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    Apr 12th, 2025
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    1. 🌐 EchoNet – Proximity-Based Global Memory System
    2. 🔥 Core Concept:
    3. EchoNet is a world-event memory system that tracks who saw what, where, and when. It allows devs to query perceptual history—like footprints of the past left on the world.
    4. 🧠 What It Can Track:
    5. Explosions, sounds, deaths, combat
    6. Player actions (sneaking, stealing, opening a door)
    7. Object interactions (someone moved a crate)
    8. Custom developer-injected "echo" events
    9. 📍 Structure:
    10. EchoNet:Ping({
    11. Position = Vector3,
    12. Source = Player or NPC,
    13. Type = "Explosion",
    14. Radius = 20,
    15. Lifetime = 10, -- seconds
    16. Tags = {"loud", "danger"}
    17. })
    18. And then:
    19. local echoes = EchoNet:Scan(position, radius, {Tag = "danger"})
    20. You get a list of events that happened nearby—each with:
    21. Who caused it
    22. What it was
    23. When it happened
    24. Whether it’s decaying or fading
    25. 🧬 Optional Layers:
    26. Echo Decay Curve: Some echoes fade slower if they're "louder" or more traumatic.
    27. Memory Sharing: NPCs can tell other NPCs about echoes they saw.
    28. Spatial Footprints: Like blood stains, but in code—"Player was here" type markers.
    29. Event Importance Weighting: Used for AI behavior. ("This was important—go check it out.")
    30. 🧠 How Devs Would Use It:
    31. Guards remember the player snuck past them
    32. Ghosts whisper "someone died here"
    33. Traps re-activate if something passed by recently
    34. AI pathing changes based on past action density
    35. It’s smart, silent, and powerful
    36. Not many devs think to track events as time-bound spatial memory
    37. You’re giving them perception and context as a code package
    38. 📣 PhantomComms – Custom Proximity Chat System (for Horror Games)
    39. 💡 Core Idea:
    40. Players "speak" through messages that appear gradually the closer you get—creating a visceral sense of voice and presence. (goes from blurry or distant to more and more clear)
    41. Perfect for horror, roleplay, or psychological games. Not just a chat system—it’s a communication mechanic.
    42. 🎭 Features:
    43. Distance-Based Visibility: Words become readable the closer you get.
    44. Delay/Glitch FX: Letters jitter, flicker, or distort if you’re far away.
    45. Emotion Tags: Add !shout or !whisper to affect radius and visual style.
    46. No GUI Required: World-space text above players or tied to sound cues.
    47. 🌫️ Example Flow:
    48. PhantomComms:Speak(player, "I saw something move...", {
    49. Volume = "whisper",
    50. Range = 10,
    51. Distort = true,
    52. Delay = 0.05 -- time per char reveal
    53. })
    54. If you're outside the radius, you see:
    55. I . . . . . .
    56. As you move closer: I saw . .
    57. Closer still: I saw something move...
    58. 😨 Horror-Specific Add-ons:
    59. Messages linger where they were spoken.
    60. "Ghost typing"—players see text from ghosts who aren't there.
    61. Chat gets "corrupted" near cursed objects: letters flip, deform, or become blood-like.
    62. Why it's Useful:
    63. Easily adds atmosphere to horror or mystery games
    64. Works in single-player or multiplayer
    65. Can replace ROBLOX chat or be layered on top of it
    66. Encourages proximity-based storytelling
    67. Why it’s Jupiter:
    68. You took a simple mechanic—chat—and made it hauntingly elegant
    69. Your system becomes the soul of a game’s atmosphere
    70. You’re not just giving devs chat—you’re giving them presence
    71. 💭 Want a Hybrid?
    72. What if you combined both?
    73. "You see a fading message in red near the tree: 'Don’t go inside.'"
    74. The message is a proximity-based chat...
    75. The event is remembered by EchoNet.
    76. Together: your world has memory, and the memory speaks.
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