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- 🌐 EchoNet – Proximity-Based Global Memory System
- 🔥 Core Concept:
- EchoNet is a world-event memory system that tracks who saw what, where, and when. It allows devs to query perceptual history—like footprints of the past left on the world.
- 🧠 What It Can Track:
- Explosions, sounds, deaths, combat
- Player actions (sneaking, stealing, opening a door)
- Object interactions (someone moved a crate)
- Custom developer-injected “echo” events
- 📍 Structure:
- EchoNet:Ping({
- Position = Vector3,
- Source = Player or NPC,
- Type = "Explosion",
- Radius = 20,
- Lifetime = 10, -- seconds
- Tags = {"loud", "danger"}
- })
- And then:
- local echoes = EchoNet:Scan(position, radius, {Tag = "danger"})
- You get a list of events that happened nearby—each with:
- Who caused it
- What it was
- When it happened
- Whether it’s decaying or fading
- 🧬 Optional Layers:
- Echo Decay Curve: Some echoes fade slower if they're "louder" or more traumatic.
- Memory Sharing: NPCs can tell other NPCs about echoes they saw.
- Spatial Footprints: Like blood stains, but in code—"Player was here" type markers.
- Event Importance Weighting: Used for AI behavior. (“This was important—go check it out.”)
- 🧠 How Devs Would Use It:
- Guards remember the player snuck past them
- Ghosts whisper “someone died here”
- Traps re-activate if something passed by recently
- AI pathing changes based on past action density
- It’s smart, silent, and powerful
- Not many devs think to track events as time-bound spatial memory
- You’re giving them perception and context as a code package
- 📣 PhantomComms – Custom Proximity Chat System (for Horror Games)
- 💡 Core Idea:
- Players “speak” through messages that appear gradually the closer you get—creating a visceral sense of voice and presence. (goes from blurry or distant to more and more clear)
- Perfect for horror, roleplay, or psychological games. Not just a chat system—it’s a communication mechanic.
- 🎭 Features:
- Distance-Based Visibility: Words become readable the closer you get.
- Delay/Glitch FX: Letters jitter, flicker, or distort if you’re far away.
- Emotion Tags: Add !shout or !whisper to affect radius and visual style.
- No GUI Required: World-space text above players or tied to sound cues.
- 🌫️ Example Flow:
- PhantomComms:Speak(player, "I saw something move...", {
- Volume = "whisper",
- Range = 10,
- Distort = true,
- Delay = 0.05 -- time per char reveal
- })
- If you're outside the radius, you see:
- I . . . . . .
- As you move closer: I saw . .
- Closer still: I saw something move...
- 😨 Horror-Specific Add-ons:
- Messages linger where they were spoken.
- “Ghost typing”—players see text from ghosts who aren't there.
- Chat gets “corrupted” near cursed objects: letters flip, deform, or become blood-like.
- Why it's Useful:
- Easily adds atmosphere to horror or mystery games
- Works in single-player or multiplayer
- Can replace ROBLOX chat or be layered on top of it
- Encourages proximity-based storytelling
- Why it’s Jupiter:
- You took a simple mechanic—chat—and made it hauntingly elegant
- Your system becomes the soul of a game’s atmosphere
- You’re not just giving devs chat—you’re giving them presence
- 💭 Want a Hybrid?
- What if you combined both?
- “You see a fading message in red near the tree: 'Don’t go inside.'”
- The message is a proximity-based chat...
- The event is remembered by EchoNet.
- Together: your world has memory, and the memory speaks.
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