Guys. We need more active Creatures blogs.
Every
time I open my RSS reader, I hope anxiously that someone has posted in
my Creatures category. And all too often I find my art/design category
full of eye candy, my food category is full of delicious things I will
try to cook later that day, my tea category has a handful of reviews of
wonderful stuff I can’t afford, and my creatures category has nothing.
I
realize I am as much to blame as anyone for this, as I’m not exactly
the most prolific writer. So I have a proposal. The CCSF is coming, and
there is no better time to up the activity of our little blogging
community.
The
concept is quite simple. To participate, simply commit to publishing
one post a day during the fourteen days of CCSF. If you don’t already have a
blog, there’s no better time to start!
Now,
before you get scared, let me remind you that publishing one post a day
does not necessarily mean you need to write one post every day! Most
blogging platforms allow you to write posts in advance and
schedule them to be automatically published on a certain day. If you
wanted, you could write fourteen posts in advance, schedule one to be
published each day, and be done with it. Meanwhile, the community will
be getting a steady stream of posts to read throughout the festival!
Not
sure what to blog about? If you are a developer of any sort, your blog
is obviously a great place to post your releases, but usually not even
the most prolific contributors have something for every day of the CCSF.
If any contributors out there want to take that as a challenge, go for
it, but for the rest of you, here are some suggestions:
Many
creatures blogs serve as a sort of open diary detailing the events of
what is going on in their creatures’ worlds. Tell us of the births,
deaths, and other drama that raising creatures entails!
If
you like to play creatures a bit more scientifically, blogs are a great
way to document your experiments and the results that come of them.
Similarly, if you are working on a selective breeding project or
wolfling run with a specific goal in mind, it’s nice to be able to share
your progress.
Perhaps
you are a dreamer and prefer thinking of ways you might play creatures,
or thinking of things you would like to develop or see developed. By
publishing your ideas on your blog, you can explain them in all the
detail you like, and possibly gather suggestions and general interest
from readers.
You
could get creative and take a fictionalized viewpoint. I think it would
be neat to see a blog written from the perspective of a norn or other
creature, detailing his or her daily life, like a sort of ongoing story.
Speaking
of stories, if you’re a creatures fiction writer, publishing a small
part or chapter of a story every day is a great way to keep readers
interested. Sitting down and reading a long story can be quite daunting
sometimes, but releasing small bits at a time makes it easier for casual
readers to digest.
You
may choose to, instead of focusing on Creatures itself, focus on the
community and its creations. Reviews of agents, metarooms, breeds, and
even stories, are few and far between, and are a good way to spread the
word about some of the hidden gems in the community.
If
you are a developer, artistically, genetically, or otherwise, other
aspiring developers can get a lot of information out of “the making
of”-style posts. Sharing of tips and techniques inspires more creation,
and more content for the community!
If
you’re really stumped, look to other blogs for ideas. Perhaps a blog
you follow has written a post about why C2 is better than C1. Have a
different opinion? Feel the same way but for different reasons? Write a
post on your own blog in response, linking back to the post that
inspired you. Multiple bloggers discussing the same ideas helps to pull
the community together, and inspires quite a bit of discussion!
Honestly,
you can write just about anything. During the CCSF, there will will
certainly be a lot going on and a lot to to think about-- I think you’ll
find that it isn’t as difficult as you think!
To
kick off this blogging initiative, there is a new tab at the top
linking to a list of Creatures blogs. I will attempt to keep this list
as complete as possible, so if you start a new blog or know of one that
isn’t listed, let me know so I can add it!
(As a sidenote, I've been fiddling with the layout of this blog, so excuse any mess in the meantime!)
A Creatures blog about everything from raising norns traditionally to tinkering with their brains to changing the world they live in.
Saturday, October 8, 2011
Sunday, October 2, 2011
Stop sleeping!
Especially when you're trying to train them to do something very specific, and they just decide to just plop down and take a nap, right there. Argh.
Well, even though I haven't bothered documenting the updates to my dabbles with my instinctless creatures, I have still learned much from that experience and have been slowly working to improve the genome as a whole.
While investigating the aformentioned lonely grendel problem, I discovered that grendels lacked the "found company" gene that reduces loneliness when approaching a member of the same species. Adding the gene in fixed the problem quite simply.
Another problem I manged to fix was one with the sleep cycle. If you don't know, the creature sleep cycle works as such: A creature rests; as it rests it becomes less tired, but gets sleepy, and when it gets sleepy enough, it falls asleep. While sleeping, the creature's tiredness and sleepiness both decrease until it is well-rested and wakes up.
As most of you are aware, there is no "sleep" verb. A creature can decide to rest until it falls asleep, but it cannot just decide to sleep. (Nor can we!) The problem with this is that while creatures with instincts are pre-programmed to rest when sleepy, creatures without instincts cannot make the connection between resting and sleepiness reduction, because it isn't resting that directly reduces sleepiness, it's the sleeping that eventually results from the resting.
So to remedy this, I simply made resting appear to reduce sleepiness by tweaking the stimulus gene to first reduce sleepiness and then silently increase it, enough to both compensate for the reduction and bring it to a normal increase. And it worked! I was so proud to see my instinctless creatures suggesting that other sleepy creatures rest. I just love seeing evidence of creatures learning!
But, I still feel like the creatures sleep too much as a whole. Don't get me wrong, I don't want to do away with sleeping entirely, but it just feels like the frequency is a little high. So I've been tweaking the genetics a little here and there, too.
I plan on tweaking the stimulus genes further to make traveling, pushing lifts, etc to have more of a boredom-reducing effect and see if creatures can be taught to wander around when bored.
Really, the more I play with these altered genomes, the more I wonder what the developers were thinking, putting in these instincts! Some of them I can understand being necessary, half-strength instinct trick for elevators and vendors and all, but as a whole it seems to strip the creatures of so much personality. I can't imagine going back to normal creatures now.
Meanwhile, the DS server has been toying with my emotions, going up and getting my hopes up and then going down again. Oh well. I certainly have enough projects to keep me busy in the meantime.
Labels:
development
Subscribe to:
Posts (Atom)