![]() So it can do various things like run you through playlists of experiences, shuffle a filtered set of all experiences, etc. life counter) managed by the runtime and passed in/out of the running core where, just like in Mario Maker, the UX takes over between executions of the "per-level simulation", and so it's the UX, not the game, that determines whether you retry on death and that determines what happens next when you "complete" a given level. The primary use-case: a Mario Maker-like UX for playing cloud-hosted ROMhacks, where each ROMhack's game engine has been carefully cut down so that the experience is of just playing a level in isolation, with some state (e.g. In fact, the collage thing is the secondary pie-in-the-sky non-MVP use-case. ![]() > Curious if you have any other use-cases in mind for such a technology? zero-installed from the internet on demand by a game) sandboxed cores wrapped in realtime-per-frame in-memory-state import/export logic, where "a game" is actually a set of sub-game modules, with each module being expressed in terms of its own core, and having either a plain API call (for open engines) or a RetroAchievements-like memory-watch rule, to trigger state-transitions over to other modules. I've been working on a "solution" to this "problem of artistic collage" - a runtime that supports custom (i.e. ![]() The only thing I personally think is a shame, is that the structure of interactive experience inherently lends itself to collage - to a potential for different "scenes" made from entirely distinct "media" - but that it's prohibitively difficult currently to (seamlessly) weave together different game engines into one game art project especially when some of those engines aren't open-source engines, but only exist in the form of old games that are usually turned into art through ROM-hacking.Īn artist should be able to have me walk through a door in an RPG Maker game end up playing a Quake level! And then, upon killing a certain enemy, be suddenly in a bossfight in a SMW ROMhack! And then, upon succeeding or failing in the boss fight, I should be able to either end up in their custom Unreal-engine-coded finale, or back in the RPG Maker "space" from before! All without loading times or futzing with the display settings! I agree, it's great to see people rummaging through old game engines to find the "right medium to express their thought", the way one might rummage through a pile of art supplies.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |