Living Narrative Engine #9

#8

Behold the anatomy visualizer: a visual representation of a graph of body parts for any given entity, with the parts represented as nodes connected by Bézier curves. Ain’t it beautiful?

This visualizer has been invaluable to detect subtle bugs and design issues when creating the recipes and blueprints of anatomy graphs. Now, everything is ready to adapt existing action definitions to take into account the entity’s anatomy. For example: a “go {direction}” target could have the prerequisite that the acting character has “core:movement” unlocked anywhere in his body parts. Normally, the legs would have individual “core:movement” components. If any of the legs are disabled or removed, suddenly the “go {direction}” action wouldn’t become an available action. No code changes.

The current schemas for blueprints, recipes, and sockets, make it trivial to add things like internal organs, for a future combat system. Imagine using a “strike {target} with {weapon}” action, and some rule determining the probabilities of damaging what parts of any given body part, with the possibility of destroying internal organs.

From now on I’ll always provide the Discord invite for the community I created for this project (Living Narrative Engine):

https://discord.gg/6N2qHacK75

One thought on “Living Narrative Engine #9

  1. Pingback: Living Narrative Engine #10 – The Domains of the Emperor Owl

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