needs
Dynamic motivations (Sims-style) — needs fluctuate and drive behavior
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Dynamic motivations (Sims-style) — needs fluctuate and drive behavior
Intermediate scope for inheritance — like OpenLaszlo's
Measurable criteria translating qualitative debate to quantitative scores
Start Playing. Keep Learning. Lift Others.
Rooms as pipeline nodes, exits as edges, objects as messages
First-person code — the "I" shifts based on who is speaking
Present images in linear narrative form
Protocol names ARE K-lines.
Parliamentary procedure as forcing function for genuine deliberation
Wake up, orient, and warm the context with foundational MOOLLM knowledge
Structure Python so LLMs can understand it in 50 lines.
Everything is alive. Everything can speak.
Temporary effects system — curses are just shitty buffs
The slogan unpacked — seven readings of 'Manufacturing Intelligence'
Identity layers for characters — WHO they are vs WHAT they do
Objects clone from prototypes, not instances from classes
Quest objectives that drive narrative — the WANTS of adventure
Complete messaging system — letters, texts, goals, rewards, attachments
Interactable things in the world — the atoms of adventure
Generic bartending capabilities — pour drinks, manage tabs, know regulars
Spatial organization of knowledge in navigable directories
Security auditing for MOOLLM skills - static analysis and runtime surveillance
Plain text formatting that's readable raw AND rendered
Intelligence emerges from many simple agents (Minsky)
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