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    Collective Unconscious:Content Contribution: Difference between revisions

    (Draft content contribution page. I wrote this predominantly so that I would be able to link to "open connections" and "closed connections" in articles.)
     
    (More examples of connections and re-wording things in the last section to make a little more sense if a reader hasn't read the rest of the article)
     
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    As an online multiplayer experience, Collective Unconscious places a heavy emphasis on its community. This emphasis not only applies to the community of players playing the game, but also to its growing community of developers and content contributors; creating the game is considered to be as much a part of the experience of Collective Unconscious as playing it is. The game is entirely given form by the artwork, music, sound, design, and programming that has been provided by this community, representing a collaborative effort between countless individual contributors.
    As an online multiplayer experience, ''Collective Unconscious'' places a heavy emphasis on its community. This emphasis not only applies to the community of players playing the game, but also the growing community of developers and contributors, hence the varied '''content contribution''' methods. The game is entirely given form by the artwork, music, sound, design, and programming that has been provided as a collaborative effort by the authors.


    Collective Unconscious remains in active development, and it regularly accepts new content and new contributors. This article has been written to provide a general summary of content contribution for Collective Unconscious as it relates to the game itself. '''The information contained on this page, though intended to be accurate, should not be considered fully representative of any of the specific guidelines defined by the development staff. Anybody interested in contributing to Collective Unconscious based on the information contained on this page should consult the most up-to-date information available on the official development Discord server [https://discord.com/invite/2UmCeFsGvd here].'''
    As the game remains in active development, it regularly accepts new content and new contributors. This page provides a general summary of content contribution for ''Collective Unconscious''. '''The information contained on this page, though intended to be accurate, should not be considered fully representative of any of the specific guidelines defined by the development staff. If you decide to contribute, consult the most up-to-date information available on the [https://discord.com/invite/2UmCeFsGvd official development Discord server].'''


    == Contributing Content ==
    ==Contributing Content==
    Based on the functionality of the RPG Maker 2003 engine the game uses, the Collective Unconscious development staff delineate the individuals creating content for the game into two categories: contributors and developers.
    All individuals creating content for the game are ''contributors'', but in most guidelines (as well as on the wiki), ''developers'' are made distinct. Generally, the difference between them is that developers require reservations of RPG Maker data, such as map IDs and variables.


    '''Contributors''' do not have access to the development build, but they are able to freely add certain assets to the game's repository, such as music, sound effects, pictures, and panoramic backgrounds, that do not require entries to be reserved in the game's database. Contributors do not require any prior experience with programming or with RPG Maker 2003. This also means that contributors do not have the ability to implement any assets they create into the game itself; while contributors can simply choose to leave these assets in the repository for the use of any developer, contributors are encouraged to work together with developers if they are interested their assets being included in an update to Collective Unconscious.
    '''Contributors''' are those who submit assets such as music, SFX, pictures, and panoramas. They do not require any prior experience with programming or with RPG Maker 2003. Contributors do not have the ability to implement any assets they create into the game itself; they either submit their work to the game's repository or collaborate with developers that are interested in including their work.


    '''Developers''' are given access to the development build and are responsible for detailing and programming maps for the game, as well as initializing assets such as tilesets and animations. The activities that developers are responsible for require ID numbers in the game's database to be reserved in order to avoid conflicts between content with duplicate ID numbers. As developers are granted additional privileges and responsibilities, prospective developers undergo greater scrutiny, and they are required to apply with descriptions of their skills and examples of their work.
    '''Developers''' are the group of contributors who are given access to the development build and are responsible for detailing and programming maps for the game, as well as initializing assets such as tilesets and animations. The activities that developers are responsible for require ID numbers in the game's database to be reserved in order to avoid merge conflicts. As developers are granted additional privileges and responsibilities, they may undergo greater scrutiny.


    Individuals looking to become contributors or developers must follow the application process that is outlined in more detail in the official development Discord server.
    Individuals looking to become contributors of any kind must follow the application process that is outlined in more detail in the official development Discord server, linked earlier. This includes filling in a document describing any skills related to the process.


    == Content Guidelines ==
    ==Content Guidelines==
    Creative freedom is important for a game like Collective Unconscious, allowing every content contributor to express themselves as they wish and create something meaningful for others to interact with. To this end, Collective Unconscious gives its content contributors considerable latitude in exercising their creativity. In the interest of abiding by relevant laws and maintaining a consistent experience for the game at large, however, content contributed to Collective Unconscious is subject to a number of guidelines.
    Creative freedom is important for a game like ''Collective Unconscious'', allowing every content contributor to freely create something meaningful for others to interact with. In the interest of abiding by relevant laws and maintaining a consistent experience for the game at large, however, content is subject to a number of guidelines.


    ==== Usage Rights ====
    ===Usage Rights===
    Everything that is contributed to Collective Unconscious is expected to be the work of the person contributing it, or otherwise be content that the individual has the rights to use. Plagiarism is not acceptable. Furthermore, Collective Unconscious allows its own contributors and developers to restrict how other developers are able to make use of the work they have contributed, keeping track of individual preferences in a comprehensive policy document.
    Everything that is contributed is expected to be the work of the person contributing it, or otherwise be content that the individual has the rights to use. '''Plagiarism of any kind is not acceptable.''' This includes heavy referencing of source material and any usage of AI tools. References or tools should only be used for inspiration.


    ==== Sensitive Content ====
    Contributors and developers are also allowed to restrict how other developers make use of their work, keeping track of individual preferences in a policy document. Developers are expected to have permission from any asset provider they take from.
    Yume Nikki and its fangames are well-known for exploring sensitive topics. Such topics can also be found in Collective Unconscious; however, as an online multiplayer experience, players must still be given a clear idea of the type of content to be expected in deciding whether or not the game is right for them, necessitating a handful of creative guidelines. Depictions of gore and self-harm are closely moderated, while explicit sexual content, loud "screamer" jumpscares, and depictions of real-world events, public figures, and organizations are strictly forbidden. The usage of text, though not itself a sensitive topic, is also closely moderated in the interest of keeping the game as light on text as possible for immersion purposes.


    ==== Quality Control ====
    ===Sensitive Content===
    All contributions to Collective Unconscious are subject to a minimum standard of quality control. Quality control guidelines in Collective Unconscious are not intended to be used to marginalize individual creators for their chosen means of expression or punish them for a perceived lack of artistic ability; they are solely focused on the overall design of each world, emphasizing the creation of maps that are functional and engaging both by themselves and in the context of the game at large. This primarily manifests as a requirement for all individual content contributors to be able to analyze their own work critically and consider feedback from others. The maps created for the game are also expected to be in a finished, playable state at the time they are added to the game, without major bugs or other issues.
    ''Yume Nikki'' and its fangames are known for exploring sensitive topics, and ''Collective Unconscious'' is no different; however, in the interest of catering to a wider range of players, and to maintain a consistent experience, a handful of creative guidelines are enforced. Explicit sexual content, loud "screamer" jumpscares, and depictions of real-world events, public figures, or organizations are strictly forbidden. Depictions of gore, harm, and sexual themes are closely moderated as well. The usage of text, though not itself a sensitive topic, is also closely moderated in the interest of keeping the game as light on text as possible for immersion purposes.


    == Designated Connections ==
    ===Quality Control===
    Self-evidently, all of the content that is added to Collective Unconscious in any new update must be somehow integrated into the existing game for players to be able to experience it. To this end, Yume Nikki and its fangames generally benefit from the game's surreal nature; different dream worlds with little thematic overlap between them are able to be connected by simply placing a warp on one or both ends. However, merely placing a connection anywhere in an existing map can lead to a chaotic and confusing design for the game over time, and it also has the potential to disrupt immersion or violate an author's intent in designing an existing location. In short, new maps must be playable without adversely impacting the locations they are connecting to.
    All contributions are subject to a minimum standard of quality control. Quality control guidelines are not intended to punish creators for a perceived lack of artistic ability, instead solely focused on the overall design of each world, emphasizing the creation of maps that are functional and engaging both by themselves and in the context of the game at large. Contributors must be able to analyze their own work critically and consider feedback from others. The maps created for the game are also expected to be in a finished, playable state at the time they are formally submitted.


    Collective Unconscious addresses this problem through its '''designated connection''' system. When creating a map, developers are encouraged (or sometimes required, in the case of maps closer to the [[Collective Unconscious:Nexus|Nexus]]) to proactively designate specific positions in the map as positions where other maps are able to connect to it by marking them visually with a sign or other object. This creates an unspoken language for the game that clearly informs prospective developers about where their maps are expected to connect, allowing them to design accordingly.
    ==Designated Connections==
    The surreal nature of ''Collective Unconscious'' gives any number of spirit worlds the ability to freely connect with one another by simply placing entrances, even if there is little thematic overlap between the connecting worlds. However, merely placing a connection anywhere in an existing map can lead to a chaotic and confusing design for the game over time. A poorly placed portal can disrupt immersion, and it can also violate an author's intent in the design of an existing location. In short, new maps must be playable without adversely impacting the locations they are connecting to.
     
    ''Collective Unconscious'' addresses this problem through its '''designated connection''' system. When creating a map, developers are encouraged (and oftentimes required, especially when the map is close to the [[Collective Unconscious:Nexus|Nexus]]) to proactively designate specific positions for connections by marking them visually with a sign or other object. This informs prospective developers about where their maps are expected to connect, allowing them to design accordingly.
     
    Designated connections are tracked in the ''Connections'' spreadsheet, and new connections are claimed using the ''Open Connections'' form. Both of these documents are available in the official Discord server.


    There are two types of designated connections: open connections and closed connections.
    There are two types of designated connections: open connections and closed connections.


    === Open Connections ===
    ===Open Connections===
    An '''open connection''' is a position within a spirit world that is available to connect to another world. Other developers are invited to connect their own worlds at this position; such connections can typically be made freely, though the developer that designated the open connection can specify a usage policy if desired.
    An '''open connection''' is available to connect to a new spirit world, and has not yet been claimed. Other developers are invited to connect their own worlds at this position.


    An open connection is denoted by a sign or other prop that is clearly marked with an O symbol. In gameplay, finding an open connection sign indicates that there is no connection present or planned at the moment, but that there may be a connection to another world at this location in the future.<gallery widths="176" heights="160">
    An open connection is denoted by a sign or other prop that is clearly marked with an O symbol. In gameplay, finding an open connection sign indicates that there is no connection present or planned at the moment, but that there may be a connection to another world at this location in the future.
    File:Open Connection Twilight Woods .png|An open connection sign in [[Collective Unconscious:Twilight Woods|Twilight Woods]] in the typical style.
    <gallery>
    File:Open Connection Lilliputian Leaflitter.png|An open connection sign in [[Collective Unconscious:Lilliputian Leaflitter|Lilliputian Leaflitter]] that has been changed to match the style of the world.
    File:Open Connection Playzone Maze.png|An open connection sign in [[Collective Unconscious:Playzone Maze|Playzone Maze]]. This is a generic sign that can be found throughout ''Collective Unconscious'' in many different colors.
    File:Open Connection Twilight Woods .png|Another open connection sign in [[Collective Unconscious:Twilight Woods|Twilight Woods]] in the generic style.
    File:Open Connection Lilliputian Leaflitter.png|Some signs, such as this open connection sign in [[Collective Unconscious:Lilliputian Leaflitter|Lilliputian Leaflitter]], are modified by the world's author to match the style of the world.
    </gallery>
    </gallery>


    === Closed Connections ===
    ===Closed Connections===
    When an open connection is taken by a developer, it becomes a '''closed connection'''. A closed connection is a position within a spirit world that is actively planned to connect to another world; it is no longer available for other developers to utilize.
    When a developer claims an open connection, it becomes a '''closed connection'''. A closed connection is actively planned to connect to a new spirit world, and it is no longer available for other developers to use. A map's developer can also place a closed connection of their own to indicate that they are planning to expand on or connect to their own map in a later update.


    A closed connection is denoted by a sign or other prop that is clearly marked with an X symbol. In gameplay, finding a closed connection sign indicates that there is no connection present at the moment, but that a connection at this location is in active development.<gallery widths="176" heights="160">
    A closed connection is denoted by a sign or other prop that is clearly marked with an X symbol. In gameplay, finding a closed connection sign indicates that although there is no connection present at the moment, one is in active development.
    File:Closed Connection Forget-Me-Not.png|A closed connection sign in [[Collective Unconscious:Forget-Me-Not|Forget-Me-Not]] in the typical style.
    <gallery>
    File:Closed Connection Mini Mart.png|A unique closed connection sign in [[Collective Unconscious:Mini Mart|Mini Mart]] taking the appearance of a wet floor sign.
    File:Closed Connection Forget-Me-Not.png|A closed connection sign in [[Collective Unconscious:Forget-Me-Not|Forget-Me-Not]] in the generic style.
    File:Closed Connection Petscii World.png|A closed connection sign in [[Collective Unconscious:Petscii World|Petscii World]] that has been modified to match the style of the world.
    File:Closed Connection Mini Mart.png|A unique closed connection sign in [[Collective Unconscious:Mini Mart|Mini Mart]] taking the appearance of a wet floor sign.  
    </gallery>
    </gallery>
    [[Category:Collective Unconscious Guides]]

    Latest revision as of 22:45, 15 July 2024

    As an online multiplayer experience, Collective Unconscious places a heavy emphasis on its community. This emphasis not only applies to the community of players playing the game, but also the growing community of developers and contributors, hence the varied content contribution methods. The game is entirely given form by the artwork, music, sound, design, and programming that has been provided as a collaborative effort by the authors.

    As the game remains in active development, it regularly accepts new content and new contributors. This page provides a general summary of content contribution for Collective Unconscious. The information contained on this page, though intended to be accurate, should not be considered fully representative of any of the specific guidelines defined by the development staff. If you decide to contribute, consult the most up-to-date information available on the official development Discord server.

    Contributing Content

    All individuals creating content for the game are contributors, but in most guidelines (as well as on the wiki), developers are made distinct. Generally, the difference between them is that developers require reservations of RPG Maker data, such as map IDs and variables.

    Contributors are those who submit assets such as music, SFX, pictures, and panoramas. They do not require any prior experience with programming or with RPG Maker 2003. Contributors do not have the ability to implement any assets they create into the game itself; they either submit their work to the game's repository or collaborate with developers that are interested in including their work.

    Developers are the group of contributors who are given access to the development build and are responsible for detailing and programming maps for the game, as well as initializing assets such as tilesets and animations. The activities that developers are responsible for require ID numbers in the game's database to be reserved in order to avoid merge conflicts. As developers are granted additional privileges and responsibilities, they may undergo greater scrutiny.

    Individuals looking to become contributors of any kind must follow the application process that is outlined in more detail in the official development Discord server, linked earlier. This includes filling in a document describing any skills related to the process.

    Content Guidelines

    Creative freedom is important for a game like Collective Unconscious, allowing every content contributor to freely create something meaningful for others to interact with. In the interest of abiding by relevant laws and maintaining a consistent experience for the game at large, however, content is subject to a number of guidelines.

    Usage Rights

    Everything that is contributed is expected to be the work of the person contributing it, or otherwise be content that the individual has the rights to use. Plagiarism of any kind is not acceptable. This includes heavy referencing of source material and any usage of AI tools. References or tools should only be used for inspiration.

    Contributors and developers are also allowed to restrict how other developers make use of their work, keeping track of individual preferences in a policy document. Developers are expected to have permission from any asset provider they take from.

    Sensitive Content

    Yume Nikki and its fangames are known for exploring sensitive topics, and Collective Unconscious is no different; however, in the interest of catering to a wider range of players, and to maintain a consistent experience, a handful of creative guidelines are enforced. Explicit sexual content, loud "screamer" jumpscares, and depictions of real-world events, public figures, or organizations are strictly forbidden. Depictions of gore, harm, and sexual themes are closely moderated as well. The usage of text, though not itself a sensitive topic, is also closely moderated in the interest of keeping the game as light on text as possible for immersion purposes.

    Quality Control

    All contributions are subject to a minimum standard of quality control. Quality control guidelines are not intended to punish creators for a perceived lack of artistic ability, instead solely focused on the overall design of each world, emphasizing the creation of maps that are functional and engaging both by themselves and in the context of the game at large. Contributors must be able to analyze their own work critically and consider feedback from others. The maps created for the game are also expected to be in a finished, playable state at the time they are formally submitted.

    Designated Connections

    The surreal nature of Collective Unconscious gives any number of spirit worlds the ability to freely connect with one another by simply placing entrances, even if there is little thematic overlap between the connecting worlds. However, merely placing a connection anywhere in an existing map can lead to a chaotic and confusing design for the game over time. A poorly placed portal can disrupt immersion, and it can also violate an author's intent in the design of an existing location. In short, new maps must be playable without adversely impacting the locations they are connecting to.

    Collective Unconscious addresses this problem through its designated connection system. When creating a map, developers are encouraged (and oftentimes required, especially when the map is close to the Nexus) to proactively designate specific positions for connections by marking them visually with a sign or other object. This informs prospective developers about where their maps are expected to connect, allowing them to design accordingly.

    Designated connections are tracked in the Connections spreadsheet, and new connections are claimed using the Open Connections form. Both of these documents are available in the official Discord server.

    There are two types of designated connections: open connections and closed connections.

    Open Connections

    An open connection is available to connect to a new spirit world, and has not yet been claimed. Other developers are invited to connect their own worlds at this position.

    An open connection is denoted by a sign or other prop that is clearly marked with an O symbol. In gameplay, finding an open connection sign indicates that there is no connection present or planned at the moment, but that there may be a connection to another world at this location in the future.

    Closed Connections

    When a developer claims an open connection, it becomes a closed connection. A closed connection is actively planned to connect to a new spirit world, and it is no longer available for other developers to use. A map's developer can also place a closed connection of their own to indicate that they are planning to expand on or connect to their own map in a later update.

    A closed connection is denoted by a sign or other prop that is clearly marked with an X symbol. In gameplay, finding a closed connection sign indicates that although there is no connection present at the moment, one is in active development.