v3launchunit

i like snakes and a free palestine

aside from the aforementioned affection towards snakes, i also hold a great deal of fondness in my heart for hollow knight (i am extremely normal™ about collector), rain world (miros birds are the best creature i will not be accepting criticism on this), command and conquer red alert 2 (kirov reporting), in stars and time (one must imagine sisyphus stuck in a time loop), and about a million other things.
i played through slay the princess and spent the whole game pretty much completely ignoring her in favor of dicking around with the narrator (there is no good ending because the narrator always dies) and the voices (contrarian is the best one), which probably says a lot about me (i am aromantic asexual (this will not stop me from rebugging horny™ shit that i am tangentially interested in)).
fuck it i'm a girl now (still he/they tho)
i also like to draw and make games & shit.


my goblin.band
goblin.band/@v

MikeWake
@MikeWake

But can’t find much. Can anyone point me in the right direction?

I sometimes see the idea of “stimulus and response” systems mentioned when people discuss immersive sims.

I think I get the gist: instead of coding unique interactions for everything, you create “stimuli” as generic as possible. A torch, bonfire, flamethrower — all emit a Fire Stim. Anything in its range with a receptor for the Fire Stim would react. Maybe in some generic pre-defined way, or maybe do something unique if required.

It sounds interesting, so I wanted to learn more. I thought I’d be able to google some talks, write-ups, or implementation examples. But I only found some vague explanations, sorta like I just wrote.

Maybe I got the term wrong or looking in the wrong places. So I wanted to see if anyone here knows more


You must log in to comment.

in reply to @MikeWake's post:

I've never heard this term before but it sounds interesting and like this could be useful for many types of games/systems.

The only thing similar that comes to mind to me is Nintendo's GDC talk about the chemistry system in Breath of the Wild, but that talk is more on the design level than the implementation level and it also has a lot of general hype in it rather than just info.