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Creatures-related Biology project!!!   
Freylaverse
toxic biohazard

Freylaverse
United States  
Moderator



  12/23/2015

Hey guys!! Sooo, my absolutely wonderful Biology teacher saw my Creatures 3 Let's Play online, and she really liked it! We have these biology projects coming up, and she suggested I do a simulation using the Creatures engine. Do you guys have any research question ideas?

Science is a beautiful gift to humanity; We should not distort it.
 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  12/23/2015

I did a Biology project with Creatures all the way back in 10th grade. I tried doing a predation experiment involving norns being kept in different metarooms, once on their own and once with grendels.

Protip: Don't do that. It's really hit or miss. I wound up making numbers up; I still got a good grade on it, but still do something that'll actually give you numbers.

As for other suggestions...maybe something involving natural selection? Or perhaps something that takes advantage of the fact creatures are haploid as opposed to diploid?


~ The Realm ~
Risen Angel's Creatures Blog


 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/23/2015

You could make a wolfing run with seasonal food sources and scarcity and see how well creatures migrate and adapt. I have a similar run going myself and got some interesting genetic adaptations show up, but it would be really hit-and-miss.

Edit: Just watched your lets play, I don't usually find plays for this game that interesting but that was a very entertaining video. :)


Creator of the TWB/TCB genome base.

 
Allekha

Allekha


 visit Allekha's website: Hello, Robotto blog
  12/24/2015

I did an independent study with Creatures (essentially doing my own research project for credit) in my sophomore year of college. I played around with migration - initially with seasonal food sources, as Dragoler is suggesting, but since creatures can't tell seasons apart, I also did some genetic experiments to try and induce migratory behavior in a couple of different ways.

If you have any experience with the genetics kit, or have the time and willingness to learn before you have to do your project, you could do something with that - maybe messing with their instincts, for example. Or, are there any concepts that you're learning about in class that you could map to the game? Measuring genetic divergence between isolated populations, for instance?

 
Freylaverse
toxic biohazard

Freylaverse

Moderator



  12/24/2015

Thanks for the suggestions, guys! Yeah, my Bio teacher says that to get an A, I'll have to use the genetics kit. Migration and instincts sounds like a good plan! How did you do the seasonal food sources? I.e., what metarooms, agents, etcetera. Wow, I'm actually really pumped for this!

Science is a beautiful gift to humanity; We should not distort it.
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  12/24/2015

Seasonal food sources can be accomplished using the Garden Box agent by Amaikokonut, and agents that are compatible with the GB. I wrote a resource article about time in C3 and DS - that might be useful to get your bearings on the subject. Migration can be difficult in some circumstances for creatures - the Creatures Wiki article on the IQ test goes into this in some detail.

Another test you could try would be to use instinctless norns with my confusing agents and to see how they learn concepts. You'd probably need to use brain in a vat to measure the outcome.


My TCR Norns
 
SpaceShipRat

SpaceShipRat



  12/26/2015

As an alternative, I think digestion is also an interesting field of study, as it uses all the right names for the chemicals. You can see from the graphs how creatures store food as glycogen, then turn it back into sugars, and those into energy.

You could change the reactions genetically, make norns with silly digestive systems

You could also show the effect of certain poisons that stop the reactions from working correctly.

 
3kul

3kul



  12/28/2015  1

I did a project in primary school on Creatures (back when I was absolutely obsessed with C1) - I looked at whether or not the assorted weeds in the game actually lived up to their reputation by documenting the effect a single dose had on Creatures' health bars.

As none of the weeds are lethal as a single dose for a healthy creature, I can safely say that no creatures were harmed by my experiments! I tested using a baby norn, youth norn, adult norn, old norn and a grendel, all of which were on full health.

I was something like 12 years old at the time, so it wasn't super-scientific or anything, but I still found it pretty interesting to do. Good luck with your own project! :)

 
C-Rex
Lollipop Lord

C-Rex


 visit C-Rex's website: The Norn Nebula
  1/9/2016

Sorry if this is late, but one good idea could be to genetically engineer a race of norn to have no pain receptors in its body, and then place a grendel or other hazards within the room, and compare it with a normal norn. Chances are the edited norn will die very quickly, as no pain receptors means it will not respond to any danger and therefore will become heavily wounded or injured and die. You could compare this the real-life condition Congenital insensitivity to pain and explain how it can effect survival rates and how pain is a useful evolutionary adaptation.
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  1/9/2016

There are instincts to retreat from grendel, though, and a neuroemitter that creates fear when norns look at grendels - I'm not sure that pain is the only factor involved?

My TCR Norns
 
C-Rex
Lollipop Lord

C-Rex


 visit C-Rex's website: The Norn Nebula
  1/10/2016

Hmm, I had a feeling there was more to it. Perhaps those genes could be silenced? They're not very realistic anyway, and maybe a gene could be created to cause the norn to retreat when pain reaches a certain threshold, similar to the response in humans?
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  1/10/2016

We have instincts to retreat from our predators too, and experience a similar adrenaline response when put into a situation like that (how calm will you be when in a room with a lion?) So I hardly say that it isn't realistic, on the contrary.

If you want to silence those instincts, you should probably leave the pain receptors alone though, because then you would be testing 2 different things at the same time without a control for each. Also Norns should innately try to avoid pain, no need to make them retreat it with extra instincts (which would also mess with the results).

An instinct-less Norn could also make an interesting study :)


Creator of the TWB/TCB genome base.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  1/10/2016

Coffee Norns might also be an interesting study.

My TCR Norns
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  1/10/2016

Do you know if those are CFE or not? The brain structure would probably have a pretty big impact on those Norns, if not, it would be interesting to see the effects of no sleep on the improved brain structure as well.

Creator of the TWB/TCB genome base.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  1/10/2016

They're ages old, so they wouldn't be CFE.

My TCR Norns
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  1/10/2016

I thought I remembered them from way back before CFE, but wasn't sure :P

I added the sleep changes to a TWB genome if anyone wants them.


Creator of the TWB/TCB genome base.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  1/11/2016

I'd be interested in TWB Coffee Norns. :)

My TCR Norns
 


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