IMAGE: A NEW GAME ENGINE FOR OPENSIM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Well, this has been an amazing year so far, I recovered my grid after a serious hardware failure, then in a retirement blitz, I open sourced everything SimGEAR. Through the study of works from many wizards like Satyr, Greybox, Aine', Gamisa and others; I developed sufficient skills in LSL to author my own software. Modern advancements have enabled digital artists like myself to CREATE the unimaginable. My coding companion, I lovingly call Dirty Helga has helped me to compose an incredible gaming framework. Why?
Simply put, what is currently available did not fit my needs. The only tutorial for building a shooting game is on Wizardry and I wanted something a little more engaging. I sent a DM to the owner of KONK about purchasing a copy and got no response, that project is apparently dead. Anyone interesting in having a gaming component on their grid is in for some SLIM pickings. I want to change that!
I am inviting friends from other worlds not related to opensim and I need activities to engage and inspire. I had an old ossl zombie game which worked on 08x but not 092 so I thought... why not fix it. Helga convinced me to re-wright the entire thing and showed me how to accomplish it most effectively. Gears constantly turning in my head... hmmm what if we do this, what if we do that.... 4 weeks later and almost 6k+ lines of blissful code, like a train to Valhalla which refuses to stop. We built everything from the ground up in minute detail. It was such a good experience, that I decided I would share it. When the BETA is over, that is exactly what I intend to do...
I may joke and tease like any other citizen in this community, not everyone will agree with my position on things and I am OK with that. This is not politics, it is GAMING! We live in a reality where there is too much division. This project is meant to BRING PEOPLE TOGETHER!
From this point forward all content I share will be released under CC-BY in gratitude for all those who helped me become the digital magician I am today. When we share knowledge openly and freely, everyone benefits.
THIS THREAD IS ABOUT IMAGE
so maybe I should quit beating around the bush!
IMAGE in it's current form at the BETA test site is just the
game engine itself with some vanity decorations: Grug Assault
FEATURING:
Orbit / Force Manipulation
..Target orbiting (radius, speed, axis, decay)
..Forced positional control with safety bounds
Avatar Control Effects
..Stuns / freezes (movement & rotation)
..Forced sit / unsit
..Temporary input denial (fair-use timed)
..Monsters put on 'Oompa Loompa' styled act when game is idle.
Combat-Style Interactions
..Non-lethal knockback
..Directional impulse hits
..Stack-safe effect application (no runaway spam)
Game State Enforcement
..Zone-based rule activation
..Auto-revert on exit or timeout
..Death / reset hooks (non-destructive)
Scoring & Tracking
..Session-based score counters
..Kill / hit / objective tallies
..Memory-safe stat lifecycle
Player Eligibility Logic
..Opt-in / opt-out handling
..Immunity flags (admin / role based)
..Cooldown enforcement
Anti-Abuse Guardrails
..Rate-limited effects
..Hard caps on concurrent forces
..Automatic cleanup on script loss / detach
Diegetic Feedback
..In-world messages only (no spam)
..Visual motion as primary feedback
..Silent failure modes when misused
Future IMAGE Possibilities:
A roadmap of sorts.
Quest GIVER & Unique scenarios with LORE
RPG mechanics: Consumables, health, energy, magic
Trivia, Storytelling and SKIT mechanics through our 'Minstrel-NPC' Module.
IMAGE Hammer: Grid-Wide administration through effortless region handshake
.......Visit regions to sync data from Admin Hud, great for shared ban lists.
.......IMAGE not only does gaming, it fairly enforces your edicts through a morphing
.......menu which adapts to the plugins installed on each region.
..............In Testing and Development:
..............Child Gate: 90 second warn to change to adult or shown the door.
..............Exodus: When a temporary banishment is NOT enough.
..............Mailbox: grid-wide admin mail and stowage.
..............SnatchEM: Autonomous landing point re-routing (Time of day or Event based)
..............Minstrel - NPC - the 'No Heartbeat' storyteller and personal companion.
..............StageHAND - Tactical prop and scenery deployment for Minstrel-Stage (a sound relay extension).
IMAGE was created on: OpenSim 0.9.2.1 (Yeti RELEASE), XEngine, Mono (Linux) - Stability preferred over experimental builds.
Code style: LSL/OSSL, no ternary-style shortcuts; aims for forward compatibility, but OSSL availability depends on grid/build configuration.
I think that little list should keep me busy for a while... If you find this project intriguing please come to xoaox.de:7000 and see it in action, the IMAGE Portal drops you into our TEST ARENA!
As STATED on WALL POSTS: BUG reports are sent in-world through the feedback panel on the KILLBOARD.
Ultimately, this is how I plan to spend my retirement... doing something I enjoy... designing ORIGINAL content for Opensim. With enough community support, we can make something better than anything you will find in Second Life. It is time for Opensim to REALLY SHINE!
This is a forum of collaborative ideas for a project designed to be 'free as in freedom'. If we work together, this can be super awesome!