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An example is the description in the definition of the pulpit item from Content.ItemKindEmbed that is embedded in pulpit tile from Content.TileKind that appears in the centre of pulpit room from Content.PlaceKind. Other ideas: special doors, signboards describing a room close to its entrance, buttons, levers, traps unique to a room. The embedded items should most of the time have very mild effects, e.g., a slight change of Calm. Apart of the embedded item description, which doesn't get in the way, exceptional places may emit the text in another way, e.g., as an explosion or a temporary organ (e.g., "awestruck" condition) with their own descriptions.
In Allure the description could convey, remind and justify the story and physics of the spaceship (e.g., why life support still functions, why there is gravity, why levels are divided into sections and so do not wrap, despite the ship being a disc, why levels are smaller going up (TODO) and sight radius decreases (TODO), why it's not easy to escape the ship). Unique rooms that are guaranteed to appear (TODO) could convey crucial elements of the plots. All the others can only build the backstory and add flavour (optionally, introduce non-mandatory sub-plots, TODO). See the wiki.
Places that can appear outside the Allure of the Stars spaceship should have more generic descriptions, e.g., about history and technology of Solar System colonization.
Edit2: decided not to spam with the descriptions when entering a room, but only when bumping a tile.
Edit: the descriptions are assumed to be licensed under BSD3. This should spare all of us us any legal headaches when moving content between various free software games based on LambdaHack.
The text was updated successfully, but these errors were encountered:
An example is the description in the definition of the
pulpit
item fromContent.ItemKindEmbed
that is embedded inpulpit
tile fromContent.TileKind
that appears in the centre ofpulpit
room fromContent.PlaceKind
. Other ideas: special doors, signboards describing a room close to its entrance, buttons, levers, traps unique to a room. The embedded items should most of the time have very mild effects, e.g., a slight change of Calm. Apart of the embedded item description, which doesn't get in the way, exceptional places may emit the text in another way, e.g., as an explosion or a temporary organ (e.g., "awestruck" condition) with their own descriptions.In Allure the description could convey, remind and justify the story and physics of the spaceship (e.g., why life support still functions, why there is gravity, why levels are divided into sections and so do not wrap, despite the ship being a disc, why levels are smaller going up (TODO) and sight radius decreases (TODO), why it's not easy to escape the ship). Unique rooms that are guaranteed to appear (TODO) could convey crucial elements of the plots. All the others can only build the backstory and add flavour (optionally, introduce non-mandatory sub-plots, TODO). See the wiki.
Places that can appear outside the Allure of the Stars spaceship should have more generic descriptions, e.g., about history and technology of Solar System colonization.
Edit2: decided not to spam with the descriptions when entering a room, but only when bumping a tile.
Edit: the descriptions are assumed to be licensed under BSD3. This should spare all of us us any legal headaches when moving content between various free software games based on LambdaHack.
The text was updated successfully, but these errors were encountered: