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Spell-crafting interface

client parked

repo: land-of-lor

Where this stands (2026-10-24)

Parked since 2026-08-05. On 2026-10-24 Kris set down where spells are going: every thing in the game gets a spell, the spells form one table with a logic the cauldron will look up, and there are eight kinds of spell so far, four for soon and four for after the MVP (the section below). The first real spell card with ingredient slots shipped inside mini-games (2026-09-09), which answers part of what was asked here; ground-as-casting-table versus a cauldron is still formally the open front (docs/), though Kris now talks about the cauldron as the thing that is coming. First step when picked up: low-fidelity mockups of the two crafting metaphors, then the keyed-versus-open slot treatment (were tasks 001 and 002). No open issues. Past task files (to 2026-09-13): workshop/historic-docs/epics/spell-crafting-interface/tasks/.

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

The first spell shipped without this (2026-09-08)

The first mini-game (mini-games/) put the first spell in the game — the Lightning Tower, an ordered recipe authored as data in game/shell/spells.js, found as a scroll on the ground, cast with one tap once every ingredient is held (the “readiness indicator and a trigger” the battle-arena-poc overview describes). That is deliberately not this epic’s crafting interface: no cauldron, no slots, no experimentation. Everything above stays open.

The spell table and the eight kinds of spell (Kris, 2026-10-24)

Kris, by voice; his words are in docs/thought-specs/2026-10-24-spell-categories-and-the-spell-table.md. He said this is “not new as such, but it’s a little more refined”. It refines docs/thought-specs/sixty-four-hexagrams-as-base-items-and-spell-slots.md, where the first element in a spell says what is being made and the slots after it set its properties. The eight kinds and the side-effect kind are new. None of it contradicts a settled pillar.

The kinds, in Kris’s order

Kind What it makes or does When
1 Tower spells Towers. The Lightning Tower is the first; other kinds will follow, tied to the opposites Soon
2 Create Life spells Every type of creature; the last ingredients decide which Soon
3 Nature spells Trees, rocks and the other scenery Soon
4 Builder spells Walls, a tent like the one already in the game, then chairs, tables and chests, so players can make their homes After the MVP
5 Terraforming spells Change the terrain: “a whole category that’s really important” Soon
6 Attack spells Fireballs, an explosion, drain life, used against an enemy or another player After the MVP
7 Effect and weather spells Mist, mist vision (seeing through mist), darkness, rain, invisibility, slowness, speed-up, lava-proof (“we’ll make lava hurt you at some point”), and the potion that makes you much stronger (“we’ll have to have one of those”) After the MVP
8 Side-effect spells (a working name) See below After the MVP

Side-effect spells come from the Asterix story where the druid who brews the magic potion is hit on the head and can’t remember the recipe (Asterix and the Big Fight). He keeps trying random things: most of the time it explodes, but sometimes it turns whoever drinks it a different colour, or spotty, or stripy. Kris: “I want to implement that.” The name isn’t settled (“maybe we call them side effects spells or something like that”).

Effect and weather started as two kinds and were merged into one. Two of their examples are already on the ideas shelf (workshop/epics/ideas/overview.md): Mist and its goggles (Kris, 2026-10-23) and an invisibility spell (Willow, 2026-10-05).

A passing thought, set aside. Kris wondered whether the eight kinds might line up with the eight trigrams, then let it go: “Nothing needs to happen with that now, and I don’t think that we probably will make that limit.” The list is not capped at eight.

Non-goals

Key open questions

Relevant docs

Deliverables (1)

Work on this epic

The granular work is GitHub Issues, one label per epic: epic:spell-crafting-interface (private repository — sign-in required). The dated Where this stands section above names the open ones. The task files that carried this epic until 2026-09-13 are kept in the repo: task files to 2026-09-13 .

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