Spell-crafting interface
repo: land-of-lor · updated 2026-08-05
What this is
The player-facing UI/UX for creating things: laying out a recipe’s spatial pattern (items/elements into slots), seeing which slots are open (any element) vs. keyed (one specific element, shown as a “ghostly hexagram” per docs/README.md §8), and — for Complex Items — the ongoing legibility of their formula (port levels, what’s required, what happens at zero).
Why it exists
This is the single most-touched surface in the game, ties directly to the recipes/formulas system (land-of-lor/docs/README.md §8, RECIPES.md, slots-and-items.md), and is explicitly meant to hide most of the underlying complexity. The design docs are unusually clear about the feel this needs, even though the visual/interaction design itself hasn’t started:
“Little Alchemy 2 onboarding feel. No tutorial; immediate play; smoosh things together and it makes sense.” —
docs/README.md§12
“Most players won’t want to memorise 64 Hexagrams… I think the Elements are, by and large, hidden — and Slots are filled by Items, not by raw Elements.” —
RECIPES.md
There’s also a live, unresolved tension in the source material worth carrying into design: the ground-as-casting-table idea (“I like the casting table on the ground idea — that is the template,” RECIPES.md) versus the cauldron/sequential-ingredient-drop idea from the Little Witches voice note (thought-specs/little-witches.md) — two different interaction models for the same underlying recipe-matching mechanic.
Scope
- Rendering a recipe’s slot layout (blueprint overlay) on the ground or casting bench, per
docs/README.md§8 andRECIPES.md. - The open-slot vs. keyed-slot distinction, and the “5 keyed items + 3 trigram-typed menus” minimal vocabulary worked out in
docs/slots-and-items.md(Life Crystal, Will-stone, Heart of Heaven, Foundation Stone, Quickseed; SHAPE/COLOUR/KIND menus). - Input-bar UI for Complex Item ports/stocks at tick-time (level, requirement, zero-state) — flagged in §8 as “a core legibility surface.”
- Blueprint/schematic-as-inventory-item: how a player projects a known recipe’s layout onto the ground.
Non-goals
- Not the recipe-matching engine itself (pattern recognition, ground/field condition checks) — that’s server-side, see
server-architecture. - Not deciding the cauldron-vs-ground-casting question outright — that interaction-metaphor question is independent of the (now-decided) title and needs its own design decision from Kris before UI work commits to one metaphor.
Key open questions
- Ground-casting-table UI vs. cauldron/sequential-drop UI — genuinely open, not just a skin choice, since sequential-drop implies an ordered recipe rather than a spatial pattern. Update (2026-08-06): the earlier note here about the title decision weakly favouring ground-casting no longer holds — Kris’s own current-thinking documents (
docs/thought-specs/little-witches.md, now ranked as current per the repo’s reorganisation) explicitly lean toward the cauldron/sequence model and away from the ground, independent of the title (which stays “Lor: The Ten Thousand Things” regardless of which interaction metaphor wins). See/codex’s “open front” section on the site for the current framing. - How blueprint-overlay “ghostliness” is actually rendered for keyed vs. open slots.
- Whether the 8×8 grid (
RECIPES.md) is the crafting surface for all recipes or just some.
Relevant docs
land-of-lor/docs/README.md§8 (recipes & formulas), §12 (design principles — Little Alchemy feel).land-of-lor/docs/RECIPES.md— the original recipe/slot thinking, including the 8×8 grid idea and the turret image reference.land-of-lor/docs/slots-and-items.md— the refined, small keyed-item + menu vocabulary.land-of-lor/docs/thought-specs/little-witches.md— the cauldron/sequential alternative.land-of-lor/docs/thought-specs/inventory-interface.md— Ingredients/Blueprints inventory tabs this UI plugs into.
Status
2 backlog
Next: Parked — not being worked right now.
Deliverables (1)
- #1 — The base elements of the game (2026-07-29)
Tasks (2)
backlog (2)
-
spell-crafting-interface/001— Low-fidelity mockups of the two crafting-interaction metaphors (priority 1, estimate S ) -
spell-crafting-interface/002— Prototype visual treatment for keyed vs. open slots (priority 2, estimate S )
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