Character composition POC
repo: land-of-lor · updated 2026-08-05
What this is
The player-facing flow for choosing an avatar and outfit at game start (and presumably later) — built on top of the composable-parts mechanic already proven out by the object-gallery POC, but from the player choosing side rather than the system generating side covered by object-system-experiments.
Why it exists
RECIPES.md names this directly as one of the two motivations for choosing 3D models over 2D sprite sheets in the first place: “wanting to add user-chosen custom clothes… that method simply doesn’t scale to allowing user choice.” The design docs also draw an explicit boundary here: a human player is a Creature like any other (§6, §8 in docs/README.md) but restricted to a small, hard-coded subset of head/body choices at character creation — “the player does get to make choices about head and body shape from the beginning — but only from a very very small subset that we hard-code set” (RECIPES.md). Unrestricted 64×64 Simple Life combinations are for creatures the player makes, not the player’s own avatar.
Scope
- The selection UI: presenting the small hard-coded set of head/body/colour options to a new player.
- Wiring that selection into the same socket-based composition system
object-galleryalready demonstrates (gear/clothing attaching tosocket_head,socket_torso, etc.). - Clothing selection specifically —
GAME_ITEMS.mdandRECIPES.mdboth treat clothing/armor as a Complex Item type in its own right, with a Type/Colour-Texture/Kind slot structure (Kind determining garment-vs-armour, per the Mountain-trigram-as-armour idea inRECIPES.md). - MIND slot handling for the player specifically: per
slots-and-items.md, the player’s MIND slot is always filled by “Heart of Heaven” (hexagram 1, The Creative) — i.e., player control — distinct from an NPC creature’s Will-stone.
Non-goals
- Not the general parametric object-composition research (trigram-driven shape/colour generation for arbitrary creatures) — that’s
object-system-experiments; this epic consumes that system for the specific, constrained case of player character creation. - Not later in-game creature creation (Simple Life, Horse/Pegasus-style discovery) — that’s regular gameplay, not the character-creation flow.
Key open questions
- What the actual hard-coded subset of head/body options is — not yet chosen, only that it should be small.
- Whether players can change their avatar later, or only at creation.
- How clothing/armor Kind (garment vs. armour, per the Mountain-trigram rule floated in
RECIPES.md) surfaces as a player-legible distinction rather than a hidden trigram check.
Relevant docs
land-of-lor/pocs/object-gallery/— the working socket-composition POC this builds on directly.land-of-lor/docs/RECIPES.md— the Creature/Clothing recipe drafts and the “small hard-coded subset” note for players specifically.land-of-lor/docs/slots-and-items.md— Creature/Player slot table, including the MIND = Heart of Heaven rule for player-controlled characters.land-of-lor/docs/GAME_ITEMS.md— Clothing/Armor as a Complex Item type.
Status
2 backlog
Next: Parked — not being worked right now.
Tasks (2)
backlog (2)
-
character-composition-poc/001— Propose the small hard-coded head/body/colour option set (priority 1, estimate S ) -
character-composition-poc/002— Wire a basic selection screen against the option set (priority 2, estimate M , blocked bycharacter-composition-poc/001)
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Also available as raw markdown.