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hello and welcome to Patchwork Patchwork
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is a World building toolkit that you can
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use to create new fictional Worlds by
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collaging together lots of little scraps
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of images and text your main interface
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for doing this is an infinite canvas on
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the canvas you can generate organize and
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modify text and images to gradually
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build out a coherent story world you can
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click and drag to pan around the canvas
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as you might expect or zoom in and out
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to see more or less stuff at a time
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almost everything on the canvas is a
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scrap clicking on a scrap like this K
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let you select it and move it around
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select scraps also display an action bar
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above them you can see that in the top
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left corner here this action bar allows
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you to offer a bunch of scrap specific
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actions that you can perform for
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instance if you click on one of these um
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it'll tell you more about what's going
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on in this particular image scraps can
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be deleted if you don't want to see them
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anymore and you can also use control Z
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to undo the most recent action you just
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performed on the left side of the screen
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you can also see a tool box this offers
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you a bunch of tools for creating new
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entities exist in the story World stuff
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like characters and places and factions
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and so on and there's also tools for
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making new notes and images we'll talk
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more about those in a sec what I'm going
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to do now is actually create a portal
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from the toolbox by pressing the portal
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button and then clicking on the canvas
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where I want to place
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it this portal will allow us to create a
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new world so let's go ahead and go into
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it so now we're looking at the world
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initialization model this is the screen
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where you can basically choose the
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highle premise of the world that you're
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creating as well as some style
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references for this world and generally
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the vibe that you're trying to evoke
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there's a few different things you can
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do here one of these is hit this die
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icon to kind of shuffle through a bunch
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of possible different um Inspirations
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for the world that you're trying to
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create and this is great if you don't
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know what you're trying to do um you can
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also kind of pass through this list of
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randomly selected style reference codes
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and pick out the ones that you think are
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especially interesting or compelling um
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to kind of combine them into the world
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that you're making I'm going to pick
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this one I'm going to hit show me more
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to get a few more um Alternatives I kind
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of like the pink in this one um I'm
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probably going to run with this Ghost
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Town populated by Holograms premise I
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haven't really played with that one
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before so we're just going to see how it
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goes um I'm going to go for a super
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colorful kind of vibe here maybe um I'm
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not sure if I want to go as fully
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abstract as this um but I do like the
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oranges and the pinks over here and I
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really like the soft pink sort of Fading
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Into the background on this one um so
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I'm just going to go ahead and run with
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these two I've got this checkbox check
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to use my personalization as well um
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this is available um if you have a
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personalization code that's been um
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given enough image rankings to be useful
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and if you don't have one then you can't
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use this feature but it'll still um
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stylize the world the way that you're um
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uh preferring based on the style
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references so I'm going to go ahead and
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hit create World here this is going to
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take a second to initialize and then set
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up a canvas for us that has this initial
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setting premise um up in the top left
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here we've got it both in this uh world
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entity which is kind of a um object that
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represents the world itself and in this
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textual description scrap down here um
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and both of these are editable if we
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want I can rename this world to
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something else um one thing I can do is
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keep this description down here and then
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hit this tell me more button to come up
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with an automatic name for this world um
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so the system thinks this would be
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called simac Hollow which I kind of like
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so I'm going to leave that uh you can
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see that these style references that we
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picked are actually popular into the
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world as scraps and in the bottom left
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hand corner of each one we've got what
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we call an entity handle and this shows
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that it's kind of linked to this world
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entity and is considered to be part of
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that entity for the system's purposes
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and that means that when I double click
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this entity all of its scraps get
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selected uh and so far everything in
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this world is actually linked together
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because these are also images that have
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been generated using my style references
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and using my personalization which is
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over here um as uh sort of
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visualizations of this entity the world
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itself we can kind of zoom into these
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see which ones we like or don't like um
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they all have kind of this interesting
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pink orange aesthetic and you can also
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see that one of these is being used as
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the portrait for the enti um kind of the
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default visualization of the world in
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these little um thumbnails or previews
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of it that you see in the corners of
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other scraps um so all of this is kind
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of linked together to give us a high
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level Vibe for this setting now the next
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thing you might notice is that we've got
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this toolbox on the left hand side and
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again this is the thing that we can use
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to create new entities of various types
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you can never delete the world entity
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this is always going to be here but
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there's a whole bunch of other things
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that we can possibly create and delete
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um and kind of use these if we want to
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get inspiration on things that might
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happen in this story so if I go ahead
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and I pick character here um I can click
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on the board to place this character
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entity where I want I don't actually
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have any information about this
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character yet I don't have a strong idea
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of what I'm trying to do in this setting
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um so I'm going to go ahead and use tell
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me more again um on the entity itself to
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start populating in automatically a name
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and a possible bio for this character so
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so here we've got a character named
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Amara vihan um she's a resilient and
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resourceful historian obsessed with
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unraveling the mysteries of the hollow
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um and she's kind of looking for secrets
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and things that are in the backstory of
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this world but might come to um come to
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a conflict with people who prefer that
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this town remains undisturbed and
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possibly the citizens of the Town
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themselves don't want her poking around
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and trying to find this stuff out I kind
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of like this so I'm going to go ahead
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and try to imagine her as a portrait um
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and you can see here that what I've done
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is actually press this um paint intera C
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on the textual description scrap and
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drag and sort of create what we call an
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image construction site um for portraits
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of this character and you can see that
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the image construction site has with
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this textual prompt which is populated
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from the description that we painted as
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well as these srfs which are the world
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default style references um this profile
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which again is my personalization that's
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being applied by default because it's
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attached to the world entity um and of
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course the character herself that we're
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trying to paint Amara and all of this
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stuff together can kind of be used as
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ingredients um together with this prompt
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to create a set of images that reflect
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um these things all being sort of tossed
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in a blender and and used to make a
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picture so let's go ahead and paint this
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batch um we're going to see a few
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possible different visualizations of
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this character might look like come in
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and all of them are kind of linked to
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that Amar vhan entity by default um
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again kind of you can see that there's
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this connection between these um
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entities like this red thing over here
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and in the bottom left hand corner of
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these portraits um that this is a
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visualization of this particular
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okay so these are all kind of
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interesting silhouet characters for the
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most part um this is the one that looks
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most real and so I'm going to probably
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keep this one because it might make the
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best character reference overall I
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really like the um way that we've got
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the same hairstyle for this one and this
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is kind of a coincidence but I think I'm
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going to keep this one anyway and I'm
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also going to go ahead and probably
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delete or maybe even just unlink these
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two um to unlink them is to say that
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they're not a part of that character
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anymore but I do kind of want to keep
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them around in the world as possible
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inspiration for things that might happen
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in the future maybe one of them is a
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different character like this lady might
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be a different person um maybe there's
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something else that gets um sort of like
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developed further on in the story that's
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based on these images and we just
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haven't figured out what that is yet at
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any rate I'm going to use this is my
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sort of canonical portrait of Amara this
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might be an alternative portrait we'll
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see how the system is able to make use
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of this as a character reference and
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either way um we now have kind of a
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default look and a basic description for
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this person now let's go ahead and see
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if we can get inspiration for a second
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character um
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one who might be a little bit more in
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conflict with Amara someone who maybe
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represents the people of the town or
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those who don't want her to sort of map
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out the secrets so here we've got a a
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former military cartographer turned
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survivalist hermit who's distrustful of
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Outsiders and is kind of um imposed on
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purpose or sorry isolated on purpose um
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and so Amar is going to sort of come
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into this town and disturb the situation
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by asking a bunch of probing questions
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um whereas Z is going to be kind of
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protective of these secrets and doesn't
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want to reveal them let's go ahead and
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paint her as well again using this
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textual description um and we can sort
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of shape this image differently if we
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want so maybe I'll make a wide portrait
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and see how that goes um we'll go ahead
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and paint it and you can see again that
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these are all linked up in the meantime
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while these paint I'm going to go ahead
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and suggest some places that we might
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have our characters go like little parts
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of this world that they might go to oh
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an abandoned theater um kind of
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interesting let's come over here and try
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more dilapidated opera house okay so I
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kind of like these they hinted this like
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sort of performance theme which I think
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is kind of interesting and that's
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something I was really going for with
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this initial like Ghost Town populated
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by hologram situation um so I might lean
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more into that in a
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second um looking at these character
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pictures most of them are of somebody
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who's viewed from the back and that
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makes for interesting sequences of
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images of people like walking around
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sometimes so I might go ahead and keep
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this image of her being kind of distant
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and off in the background has has a
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backpack on maybe um I'm just going to
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get rid of these and maybe try to use
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these to give us like a little image
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sequence of z um maybe hiking through
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the woods and uh heading towards one of
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these destinations that we see over here
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um with this abandoned theater I'm going
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to paint it really fast just so I can
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get a feel for what it might look
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like and same for the dilapidated opera
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house I'm going to do kind of a wide one
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for this one I think
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and see if we like any of those now in
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the meantime um once I have an image of
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a particular character and especially
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once that character has some portraits
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linked to them I can go in and hit this
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button over here um the repaint button
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to basically create a new image
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construction site with the same
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ingredients as the old one so I can do
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um you can see here that this is all
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linked up again we've got this default
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style references and we've got this Z
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Delmar character and because she has
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portraits these are going to be used as
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character references in painting more
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images of her so we can go ahead and do
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something like um sign up walking
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woods far from
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civilization just kind of get um maybe a
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view of her on a hiking trail or
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something like
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that okay so our abandoned theater we're
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getting mostly interior views of it over
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um and I kind of like this as a way for
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it to look I'll delete these other ones
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that aren't as consistent with that vibe
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that I'm going for
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and over here in this corner I'm going
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to I think just maybe use these as the
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exterior for the theater um because we
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got mostly exterior views of this one
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and I kind of like a few of these I'm
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going to get rid of most of these
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pictures I'm going to actually delete
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this entity entirely and that unlinks
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the stuff that's attached to it um
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delete even the concept of it but link
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this picture up using this um link
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action here to the abandoned theater and
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so we can now kind of see that there's
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two different views of this theater one
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from the outside one from the inside and
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we might use either of these in a story
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that we're creating to kind of build out
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a sequence of images that again reflect
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this character walking from one place to
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another um okay so I kind of like some
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of these we've got Z kind of walking
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through the woods kind of weird feet or
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legs in this one um and all of them have
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this sort of interesting like uh light
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being cast down from above that I think
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is kind of compelling I'm going to
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unlink this one because I don't want to
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use it in the sequence but I'm going to
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stash it over here just in case um and
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we can start to get this impression of Z
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walking through this sequence of places
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and kind of observing weird things going
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on um now an image sequence like this
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one often benefits from having both
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perspectives on the character but also
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perspectives on the setting so we can
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say something like um the underbrush is
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very thick and
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Tangled there are lots of weird plants
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up and see if we can get an interesting
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visualization of what that um
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environment she's walking through might
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look like and then at the same time
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um oh I just clicked a single time
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instead of drawing a little area by the
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way and that makes a small default size
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image scrap um so for this one I'm
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actually going to go ahead and say um H
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let's do in the
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background the mountains
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are studded with weird
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obelisks um and see if we get some
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interesting sort of potential background
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scenery and then maybe we'll do one more
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of background um birds are flying
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are very few in
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number and we'll see if we get an
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interesting kind of um set of forest
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scenes that we can basically link up
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okay so here's some weird obelisks in
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background we'll go ahead and put them
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we we'll pick this one because this one
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looks a little bit more abstract and
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like they're off in the distance um
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compared to some of these being a little
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bit more close up but here we have a
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couple of different views of
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vegetation I don't like this one that
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much um this is kind of an interesting
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one where she might sort of enter a cave
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or something later on and over here
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we've got some birds scen
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this one's not great this one's not
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great I think this one is pretty
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compelling though and this one looks
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more like it's in a Suburban or Urban
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environment so I might even save that
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on but yeah we've kind of got this
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sequence of images of z um first maybe
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off in um sort of like the distance from
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the camera she's walking through the
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woods we kind of zoom out on her and get
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a view of what the Vista she's looking
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at might be um over here we've got sort
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of a cut way of like oh there's weird
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Obelisk off in the background we've got
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um some birds in the distance we've got
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these sort of vegetations um maybe
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eventually after she walks past this
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cave she's going to find a weird
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building and then as she gets
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closer um I'm GNA go ahead and
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do Z looks at the entrance to the
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mysterious theater
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Surprise this shouldn't be out in the
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middle of the woods right um and then
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add as an ingredient to this scrap the
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image of the exterior of the theater
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before um so you can see here that it's
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been added as an ingredient it's got
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kind of a um wide shape here we've still
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got these default style references I'm
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also going to add Z directly in this
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case I can use this infer character
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button um because her name is is in the
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text prompt so it'll just kind of like
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link her up and this will make an image
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that should in theory be based on um the
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entrance to the theater and include all
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of our style references and all the
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character portraits of Z herself so
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let's go ahead and see if this works and
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in the meantime I might do one or two
15:14 - 15:18
more images of Z just to sort of like
15:16 - 15:22
link these sequences together
15:18 - 15:25
narratively um I'm going to
15:22 - 15:29
do she crosses the
15:25 - 15:31
stream water is shallow but move moves
15:29 - 15:33
fast and see if we get something of her
15:31 - 15:34
maybe stepping over like a little bit of
15:33 - 15:37
water or something like that I'm
15:34 - 15:39
actually going to put these more up
15:37 - 15:41
here and here we go we start to get an
15:39 - 15:43
impression of her um standing at the
15:41 - 15:45
entrance to this weird building being
15:43 - 15:47
like what is this doing here and I kind
15:45 - 15:52
of like that
15:47 - 15:53
um so as she moves in towards it maybe
15:52 - 15:55
this one is next and then maybe it's
15:53 - 15:57
followed by this one if we're actually
15:55 - 15:58
entering maybe the Rhythm here is a
15:57 - 16:00
little bit off and we want to remove
15:58 - 16:03
this middle but I not decided yet I
16:00 - 16:07
haven't I haven't sort of decided um I'm
16:03 - 16:08
going to go ahead and delete I think H
16:07 - 16:10
maybe let's use this one as the middle
16:08 - 16:12
one get rid of this one because it's
16:10 - 16:16
kind of similar to the other and then
16:12 - 16:19
get rid of this one and then implicitly
16:16 - 16:22
we have her kind of choosing to go
16:19 - 16:24
inside okay now up here we've got her in
16:22 - 16:25
the middle of a stream I kind of like
16:24 - 16:27
this one this one seems like she's
16:25 - 16:30
actually Crossing it
16:27 - 16:34
um and and yeah just in general we get
16:30 - 16:35
this impression of um Z kind of moving
16:35 - 16:40
woods in kind of this strange surreal
16:38 - 16:42
landscape um witnessing some of the
16:40 - 16:44
things that there are to see we've got
16:42 - 16:46
almost a montage kind of vibe going on
16:44 - 16:49
she reaches the
16:46 - 16:52
stream she crosses it presumably there's
16:49 - 16:54
a cave of some sort and then finally she
16:52 - 16:55
reaches this strange building and she
16:54 - 16:57
looks at the entrance before deciding
16:55 - 16:59
that she's probably going to go inside
16:57 - 17:00
um and so this is the kind of image
16:59 - 17:02
sequence storytelling that you can
17:00 - 17:03
already start to do with this tool I
17:02 - 17:05
think it's really interesting to try to
17:03 - 17:07
um pan out these narrative sequences and
17:05 - 17:09
see how they go different Aesthetics
17:07 - 17:11
work differently um and you don't always
17:09 - 17:13
get great uh great results for these um
17:11 - 17:14
but I'm pretty happy with what we've got
17:13 - 17:15
so far and I could definitely imagine
17:14 - 17:17
this sort of turning into a longer more
17:15 - 17:19
elaborate story as I continue I'm just
17:17 - 17:21
going to demonstrate a few more possible
17:19 - 17:22
interactions so far we've looked a lot
17:21 - 17:25
at the creation of entities at linking
17:22 - 17:27
things together and making images um but
17:25 - 17:28
just to sort of point out you can also
17:27 - 17:30
create a bunch of different entity types
17:28 - 17:32
over here um in addition to characters
17:30 - 17:33
and places we've got events which are
17:32 - 17:35
things that might happen in the story
17:33 - 17:36
we've got props which are objects the
17:35 - 17:38
characters might find or interact with
17:36 - 17:39
we've got factions which might be groups
17:38 - 17:41
of characters that are moving around in
17:39 - 17:43
the background behind the scenes if I
17:41 - 17:45
want to I can actually create a new
17:43 - 17:47
entity without populating any of its
17:45 - 17:49
details automatically so I could say um
17:47 - 17:54
let's maybe not do a character Let's do
17:49 - 17:59
an event um we'll do Z finds the weird
17:54 - 18:00
abandoned theater in the woods um and
17:59 - 18:02
I'm actually going to put that as the
18:00 - 18:04
description text for it I'm going to for
18:02 - 18:07
the name of this event maybe just call
18:04 - 18:09
it um theater Discovery or something
18:07 - 18:11
like that and then I'm going to actually
18:09 - 18:13
ask the system for more details about
18:11 - 18:15
this event it's going to populate in
18:13 - 18:16
another little block of text here um and
18:15 - 18:18
it suggests something that might happen
18:16 - 18:19
next in our story so while exploring the
18:18 - 18:21
abandoned theater Zina stumbles upon a
18:19 - 18:22
hidden room containing Eerie holographic
18:21 - 18:24
recordings from the town's original
18:22 - 18:26
residence um and apparently the town
18:24 - 18:28
itself was once a Place full of real
18:26 - 18:29
people instead of weird ghost Holograms
18:28 - 18:31
and that might be the thing that she
18:29 - 18:32
finds in this theater so that's kind of
18:31 - 18:35
an interesting next direction that the
18:32 - 18:37
story might go um you can also Imagine
18:35 - 18:39
sort of partially configuring these
18:37 - 18:40
types of entities so again like we had
18:39 - 18:42
the bit where I wrote this text myself
18:40 - 18:43
and then wrote the name for it myself
18:42 - 18:45
and then imagined more of it um you can
18:43 - 18:46
do other configurations of this for
18:45 - 18:48
characters so you might have a character
18:46 - 18:53
that's just like
18:48 - 18:56
um I need an antagonist for z or
18:53 - 18:59
something like that um and then let's on
18:56 - 19:00
the entity itself hit uh tell me more
18:59 - 19:02
about this character it'll give us just
19:00 - 19:04
a name by default and then I'll ask for
19:02 - 19:07
even more details so over here we've got
19:04 - 19:09
something like okay the secretly the
19:07 - 19:10
creator of the simulacrum Holo Holograms
19:09 - 19:12
using the town as an experiment to study
19:10 - 19:14
human behavior now this is kind of
19:12 - 19:16
cliche and kind of generic um but you
19:14 - 19:17
can kind of churn through a bunch of
19:16 - 19:19
these and see if you get ones that are
19:17 - 19:21
interesting um and then kind of reuse
19:19 - 19:23
the bits that you like I also encourage
19:21 - 19:25
people in general to edit this text as
19:23 - 19:27
much as they can um because editing the
19:25 - 19:29
text is one of the ways to um kind of
19:27 - 19:30
inject more of your own ideas into the
19:29 - 19:32
system rather than just having the
19:30 - 19:35
system kind of take you on a
19:32 - 19:36
ride okay so let's go ahead and delete
19:35 - 19:37
this stuff I don't particularly need
19:36 - 19:39
this character I do kind of like this
19:37 - 19:41
event I'm actually going to move it down
19:39 - 19:43
towards the bottom of our sequence here
19:41 - 19:47
to remember that I want to sort of have
19:43 - 19:49
this happen next basically um and just
19:47 - 19:51
kind of to zoom out and show us the
19:49 - 19:53
whole board for a second there's a lot
19:51 - 19:54
of different stuff going on here and I
19:53 - 19:56
could easily imagine starting to do like
19:54 - 19:59
a really involved World building session
19:56 - 20:00
but it would take a long time um pretty
19:59 - 20:02
happy with where we're at though so I'm
20:00 - 20:04
going to go ahead and hit the share Tab
20:02 - 20:06
and kind of protect this world um by
20:04 - 20:07
default everything is editable to
20:06 - 20:09
everyone and the portals that we've
20:07 - 20:11
created to get here make it um sort of
20:09 - 20:13
linked to the lobby world or the place
20:11 - 20:15
that we came from um and so what I'm
20:13 - 20:18
going to do is set this to people can
20:15 - 20:19
view but not edit by default and then if
20:18 - 20:22
I really want I can actually add people
20:19 - 20:24
by their mid Journey ID um using this
20:22 - 20:26
invite tab here and I'm not going to get
20:24 - 20:27
into that in this particular video um
20:26 - 20:29
but this is a thing that you can do if
20:27 - 20:30
you want to create a world that's only
20:29 - 20:33
viewable to most people but also
20:30 - 20:35
editable to you and some of your friends
20:33 - 20:36
and in theory I could even create a
20:35 - 20:38
totally private World by setting this to
20:36 - 20:40
none I'm not going to do that right now
20:38 - 20:42
but this is another option that you have
20:40 - 20:43
um and because this is a research
20:42 - 20:45
preview there's no guarantee that
20:43 - 20:47
everything is going to be um saved
20:45 - 20:49
completely so I'm going to also make a
20:47 - 20:50
local backup of This World by hitting
20:49 - 20:52
the save button this will just give me a
20:50 - 20:54
Json file that contains all the stuff
20:52 - 20:55
that I've made um all the images that
20:54 - 20:57
I've generated here by the way are going
20:55 - 20:59
to be in my gallery on the website so I
20:57 - 21:00
can go there and retrieve them um but
20:59 - 21:02
this will make sure that the scraps and
21:00 - 21:04
um the text and all the different ways
21:02 - 21:05
that these things are arranged are also
21:04 - 21:08
backed up in some
21:05 - 21:09
form okay I've just shown you a whole
21:08 - 21:11
bunch of stuff there's actually even
21:09 - 21:14
more stuff to discover I think I'm going
21:11 - 21:17
to leave that stuff to an FAQ um but
21:14 - 21:18
this is the way that Patchwork works and
21:17 - 21:23
uh I'm really excited to see what people
21:18 - 21:23
are going to make with it thank you