yukirij
yukirij.kumorizora.net
yukirij
@yukirij.kumorizora.net
Tinkering, worldbuilding, systems, and engineering.
Connoisseur of natural/military sciences, speculative fiction, and bio/ero/natural horror.
(occasional mature topics)
クリエイターやシステムの事
evebin.com · kirisame.com · dzura.com
I would not tell anyone to blindly trust the statements of any particular expert, but to at least recognize the knowledge, experience, and methodology developed over generations of people devoting their lives to better understanding our world. A little scientific literacy goes a long way.
October 16, 2025 at 8:16 PM
What really bothers me about this is that the slightest changes in wording and tone could make this almost reasonable.
People should seek better understanding of the information they ingest, but too many see research as reading the first few search engine results (now LLM summary)...
October 16, 2025 at 8:16 PM
Finally got around to adding enumerated unions to the configuration language—they have been quite useful for consistently describing game content.
I also formally defined an empty type and fixed up anonymous schemas and follow-up scope blocks (for defining constants inside the schema's namespace).
September 6, 2025 at 9:52 PM
I am still working on an implementation of the design described thus far, with most of the difficulty being the hybridization of kinds/transfer of features.
Ultimately, I am far from describing (much less implementing) the complete system, but the foundation and direction seem workable. 8/8
July 24, 2025 at 10:45 PM
Attributes augment the capabilities derived from the character's kinds and feature descriptions.
Attribute scores are applied to interactions by multiplying calculated values (e.g. lifting strength) by fractional powers of two: `std * 2^(score / basis)`. 7/
July 24, 2025 at 10:45 PM
I am currently planning to have a sizable number of attributes (~28), with integer scores produced by normally-distributed randomization centered on a mean computed by multiplying a fraction of the basis by the number of points allocated to the attribute. 6/
July 24, 2025 at 10:45 PM
Rarity and Potential are represented by a logarithmic point system, in which points are summed through binary grouping (e.g. 3 + 3 = 4) and finalized by the largest value in the set.
This can be cleanly implemented by adding shifted bits `(1 << value) >> 1` and indexing the most significant bit. 5/
July 24, 2025 at 10:45 PM
The system also provides role-playing elements, such as attributes, skills, experience, and background, which are also affect rarity.
To reduce the immediate impact on rarity, the character builder provides a 'Potential' pool, as a buffer, that can be spent on these elements. 4/
July 24, 2025 at 10:45 PM
Kinds are composed of 'Features', which expose properties and constraints that players may use to describe their characters. Properties may associate rarity scores with options or value distributions, which combine to describe the overall rarity of the character. 3/
July 24, 2025 at 10:45 PM
The system allows contributors to define 'Kinds' (plants, animals, other organisms), which players can use to design characters.
A character derives from one or more compatible kinds, with physiology based on the primary kind. Traits of the secondary kinds may also be incorporated. 2/
July 24, 2025 at 10:45 PM
My goal is 1-2 pages per entry (plus extras), so I am aiming to mostly cover the (subjectively) significant/interesting elements.
To that point, it would help to get an idea of what information folks would like/dislike to read, especially given the range/depth of topics the worldbuilding covers.
June 13, 2025 at 5:59 AM
Thanks! It still needs a lot of work, but it is a start.
I want to better differentiate map themes/biomes, and the algorithms need cleaning up, but most of all I am looking to integrate the concepts into my planet system.
June 9, 2025 at 7:07 PM
Spent yesterday throwing together a hex map generator using BFS with contextual randomization.
These are larger than I would likely use for a territory conquest game, but the results are much better than my prior attempts.
(cherry-picked the interesting maps, of course)
#gamedev
June 1, 2025 at 5:30 PM
Territories use a ticketed control-points-style capture mechanic based on the relative strengths of contesting forces, and players can engage contesting armies—via matches of the board game—to take pieces and reduce opposing influence.
May 31, 2025 at 5:50 AM
Type-based constants would also allow for reduced cost class metadata, granted I would either have to clone on access or implement immutability enforcement to ensure data const-ness.
May 15, 2025 at 5:35 PM
I am also considering the requirements for implementing type identifiers that map to constant values, which would allow the enumerated union to be used as an arbitrary enumeration.
It seems this would simply need a index-persisting list of objects referenced as interior types to a constant type..
May 15, 2025 at 5:35 PM