🌐 EchoNet – Proximity-Based Global Memory System 🔥 Core Concept: 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. 🧠 What It Can Track: Explosions, sounds, deaths, combat Player actions (sneaking, stealing, opening a door) Object interactions (someone moved a crate) Custom developer-injected "echo" events 📍 Structure: EchoNet:Ping({ Position = Vector3, Source = Player or NPC, Type = "Explosion", Radius = 20, Lifetime = 10, -- seconds Tags = {"loud", "danger"} }) And then: local echoes = EchoNet:Scan(position, radius, {Tag = "danger"}) You get a list of events that happened nearby—each with: Who caused it What it was When it happened Whether it’s decaying or fading 🧬 Optional Layers: Echo Decay Curve: Some echoes fade slower if they're "louder" or more traumatic. Memory Sharing: NPCs can tell other NPCs about echoes they saw. Spatial Footprints: Like blood stains, but in code—"Player was here" type markers. Event Importance Weighting: Used for AI behavior. ("This was important—go check it out.") 🧠 How Devs Would Use It: Guards remember the player snuck past them Ghosts whisper "someone died here" Traps re-activate if something passed by recently AI pathing changes based on past action density It’s smart, silent, and powerful Not many devs think to track events as time-bound spatial memory You’re giving them perception and context as a code package 📣 PhantomComms – Custom Proximity Chat System (for Horror Games) 💡 Core Idea: 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) Perfect for horror, roleplay, or psychological games. Not just a chat system—it’s a communication mechanic. 🎭 Features: Distance-Based Visibility: Words become readable the closer you get. Delay/Glitch FX: Letters jitter, flicker, or distort if you’re far away. Emotion Tags: Add !shout or !whisper to affect radius and visual style. No GUI Required: World-space text above players or tied to sound cues. 🌫️ Example Flow: PhantomComms:Speak(player, "I saw something move...", { Volume = "whisper", Range = 10, Distort = true, Delay = 0.05 -- time per char reveal }) If you're outside the radius, you see: I . . . . . . As you move closer: I saw . . Closer still: I saw something move... 😨 Horror-Specific Add-ons: Messages linger where they were spoken. "Ghost typing"—players see text from ghosts who aren't there. Chat gets "corrupted" near cursed objects: letters flip, deform, or become blood-like. Why it's Useful: Easily adds atmosphere to horror or mystery games Works in single-player or multiplayer Can replace ROBLOX chat or be layered on top of it Encourages proximity-based storytelling Why it’s Jupiter: You took a simple mechanic—chat—and made it hauntingly elegant Your system becomes the soul of a game’s atmosphere You’re not just giving devs chat—you’re giving them presence 💭 Want a Hybrid? What if you combined both? "You see a fading message in red near the tree: 'Don’t go inside.'" The message is a proximity-based chat... The event is remembered by EchoNet. Together: your world has memory, and the memory speaks.