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preventing immortals   
Ettina

Ettina



  10/12/2011

I'd like some advice. I'm trying to make a breed of norns that won't evolve into immortal breeders, but allow for interesting aging-related mutations nonetheless. However my very long wolfing run with these guys ended in failure - several gen 24 members are stuck in youth life stage.

What I did was make the aging and poison-related genes non-cuttable, but they could still be mutated or duplicated. Problem is, I suspect they just mutated to be cutable and then got cut.

How come don't real-life creatures evolve to become immortal? Maybe I could figure out some way to mimic that.

Any ideas? I want to allow for different lengths of lifespan and different susceptibilities to things, without allowing for immortality.


By the way, I don't care if anyone steals my ideas for their own work, as long as you don't try to stop me from making my own stuff. Many ideas I mention are things I don't have the time or skill to actually do.
 
AquaShee

AquaShee



  10/12/2011

Creatures on our planet eventually die because their cells can only divide so many times before the DNA gets too damaged. This is called the Hayflick limit. Most creatures also simply aren't built to live that long, expecting to die from predators, starvation, disease, mating rituals, traffic or violent cartoons. Even us humans are only supposed to last about 40 years, but medicine and proper diets help us live much longer so we can experience the full spectrum of age-related diseases.
Some creatures on our planet are virtually immortal though. Like this immortal jellyfish

The 'life' chemical is essentially the closest thing Norns have to the 'cells can't divide forever' thing, but any mutation could just start pumping out more Life chemical for free, making the Norn immortal.
The only way around this I can imagine without heavy scripting would be having multiple inter-dependent life chemicals so you'd need lots of mutations to actually disturb the process.
I can't really think of a good system though... Maybe balance it so that an overflow of life in the right stage kills the norn, while a shortage of life in the right stage also kills it.
So if a baby Norn is somehow not aging to the right stage, it'll eventually end up with too little Life for a baby Norn and die. If a Norn in its youth has too much Life, this would mean it's making more of it and should also die.
I dunno, something like that would work.


The Community Scribble: make (y)our own metaroom!
 
Papriko
Peppery One

Papriko



  10/12/2011

Ettina wrote:
What I did was make the aging and poison-related genes non-cuttable, but they could still be mutated or duplicated. Problem is, I suspect they just mutated to be cutable and then got cut.

Impossible. The variables if a gene is deletable, mutable or duplicable only can be set by a gene editor. Those do not mutate.
It is much more likely that the fact it can mutate caused this effect. Instead of "Become older when life chem drops under value X" it might have become something like "Tell the hoverdoc and other drive-checking agents you are afraid although you aren't when life chem drops under value X".
Or another thing, for example "become older when chem 15 (not defined) raises above value X". Since chem 15 and most other undefined chemicals have a half life of 0. In addition will the creatures body probably not produce it, nor will any object inject the chem artificially into the creature. So it will NEVER hit value X, causing the creature to be stuck.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  10/12/2011

Have you tried the Gizmo Norns?

You can read more about their genome here.


My TCR Norns
 


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