Playing and Possessing
Ordinary gameplay uses a game’s player controls. Possession uses a separate interface to change state such as lives, difficulty, or an on-screen message. That distinction affects how an experience is run. A mode that allows an operator to change game state needs to explain which interventions are permitted and how they relate to scoring or competition.Sector 13 (sector-13)
A space game with multiple sectors, enemies, and power-ups.
Control mapping
The documented Sector 13 design namesalice-sdk.js as the game-control integration.
State model
The documentedstate.ts model includes:
lives: remaining lives, with a documented default of 3.score: the current score.powerups: the active weapons and power-ups.rofAdjust: the rate-of-fire adjustment.fear: a level used to affect visuals and audio.
Ninja vs EVILCORP (ninja)
Ninja vs EVILCORP is a stealth platformer.
Planned controls
set_difficulty: selectNORMAL,EASY,SUPER EASY, orNIGHTMARE.set_level: move the player to a particular level.show_message: display text on the canvas.
Possession Flow
The proposed flow has four steps:- Identify the target: find the intended game and session.
- Select a permitted action: choose a control supported by that game and allowed for the acting participant.
- Request the change: associate the target, capability, and requested value with the participant’s authority.
- Observe and record: inspect the result and retain a record of what changed.