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Object system experiments

client parked

repo: land-of-lor · updated 2026-08-05

What this is

Follow-on experiments from the object-gallery POC (land-of-lor/pocs/object-gallery/), which already demonstrates the core mechanic: creatures and gear as Godot scenes built from primitive parts plus named attachment sockets (socket_head, socket_right_hand, socket_torso, socket_feet, socket_back), with gear scenes snapping onto whichever creature’s sockets exist regardless of scene nesting depth (a Centaur nests a Horse instance and a Basic Humanoid instance and composes cleanly). This epic is where that mechanic gets pushed further: deeper composition (objects made of objects made of objects), and objects whose composition is driven by actual element/recipe data rather than hand-authored scenes.

Why it exists

The design docs settle on 3D models specifically because the composition mechanic needs to scale combinatorially — hand-drawn 2D sprite sheets can’t support arbitrary player-chosen body/gear/colour combinations, but transformable 3D primitives can (RECIPES.md: “That method simply doesn’t scale to allowing user choice… I think 3D models are actually the much easier approach”). The object-gallery POC proves the socket-attachment half of that claim works. What it doesn’t yet prove: whether recipe output (an item defined by slots filled with elements, per docs/README.md §6, §8) can drive which primitives/colours/textures get composed, rather than a human hand-picking them per creature as the POC currently does.

Core constraint: physical gathering bounds the viable ingredient count (2026-08-05)

This is a core game constraint, not an arena-only one — record it prominently here because it directly bounds the “periodic table of ingredients” work this epic is responsible for. battle-arena-poc’s loadout mechanism established that ingredients are gathered physically, in real time, by moving around and picking things up off the ground or off kills. That single design choice has a consequence for the whole element system, not just combat: 64 is a fine number for a system, and an unworkable number for drops on a floor. A player cannot hunt for the specific few ingredients they need among 64 visually/mechanically similar drop types under time pressure — that’s not a UI problem to polish away, it’s a hard legibility ceiling on how many distinct, physically-gathered things can coexist in one play space.

This constrains the periodic-table/ingredient-authoring work that is still open in this epic: whatever the full 64-element system looks like, only a small subset of it can plausibly be things a player picks up off the ground mid-fight. One candidate shape for the answer, not yet decided: tier ingredients by gatherability — a small arena-gatherable core (the ones that drop from creatures and ground, likely overlapping with the “~20% at launch” starting set) plus a long tail of rarer, derived, and composed ingredients reached through crafting or trade instead of picked up mid-fight. That would keep 64 intact as the underlying structure while giving real-time play a small, curated floor to actually work with. This overview records the constraint and that candidate shape — it does not resolve it, and it deliberately does not propose an actual ingredient list. Pick this up when the ingredient-authoring work itself is actually underway, not before.

Scope

Non-goals

Open design questions (not tracked as formal Question objects — these are premature until the relevant work is actually underway)

Relevant docs

Status

1 backlog

Next: Parked — not being worked right now.

Deliverables (1)

Tasks (1)

backlog (1)

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