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So that's a bad word. This is probably due to my poor translation and understanding of these words.

I'm very sorry if it feels like you received too much disagreement for your well-intentioned idea . 

Language is very very tricky, especially when it comes to coding semantics and many people have many strong opinions.  Gareth (8bitag) will tell you how I struggled even to settle on the name of location (for game locations) rather than room. I went back and forward second guessing myself. Also a struggle was naming the entities section objects.  I thought it was just more ergonomic to non-coders but I can't escape that it's really wrong. But, it's done now. A design is a design and you have to stick to it.

The idea of having a location where objects are when they don't exist is sensible, and as Garry said, most adventure systems use this approach. In Adventuron, the name of the place where objects are if they are nowhere is "ether". I don't use it in the documentation as I don't want to confuse children or beginners by making it known that nowhere is actually somewhere. But nowhere is somewhere - and existence is a per-entity attribute that is altered when an object moves in and out of the ether.

Can an object move back into the ether in Adventuron? I didn't think it could.

Ether is just the place where things don't exist. Anytime something doesn't exist in adventuron, it is in the ether. There isn't a place called limbo though. It's not that clever (or complex).

No problem, we're talking and that's fine.

Your definition of the Swap function is incomplete. It can also create and destroy objects, as in my previous example. And it is important to mention it.
I will stop this very useful discussion here.