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Project:DLU: Difference between revisions

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== Attention! ==
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*This is the '''Dialogue'''-embedded '''Logic''' '''Unit''''s introduction, explanation, ongoing development and usage thereof.
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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.<br>
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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//<br>
Temporarily removed - too unstructured to read.
//Discuss dialogue triggering and the time domain//<br>
//Introduce world states, their forms, behavior and how new types can be created//<br>
//Go over the faction container mechanic and bit translation//<br>
//Show the basic logic gate and response tick//<br>
//Define the various logic states and how the DLU uses inline loops//<br>
//Outline the DLU's possibilities and scope, Bit Shifting, Multiplexing, etc.//<br>
//So how does it all work?//<br>
//Etc, etc.//

Latest revision as of 22:18, 20 March 2025

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Temporarily removed - too unstructured to read.