Then again, a character could have one avatar in the physical world and several in the social one, representing how they are perceived by different people or groups
I'm thinking "unit" might be a better term? From wargaming, where armies have units, and then that carried over to tabletop RPGs and stuff
"Pawn" is used for something else unfortunately
#LiSE currently uses the word "avatar" to refer to items in a graph that represent a character
I recently found out that this is derived from Hindu metaphysics, which isn't really cool to crib from I guess, and in any case this isn't that accurate of a term for what I'm really using avatars for. A "character" in LiSE could be, for instance, a species, and its "avatars" could be every organism of the species
Big thread of random gamedev tools and resources! New ones will be added as I find them. Feel free to comment with your own finds as well.
#GameDev #GameDevelopment #GameDevTools #GameDevResources #GameDevAssets #Assets #ArtAssets #ArtTools #GameDevArt #GameArt #3DArt #2DArt #GameEngine #GameDesign #LevelDesign #Godot #GodotEngine #Programming #Scripting
I'm working on a web admin interface next, because that's what my user needs
I think I'll take the opportunity to make a tree view for the history, similar to the network view on github, and backport that to the offline IDE later
Yet a real state container with realtime time travel was the very first thing I wanted for LiSE
I like savescumming. The fantasy of making it totally seamless, as a first class feature of the engine, appeals to me *as a player*. I'm not sure I'd have kept working on this thing without that driving me.
I would have run into issues with load times early on, though, and had to implement something like keyframes
But if the in memory model was some thin wrappers around networkx digraphs, and time travel meant loading a new one from a keyframe and then playing some updates on top of it, you could've played a game and gotten at least some of the benefit of a journal
And then there might be a LiSE game you could play already
in hindsight, I think I could have gotten #LiSE together in 2015 or so by just letting time travel be slow in version 1.0 and working out this weird stuff with state containment later on
@clayote day/night cycles probably; a place feels more real when it changes in predictable, cyclical ways
additionally, for games set across multiple places, having random effects (weather, encounters, etc) happen at different frequencies in different places helps each to feel unique
Released #LiSE version 0.12.1
This has a load of fixes, so if you were very confused when you tried to use #ELiDE last time, maybe try this release.
The main new feature is the rule stepper, which presents a list of rules that ran in a given turn and lets you click one to view the world just after that one ran.
Basically this means you give it a function that takes the state of the world and outputs a number. Then the frontend can graph it for you
That type of function also forms the basis for a new type of rule trigger that can be evaluated using Rete's algorithm, making games performant when there are tons and tons of rules, only a few of which execute on a given turn
The #LiSE stepper is working
Debating whether to do a release or work on the metrics feature instead
Release work wouldn't be very exciting because it means tracking down bugs that aren't very deep but there are probably a lot of them
I'm working on the #LiSE stepper, which will make it easy to view the state of the world after one rule's run and just before another
This feels like a killer feature, but I'm trying to describe some specific situation where you'll need it and it's not coming naturally...
I need a game designer to tell me how to make the first #LiSE game! https://clayote.itch.io/lise/devlog/245019/designers-wanted
I'll help you with Python programming if you like
Hi! Game Making Social is a part of the Fediverse dedicated to being a well-moderated, cosy, friendly place to talk and share stuff about amateur videogame making, and everything surrounding that.
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