own failures at various things. The Creatures community wasn't the only thing keeping me going during all of that, but it certainly gave me something positive to look forward to. Things have gotten better since then, and the games and community have continues to be a (mostly) positive thing in my life. So thank you Creatures community and thank you to the two coordinators for this year's CCSF! If the interesting Blog Carnival is anything to go by, we are in for a fun CCSF this year.

Friday, June 17, 2016

22k Problems but a Norn isn't one

Like I said in the last post, I was trying to create a new seasonal migration world for my wolfling run. It has a desert theme, and the only additional metarooms were the Desert Ruins and Ettin Terrarium. I also added in a few other agents and seasonal garden box patches. I thought it looked nice, but wanted to make sure it was actually habitable. So I hatched a few random Norns and turned on fast ticks. When I came back, the world was super slow. I freaked out a bit before I remembered the magic profiler and frame rater.I opened the frame rater up first and learned that I had over 22,000 agents in the world! I then let the profiler run in hopes of learning why my world was being over run with agents..

What came back surprised me: there were 22,683 grazer wastes in my world. I quickly removed them all with some Caos magic and the world sped up. I don't know what caused it, but I'm happy to say the world has been fine ever since.

Monday, September 14, 2015

Absolutely Terrible

These are the most stupidest Norns I have ever seen. If they aren't sitting around complaining of hunger, surrounded by food I might add, then they are obsessed with toys. Not only that they can't even get through a basic IQ test. I've restarted this run three times since I last blogged about them. So I gave up on them.

Well, I gave up on that group to be exact. Instead of splicing them, for the millionth time, I started over with the old wolfling run Norns and a slightly tweaked CFF genome. This time I was more careful who I chose to splice further, running each batch of splices through an IQ test. I also ended up scrapping the world they were in, and moving them to a simpler world. It worked out in the end though. As of today, the run is still alive. Hopefully it stays that way!

Tuesday, September 8, 2015

A Failed Wolfling Run

The wolfling run I started in the last blog post has failed. A seasonal migration world is apparently to hard for these Norns, even though their ancestors survived in another seasonal world. I've tried restarting it by cloning the Norns, but it eventually dies out. I think what happened was they weren't breeding enough to keep the population up. Some Norns died every time the season changes when they had to migrate. Unfortunately, the population was terrible at breeding and died out.

If it wasn't for three eggs and two dead Norns I found and cloned, the run probably would have ended right there... I don't think I can call this a wolfling run or even a feral run at this point. It's just a giant mess of high gen Norns and terrible genetics. It's been a lot of fun until now, with weird Norns with 1.6k genes and a population of Norns somehow existing on the edge of extinction for like 10 generations. So much fun, in fact, that I decided to continue it in some way.

So I cloned and spliced the remaining Norns with the CFF Marsh and Alien breeds. They were probably going to die out again, but at least they were colorful.

Tuesday, September 1, 2015

Weird Splicing Result

So I have a habit of running a yearly wolfling run for a few months leading up to the CCSF. This year is actually a continuation from last year's run, the Wuta Norns. Instead of continuing with just those Norns though, I decided to splice them with some CFF breeds (that way I have some nice CFFish Norns, and I get to piggyback on my old generation count.) Almost all of them were healthy, but a few of them had some weird... problems. Four or so Norns didn't act normal, like the old CFF Bondi Norns. They couldn't focus on anything and just walked around. One poor Norn couldn't wake itself up.

The weirdest one has to be the fast-ager I spliced. It's the tragic sort of fast-ager to, the one that dies within a minute or two. The gene compare for it was:

 196 New in file 1  12   0 Emb B MutDupCut        128   1 Initial concentration of Life is 255.
 197 New in file 2  12   0 Emb B MutDupCut        128   0 Initial concentration of Life is 255

From what I can tell, with my somewhat rusty genetic skills, the life concentration is set to only be active for Norns of the #1 variation. Without that initial amount of life, they just age up and die. If a Norn was from the 1 variant, then they would be fine. They could pass on the mutation though, and possibly kill most of their future children. Needless to say, this Norn wasn't added to my wolfling run's gene pool.

Thursday, August 6, 2015

Creatures 1 Wolfling Runs are Impossible

...for me at least. C1 is the only Creatures game that I can't run a wolfling run in. I can run them in DS without a problem and have even managed a few in C2 before. But C1? No. I've tried many times and I either stopped it half way through to cure all of the sick Norns, or watched them all die. Recently though, Jessica updated some of C1's food sources. So I figured I would give it another shot.

I should have learned from past mistakes though, since the run failed miserably. All of my males died before breeding, so I hatched a new set. I got one egg from them, which I promptly froze. I figured things might get better after that but they didn't. All but three of my Norns were wiped out in a plague on the island. So only two males and one female survived. The males are probably going to die from starvation and the last female isn't doing much better. She's sick and dying in a corner.

So even if C1 wolfling runs are possible, I don't think I want to try them anymore. Especially not after this run. She's just sitting there, sneezing. There's even a cheese by her foot, but she won't eat it.

just eat the cheese please

Saturday, July 18, 2015

Stinger-induced Hiatus

Month long gaps are probably just going to be a thing with this blog. Sometimes I have no interest in playing the games, and other times I don't have any interest in documenting a world. The last hiatus was for a slightly different reason though, Stinger Norns! I've been planning and slowly working on a new version of them for ages now. I had sort of hoped to get them done by their second anniversary, but that isn't very likely.

And by a new version, I mean a completely new version. The old Anai genome, which I actually converted Gizmo myself, is being dropped for a tweaked version of Kezune's CFE Gizmos. Plus they, and the Rikori, are getting some of the CFF genes. Add in a few weird edits of my own, like a new lifespan and stimuli, and they are going to take a while. Not that I'm complaining though. I've sort of re-found my love for Norn genetics... just not for actually playing the game... or testing things. I still hate the testing phase.

I might start uploading some of the results of my experiments, or some other things I've been writing soon though. Maybe.

Monday, July 21, 2014

Seasonal Migration Worlds

Seasonal migrations are exactly what they sound like, worlds were the Norns have to migrate each season to survive. I like to think of it as a continuous IQ test, even for the adults. In a normal feral run you can really only test the children, but with a migration world you test all of them. It's also pretty interesting to watch a whole population move from one area to another, and, with the addition of seasonal flowers, it can also be really beautiful. Setting them up is another story though.

 

Choosing Metarooms

There's two parts to setting up a migration world, the metarooms and the patch plants. I'll be going over the metarooms first. I've found that using 2-4 metarooms is the best, depending on how large the metarooms you use are. It's completely possible to set up a migration in one metaroom, or even use more rooms then four. Large metarooms like Ainardia or C2toDS are probably perfect for seasonal migrations. I've only used Chione in a migration world, but it works out great.

If you use more then four metarooms, then setting it up will harder then just 2-4 rooms. It's completely possible to set up a migration world like this. The very first migration world I set was utterly confusing to me, but the Norns were just fine. Plus it might make your game lag a lot, depending on your computer. Patch plants are surprisingly laggy if you have a lot of them.

As for choosing your metaroom, I like to choose the rooms based on what season the patch plants are going to appear in that room. For example Veridia is perfect for a Spring or Summer metaroom, and chione would be perfect for a winter room, if it wasn't so big. I chose the North pole room for this blog's migration run, but it requires the Norn Terrarium to install it. So I chose the Norn Terrarium as my spring room so I could have both of them. Size is really important as well. A room like Tulu isn't good if you want a large population(18-28ish), and a room like Veridia isn't good if you want a small population(8-16ish). You will have to experiment with population sizes for your migration world, as each combination of rooms is different. I had to lower my current migration world's limit from 28 to something like 20 because Tulu was to small for my population to live in comfortably.

 

One Metaroom Migration runs and Linking Rooms Together

In case you don't want to use a lot of metarooms, or if your computer can't handle it, then migration runs can easily be done in one metaroom. Just choose your metaroom, decide which seasonal patch plants go where, and then add them. You might also want to use just one metaroom if your using the larger metarooms like Ainardia or Chione.

Linking rooms together requires the Magic Worlds room edits agent, other wise your Creatures won't travel between metarooms at all. You might also want to use the Interporter instead of the Torii agent. With the Torii, Creatures tend to boucne from one room to the other, and not stop until they fall asleep. The interporter also has some problems, but at least Creatures can use it properly. make sure to set the interporter to door mode, so the creatures don't get confused. You can click on the portal/door part to see which mode it's in. There is one other door agent, the Archways, that might not have the "bouncing Norn" problem the Torii has, but I don't know for certain.

The Patch Plants

There's two main ways I've set the food sources, one where there's barely enough food, and one where you just put patch plants where ever. With both ways, it's probably best to use food that decomposes, and doesn't stay there indefinitely. This usually makes the Norns migrate a bit sooner, and makes sure there isn't any leftover food that could confuse a Norn. "Perishable" patch plants include the explodanuts, the spikeball things, the Eggstravaganza eggs, the plums, and the Aubergines. Patch plants that don't decompose work just as well as those that do, I just tend to prefer ones that disappear.

Anyway, one way to set up the patch plants is where there is barely any food each season, or where the food diminishes a lot each season. The first one really only fits in a world like Chione or a desert metaroom where you might not want to add a lot of food sources to fit in with the theme of winter wastelands or deserts. This can be very frustrating if you don't want to have a lot of food, but it also makes the world very challenging for the Creatures. The second one is really simple, you just lower the density of the patch a certain amount when you add it. A normal patch plant starts out at 50%, and I've found that a nice amount to go down each season is 10%. That means it's 50 in Spring, and ends up at 20-25%. This has the benefit of making food scarcer as the seasons go on, but isn't as annoying to set up.
 
The other way is to not change the density when you add the plants to each season/room. This is the easist way to set up a migration run, and has the added benefit of making sure Norns have enough food. Some patch plants might need to have their density lowered anyway so they don't flood your world.

 

Three Metaroom Setup

One specific setup, that I haven't personally tested yet, would be the three metaroom setup. A common problem with migration runs is that eggs tend to pile up in all of the metarooms, and it isn't always easy for a baby Norn to navigate their way to food. The three metaroom setup solves that, sort of. You would choose three metarooms like normal, and then use the middle metaroom and put two seasons in there, instead of two separate metarooms. I would put Summer and Fall in the metaroom and Spring and Winter in the other two. Then you would put an egg finder connected to a timer in that middle room. This puts the eggs in one specific spot, and makes the babies travel less to get to food. Plus it's less metarooms and probably less patch plants, so there might be less lag.

 

Problems with the Concept

There's a few problems with migration worlds, some major, some minor. Having a lot of patch plants can cause your world to lag ever so often, and I haven't found a way around that. Even in my current migration world, the game will lag ever so often. The game runs fine, and is fairly fast, it just lags sometimes. Your computer might not have this problem with patch plants though? I don't know if it's just my game or not. Another problem with the patch plants themselves. They might crash your game if you add them to close to a solid metaroom boundary. There really isn't a way around this, you will just have to keep room boundaries in mind when adding patch plants.

Eggs tend to build up in the metarooms, and the only way to fix that is to add an egg finder. You could do the usual trick of setting up an egg find and making them go through an IQ test, if you hate eggs laying around everywhere. The last problem might be that your computer can't handle having a lot of metarooms, or patch plants. Migration worlds tend to run a bit faster then a world filled with patch plants, though it also seems to have lag spikes. Plus setting up the migration worlds takes a bit of planning and some experimentation. It's a weird way to set up a world, but hopefully this blog post has made setting one up slightly easier.

Some random tips:
  • Choose your metarooms carefully
  • Try putting rooms in a certain order(I like to follow the seasons, from Spring to Winter)
  • Don't put patch plants to close to a rooms boundaries or the game might crash.