LiSE terminology 

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

Perhaps "token"

"Pawn" is used for something else unfortunately

Show thread

LiSE terminology 

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

clayote boosted

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

Show thread

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.

Show thread

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

Show thread

in hindsight, I think I could have gotten 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 boosted
@clayote Unplanned interactions between agents, agents reacting verbally to a player action?
clayote boosted

@clayote Seasons, I think. day/night cycle helps, but seasons moresore.

clayote boosted

@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

What simulation mechanic adds the most to its game's sense of place?

Released version 0.12.1

This has a load of fixes, so if you were very confused when you tried to use 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.

github.com/Tactical-Metaphysic

i thought for sure my testing tools were broken but it turns out my program just doesn't cope well with closing that soon after it starts

Why am I advertising LiSE as having a journaling state container instead of having time travel

metrics feature 

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

Show thread

The 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 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...

help?

Show older
gamemaking.social

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.

It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game curators, etc. etc. most welcome!

Please read the rules before signing-up :)

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3