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World map and portals

design blocked

repo: land-of-lor (game + director) and this workspace (site/) · depends on: server-architecture · updated 2026-08-18

What this is

Defined by Kris by voice on 2026-08-12, alongside accounts (server-architecture/010), as the next significant build after the interface pass landed.

The world is organised into discrete areas — Kris’s working word is rooms, naming still open — linked to each other by portals. The public part of that graph is a shared, published thing: a village of Lor with portals out to a beginner battle arena, to the Badlands (desert), and onward. Every player also has a private part: their own home area, and portals to their friends’ realms. Both parts are one map with two layers, not two separate maps.

The map is a first-class artefact, not a UI convenience. Kris wants it in two places:

  1. On the public website, standalone — something people can look at without playing, showing how the world hangs together. A server picker sits above it, because there will be more than one server.
  2. In the game, reachable from the interface, showing the same public graph plus the player’s own private layer.

Kris has drawn a paper sketch of the Lor map. It is not yet in the repo — it needs to be photographed and added before the visual design of either surface is settled; the sketch is the source of truth for the initial public topology, not anything an agent invents.

Superseded, 2026-08-15. The sketch was never photographed in, and it is no longer blocking: Kris commissioned the map’s design instead (three handoffs and two .dc.html mocks, in land-of-lor/docs/design/ClaudeDesignWorldMapBrief/), and its nine-area world — Village of Lor, Market Stalls, Beginner Arena, The Badlands, Deep Cut, Wizard Battle Pit, and three private homes — is the starting topology, now authored in land-of-lor/game/content/spellgrove.world.json. If the sketch turns up it becomes an edit in the world editor, not a rebuild.

Why it exists as its own epic

It sits across three existing epics without belonging to any of them: server-architecture owns the transport and the authoritative state, public-site-and-comms owns the website, world-traversal-and-ground owns what the ground under your feet is made of. None of them owns the shape of the world at the scale of areas — which areas exist, what links them, what rules each one imposes, and how a player reads that at a glance. That’s this epic.

The substrate that already exists

This is not a green field. The multiplayer work adopted into land-of-lor/game/ already carries most of the primitives, and any plan should build on them rather than re-invent:

So the graph the map draws is, structurally, worlds as nodes and portal configs as directed edges. What’s missing is: the graph is currently a test-scoped configuration detail, not a designed, named, rule-bearing thing anybody can look at.

The offline requirement — stated now, deliberately

Kris’s explicit call, 2026-08-12: the finished game must be playable offline. He recognises it is probably not achievable on the current build, and is stating it now anyway so that nothing gets architected in a way that forecloses it.

Offline play does not mean the same game with the network removed. Shared areas are inherently unavailable offline, and resource rules may have to differ. But that is not a special case bolted on later — it belongs to a broader principle Kris raised in the same breath: different areas already impose different rules. A battle arena, for example, probably won’t let you bring your whole inventory in. Once “an area carries its own rule set” is a real, designed concept, “offline” becomes one more rule set rather than a second codebase.

Open, and deliberately not decided here: what happens to resources gathered offline, and whether offline progress reconciles with the server on reconnect. The worlds table already carries last_played_at from day one specifically to keep offline progression possible without a migration.

Scope

Non-goals

Key open questions

Status

1 backlog15 done

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

Tasks (16)

backlog (1)

done (15)

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