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Revision as of 03:35, 1 March 2025 by Prd (talk | contribs)

Attention!

  • This is the Dialogue-embedded Logic Unit's introduction, explanation, ongoing development and usage thereof.


Kenshi is a game based around a time domain you can control. This occurs as you play the game wandering through the world encountering characters and partaking in activities. In so doing you allow time to pass in the game and with each passing moment comes an opportunity for a dialogue to trigger. These are essentially any moment when an event happens. This isn't necessarily two characters interacting as Kenshi offers a handful of other means for triggering dialogue responses.

Take for instance the various weather effects when encountered. Passing through a dust storm will induce a face coverage animation. Walking through a gas cloud will both cause damage and a dialogue response.
It is in these small moments and responses we can observe what the DLU is purposed for. Observe the following:

//Add in pictures of the basic event-response//
//Discuss dialogue triggering and the time domain//
//Introduce world states, their forms, behavior and how new types can be created//
//Go over the faction container mechanic and bit translation//
//Show the basic logic gate and response tick//
//Define the various logic states and how the DLU uses inline loops//
//Outline the DLU's possibilities and scope, Bit Shifting, Multiplexing, etc.//
//So how does it all work?//
//Etc, etc.//

Understanding the Faction object

  • What are factions?
  • How are they defined in the FCS? What are their parameters?
  • How do relations, world states and dialogue tie to factions?
  • How can we use logical operations to achieve greater ineractivity?
  • What is a fuzzy bit and how can we apply this to faction relations?
  • What can the DLU do with all this in mind?
  • How the basic logic gates are initialized through dialogue.
  • How relations can be used as counters and other forms (fuzzy as defined value qualities).
  • Explaining the nested counters, keyring system, async handling and error checking.
  • How in the fuck this is all possible.
  • Why it is not ideal. Undeniable issues with scale and complexity. The UI problem.
  • Write-once and straight-shot modes.
  • Weighing the pros and cons.
  • Full scale implementation.
  • Player-oriented best practices and suggested approaches.
  • Realpolitik narrative structure.
  • How you can use this information (in your mod).