Epics

Every epic here is plain files — an overview.md, a regenerated status.md, and a tasks/ folder for whichever epics are actually being worked. No issue tracker. Most of these are parked ideas, not an active backlog — that's genuinely where things stand, not a gap I haven't gotten to. See the pick-up protocol for how an agent picks up work here, and /now for what's waiting on me and what's ready for agents.

area: tag:

Barter marketplace

Player-to-player item exchange with no in-game currency — pure barter, with both a web interface and an in-game interface.

design parked

Battle arena POC

Proof of concept for a battle arena — matched, resetting, opt-in combat with ley-line/conduit resource contention.

design parked

Building the Game — one site, the Builder, and the building blocks

The public site becomes the live front door to the game's building blocks — elements, ground, creatures, the world and its areas — view-only for everyone, editable by Kris (and later by players in their own areas) through a separate admin service, the Builder, with a way to hand an agent a focused task from any section.

ops needs-review

5 review1 needs-input1 backlog

001–005 built, live and in review. Kris: sign in on spellgrove.com with your game account (Papa), open Building the Game, try an edit on Staging, and paste your task-runner key into an Ask-an-agent panel for a first small task. 006 (other people's areas) is backlog; 007 waits on the rest of the Dirt sentence.

Character composition POC

Choosing your character and clothing from interchangeable parts — the player-facing selection experience.

client parked

Connection and sync — never pretend to be online

A client–server that tells the truth about its connection — freezes rather than fakes when a channel dies, recovers visibly, answers every intent, never shuts an Area down under a player — and Areas that declare whether they need a connection at all.

client agent-ready

1 ready1 backlog6 done

006 — local play, the home when there is no realm — is ready (005 signed off, so its blocker is gone); 008 last.

Context and docs architecture

Keep agent cold-start context flat as the project's documentation grows — full proposal lives in docs/context-architecture.md, not restated here.

ops parked

The element table

Author the 64 elements themselves — flavour names, per-element properties, colours, values, spell-kinds, and rarity. The keystone table four other epics lean on and none owns.

design parked

The game interface — first brush

The UI layer over the 3D world — title screen, HUD, the Ingredients collection view and the element-card visual language — plus the card editor Kris authors the 64 with, wrapped as an HTML shell over the live multiplayer world.

client done

4 done

Nothing outstanding. Promoting the card editor onto the public site is a later, separate call once more elements are defined; element authoring itself is tracked as element-table/003.

Ground look and levels

The ground of Lor gets its look (unshaded, painted = seen; sand a step down; water and lava moving; fewer, better tiles from a fresh Claude Design brief) and its third dimension — three walkable levels joined by ramp hexagrams, same-flavour mountain stacking to a double peak, and a boulder — all inside the one grid, one mesh and one movement rule the ground-types epic built.

client needs-review

1 ready1 review5 done

006 waits on Kris's formal sign-off (the v3 tiles are live). 007 — a flank texture for mountains — was TRIED on 2026-08-20 and rolled back: not better enough for its cost. It stays ready, with the experiment written up in its own file; the root cause is that the ground mesh carries no UVs.

Ground types

Every cell of every Area becomes one of the 64 hexagrams — the ground it is made of — stored, sent, rendered with soft edges, sunken water and lava, standing mountains, painted into every existing Area, and editable in an area map editor.

client done

8 done

Done — all eight signed off 2026-08-18. The look itself continues in ground-look-and-levels.

Kickstarter pre-launch page

A free "notify me on launch" Kickstarter page to build an invested audience — not a funded campaign, since the money isn't the point.

comms parked

Naming and brand

The game's title (Lor: The Ten Thousand Things) and studio name (CoCreations) are decided; domain and trademark filing remain open.

comms needs-human-decision 3 open decisions

2 needs-input

Kris/a lawyer resolves Q004's remaining items (jurisdiction, third-party contributors, AI-art framing, trademark/copyright framing — entity name is answered) to unblock naming-and-brand/001 — plus Q002 (domain) and Q003 (trademark filing) whenever convenient, none urgent. Also new: naming-and-brand/002, Kris runs the public game-name poll (Spellgrove vs Cauldria vs Portilia, optional Rahlands) and records the final title.

Object system experiments

Experiments with objects and deeper/composite objects — building on the base-elements work and the 3D composition POC.

client parked

Public site and comms

The public-facing Lor website — an Astro static site that renders this workspace's markdown, built agent-legible from day one.

comms blocked

1 backlog

Nothing urgent. The Giscus/Discussions question is closed (2026-08-04 decision: repos permanently private, giscus impossible). Optional, non-blocking: whether /join ever needs a real form backend, and whether/which historic docs get ported into the deliverables log as backdated entries.

Server architecture

Architect the server software that runs the actual game — the client is substantially an interface, not the core mechanics.

server blocked

4 needs-input2 backlog16 done

021 (single-identity accounts + unified account screen) built, tested, and DEPLOYED LIVE 2026-08-28 — needs Kris's own visual/on-device look (no display in the building container, same gap as 019) plus the Android APK rebuild+upload before that ships to phones. Remaining, unchanged: 018 spellgrove.com; 011's Play Console setup; 012's iFastNet DNS records; 020's Apple checklist; 017 (backlog) needs a support address picked.

Server instance

A working, running server instance — hosting, deploy, and environments for whatever server-architecture lands on.

ops done

1 done

Droplet live and now behind HTTPS at lor-server.cocreations.com.au (Let's Encrypt via Caddy, wss for director and game channels, verified 9/9 externally). Remaining follow-up cleanup — DO project assignment, git deploy credentials on the box — none of it blocking.

Spell-crafting interface

The in-game interface for crafting — casting recipes onto the ground/casting-bench and filling formula-driven items with ports and stocks.

client parked

Workspace dashboard

The public site doubles as Kris's private working surface — an attention-router for supervising many agents, not a project-management tool he fills in by hand.

ops parked

World map and portals

The map of Lor — how areas link through portals, what rules each area imposes, and the two surfaces that show it (a standalone page on the website and a screen in the game), including a personal map of your own home and your friends' realms.

design blocked

1 backlog15 done

All built work signed off 2026-08-18. Only 008 (players stacking on the arrival cell) remains, in backlog until player collision exists.

World traversal and ground

Walking around the world and doing things — the mechanism of ground types, their properties, and the player's ability to affect them.

design parked