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Engine Design Overview

These are some notes I’ve found. They’re reasonably recent.

Sty

The interface to the core Pygmalion datastore. Covers three parts:

Engine

The “app” that operates on top of the sty. It manages the loading of packages into a running game, and provides the interface with which to interact with it.

Components

Pygmalion packages with provide discrete functionality used by rulesets. An example would be a generic Anatomy system.

Rulesets

Complete systems built on top of the engine which provide game logic. The intention of rulesets is to provide a consisten tway to allow characters and items to be moved between scenarios. It is possible to develop a “singleton” scenario without a ruleset.

Scenarios

Playable games within the Pygmalion environment. Scenarios either take an incoming “game state” (or saved party) matching the scenario’s ruleset or nothing at all (in which case they build the game state themselves.)

Game State

All data and state that is created or modified after scenario initialization. Scenarios load maps, characters, etc. into the game state as soon as they are changed. Thus, ordered loading from ruleset, scenario, etc. results in a reproduction of the game’s state.