# Inanimatorium
> [!NOTE] Overview
> **Teacher**: Eric McQuiggan
> **Theme**: Automation
> **Goal** (from Giddings, 2014 - Simulation, p.265):
> - [-] Experimentation with setting and parameters
> - [-] Players' reflection on dynamism of automated systems
> - [-] Unexpected emergent events
![[DESIGNS/Inanimatorium/Inanimatorium_gameplay.mov]]
### Concept (Not a) Zero-player-game with 3 metaphysical slider-parameters
**1st Slider**: Evil in the world (everyone is evil <-> nothing is evil)
*Representation*: entities destroy each other on collision --> entities collide but don't destroy each other
booleans: if evil = true -> destroy
**2nd Slider**: Determination (all is predetermined and simple <-> nothing is predetermined)
*Representation*: simple tracks <-> chaotic tracks
Predetermined path --> destroy invisible worlds
*Message*: Decrease of predetermination does not neccessiate more meaning
**3rd Slider**: Mind (no one has mind <-> everything has mind)
*Representation*: more eyes, more smiles, etc.
Replace prefab with another prefab
*Message*: Does mind even matter?
==Engineering==
- 10 entities in the scene -> make 4 of them smile -> make 6 of them smile -> each entity has a tag in the list or enum
- MoveTowards (Automate.cs) makes the entities move in an automated cycle
- Prefabs and their Variants (MindSlider.cs)
- EvilComponent.cs assigned with the AnimositySlider.cs
- FreeWillSlider.cs destroys Automate.cs or reinstantiates the Automate.cs, returning entities into the cycle
- Submarine animation: 3D objects appears from the 2D background, looks around with its *periscope* (the *[[Cosmoscope_3D|cosmoscope]]*, see Appendix below) and moves to another world. To be continued...
## Appendix
==From a discussion with Jeff Gauvin on 10 dimensions==
**Material**: [YouTube: Imagining the 10th Dimension](https://www.youtube.com/watch?v=XjsgoXvnStY&list=WL&index=2&ab_channel=10thdim)
**10 dimensions, 1 world**
- 10th dimensions = the world = the being
- Sinse there’s one 10th dimension = one basic truth
- [[Carnap|Carnap]]’s version of the basic truth (“*the world sentence*”): “there exist entities that are related in such-and-such fashion by the phenomenal similarity relation R” (by Chalmers, 2012, p.6)
**Connection between dimensions**
*Cosmoscope* (the submarine) ensures a connection between diff. dimensions and diff. game worlds
- Although dimensional encloseness is enough argument to explain why we humans (transcendental beings who perceive reality in time and space) cannot access other worlds
- The *game design* idea is to integrate the [[Hypercamouflage_GDD|"Hypercamouflage Submarine"]] in different game projects ("game worlds" or better "toy worlds") to exemplify the "Cosmoscope" concept
**Scrutability**
*Scrutability thesis*: all truths about the world can be derived from a single basic truth (similar to how all possible worlds are contained in the 10th dimension)
-> the question of *scrutability criteria*. In case of definitional scrutabilitiy, the criteria is either external adequacy (phenomenal & empirical verification), or internal adequacy (analytic truth / a priori truth / necessity).
**Ultimate necessity**
*Ultimate Necessity* = necessary in all possible worlds (e.g., if there 10 dimensions, each possible world must have X, Y, Z, t)
*Local Necessity* = necessary in a particular world. Local necessities can be played with in the game worlds (similar to alternative infinities)
## Reference
- Modular synthesizer
- Idle games
- Machinariumscape simulations
- Zero-player games