cannonOverload
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SIX SUPERHEATED ROTATING CHAINSAWS.%\0\%
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Post by cannonOverload on Oct 25, 2012 18:52:43 GMT -5
REPLY: SURE, HERE YOU GO.
*SENDING FILE "PSYCHORUINS BULLSHIT.~ATH"*
CAREFUL, MIGHT HAVE LATENT PSYCHORUIN EFFECTS OR SOMETHING. CAN'T BE TOO CAUTIOUS.
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Post by bustedcasuality on Oct 26, 2012 23:22:01 GMT -5
Yo, good job getting out of those freaky ruins. Idk if you got there on a Fear quest or what that made you flip out like that- but if you remember anything about the code you hallucinated, I'd like to take a look at that noise, see if it has anything to do with the real game code or at least the Psychoruins script. I don't suppose you could send me a copy of your research? I've been poking away at the game's "narrative" structure; from the logs I've reviewed, there's some sort of pattern I can't quite grasp intellectually. I'm hoping your disasters might shed some light on the subject
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Post by spacetimeCounselor on Oct 27, 2012 1:39:11 GMT -5
Well, firstly the code here doesn't work. Like, it's full of unreferenced loops and uncollected garbage and open-ended dies and it's a mess. But the internal class architecture and fields seem to point towards a die-management system for a mostly undefined "player" object- and... okay, technically this is UML instead of ~ATH's fucked up diagramming, but whatever. Whoever/whatever built this mess apparently couldn't let go of OO even though he was designing for ~ATH, where you have references to constantly running procedural loops instead of actual objects. Friggin Ctards getting their antiquated design in my track languages.
Now, all of the behavior of every entity is completely broken and corrupted as shit, but the field names have some interesting implications. cannonOverload, I don't know how knowledgeable you are on the subject of Sburb's narrative structure and universe handling (knowledge that could have been used by the Psychoruins to just make shit up), but this is scarily similar to the way I've been modeling the game's behavior- minus the physics processing stuff.
It's got the Game, which I think is supposed to be a singleton, which tracks (judging by field names) all players in the game, and all sessions it runs. It also has an Overmind, which seems to be a concrete version of the Mind entity? Interestingly, the Game's Overmind only has a single Fate extended from the base Mind class, whereas individual sessions hold a whole bunch of Fates, presumably to handle all the player BaseMinds? But the Game itself has its own Players- maybe just a lookup table idk. If you're at all familiar with ~ATH and death structures, you'll notice every Player (the only \mortal entity besides the Universe, which has an additional grave for some reason) has both a fate (inside its BaseMind) and a grave, which would ordinarily be redundant. I guess they need to separate those things in a game where a \mortal can pop in and out of its grave? Also, no I have no idea what Darkmind or Greenmind are supposed to do, but the names make me kinda worried. Plus what kind of (presumably \mortal) component has an ARRAY of graves?
Anyway, depending on how well-informed CO is on the subject, this could either be an insight into the top-level stuff of how the game works, or a product of his justifiably deranged imagination.
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cannonOverload
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SIX SUPERHEATED ROTATING CHAINSAWS.%\0\%
Posts: 107
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Post by cannonOverload on Oct 27, 2012 15:22:44 GMT -5
TO SC: REPLY: I READ THE REPORT ON ATH~ AT SAGE HQ, AND AM CAPABLE OF CREATING MODERATLY COMPLEX CODES WITH IT. THE GAME CODE IS STILL CONVOLUTED AS FUCK.
((I'm being vague 'cause I don't know programming at all. just assume CO is very knowledgeable about ATH~. I'm kind of relying on you guys to flesh it out. :P ))
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