Either I've made a Terrible Mistake(TM), or I've figured out how to have asynchronous callbacks in LSL. If Digiworldz crashes suddenly, you'll know who to blame!

Hi folks, long time!

After a rather extensive hiatus, I'm back to poking and prodding at various projects in IO. Here's some updates:

Hoverboards now clean up after themselves. If no one hops on to a spawned hoverboard after ~15 seconds, it'll disappear. They are also far more vocal about prompting the user to ride. There was a problem with orphaned boards, where some visitor had clearly come by and spawned a board, but was unclear what to do next.

I've been creating a set of tools which aren't particularly exciting for everyday visitors, but which offer exciting possibilities for future projects. The first is a Region-scale Key-Value storage script. This allows multiple different objects in a region to have a "shared memory" and synchronize themselves easily. So, for instance a shop region using this script could change it's whole color scheme in one command, rather than requiring the owner to go around and change all the colors by hand.

In the process of developing the KV storage script, I've also created an Update Pusher script. Rather than have large numbers of objects constantly pinging a central data hub for updates, the Pusher allows those scripts to request an update message when there's something new to report. While I developed it to help with the KV script, it could be used elsewhere with only a little extra modification.

These two tools are exciting steps for me, as they were both big points of frustration for me when it came to developing bigger experiences. The ability to widely exchange information efficiently will be a big help on that front.

As with all experiments in IO, it's my hope that I'll eventually get these polished to the point where I can release them for wider use.

Random question: How many folks would be interested in learning more about the way I approach scripting? I've seen lots of resources in LSL for the very basics, but not much on really digging into how to use LSL to create bigger projects.

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In the interests of testing my new GotchaTron randomized coin-op item dispenser, and in the interests of crass commerce, I've added a GotchaTron to the Landing Area! For 200D$ a spin, you'll find your self the proud owner of at least one of the digital paintings I've done over the years. Every spin is guaranteed to win!

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Yesterday, I was linked to this fantastic web-based color wheel. I'm looking forward to using it in future projects!


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Who else is in love with hand-painted textures?


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I haven't done a lot with measuring user behavior in opensim, but this seems like a fantastic place to start.


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I have this set as my home page. It's a great set of reminders which are just as applicable to virtual world creation as game design.


Moving toward PERFECT:
There's a framework I've been slowly creating over the past several years that encapsulates seven key components of a successful social environment (such as a grid, region, store, etc.)

Populated: People like being where other people are.
Easy to Find: It's not hidden, intentionally or otherwise from people trying to find it.
Reliable: If not always up/open/running, then it has a reliable schedule that it sticks to. Also doesn't randomly close/crash.
Functional: It does something aside from just exist. It fills some functional need.
Easy to Access: Getting to the place is a quick, painless procedure with minimal frustration.
Content-filled: Contains a fresh portfolio of compelling content for users to consume/interact with. In certain cases, other people can be considered compelling content.
Trustworthy: Users feel safe visiting and interacting with the place.

Immersion One has a ways to go on some of these, but it gives me a set of parameters to shoot for. Would you use PERFECT for building your region?

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Update to Grav-Ball!

I haven't had much time lately to pop in and do much in the way of improvements. Today there was a break in the schedule storm and I was able to put in a little time!

Overall, changes were made to focus gameplay, make it more approachable, and to eliminate parts of the experience which stripped away player agency.

I would love some feedback, especially how the game works with multiple players. What works? What feels weird? Is it fun?

-Lowered ceiling and central structure significantly
-Ramps now much larger, less "dead space"
-Added in jump-able multi-tier layout to goal area. Now allows for active goalie role!
-Clarified goal areas with animated stripes and goal verticals
-Added backboard to goal areas. Makes floating balls in goal area more prone to move towards goal.
-Added striping pattern to team areas. Vertical for red, horizontal for blue. This should help colorblind players navigate with some more ease.
-Reduced game to 3 balls total, 1 ball at a time. A shorter, more focused game.
-Added Help box over play button which dispenses gameplay instructions.
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