Tasks
Every task file under epics/*/tasks/, one page each, grouped here by epic. See
/now for the short list of what's actually ready or waiting on Kris right
now, and /epics for the epic board itself.
status: priority: estimate:
Barter marketplace
Battle arena POC
Building the Game — one site, the Builder, and the building blocks
-
building-the-game/001— One repo, one site: the workspace merged into land-of-lor, the site on spellgrove.com -
building-the-game/002— The Builder's read side, and the hub pages that show every block live -
building-the-game/003— Sign in on the site with a game account; Kris is admin -
building-the-game/004— Publish: the editors on the site, the database canonical, snapshots always written, a staging stack -
building-the-game/005— Ask an agent from any section — browser-side kickoff via the AI Task Runner -
building-the-game/006— Other people editing their own Areas -
building-the-game/007— Dirt, and the things that naturally occur in an Area
Character composition POC
Connection and sync — never pretend to be online
-
connection-and-sync/001— Stop the bleeding — the sticky close flag, the unseeded watchdog, readable kicks, and no Area shut down under a player -
connection-and-sync/002— The client connection state machine — freeze rather than fake, reconnect visibly, give up honestly -
connection-and-sync/003— Server truth — every intent answered, every kick delivered, no Area shut down under a player -
connection-and-sync/005— Area connectivity — single_player, multiplayer, either -
connection-and-sync/006— Local play — your home when there is no realm -
connection-and-sync/008— Ship, verify, record -
connection-and-sync/004— Observability — the connection indicator, and the phone that reports its own diagnostics -
connection-and-sync/007— The fault-injection harness and the soak
Ground look and levels
-
ground-look-and-levels/001— The look — unshaded ground, sink depths, tile pointers with a flat fallback -
ground-look-and-levels/002— Three levels and ramp hexagrams — the edge rule, the height-field mesh, the mirrors and the editor -
ground-look-and-levels/003— Mountains — same-flavour stacking to a double peak, the Volcano crowning, and the kw 15 boulder -
ground-look-and-levels/004— Water and lava move — shader drift, shimmer, glow, shore foam, behind a toggle with a frame-time readout -
ground-look-and-levels/007— A flank texture for mountains — the faces are wearing floor tiles -
ground-look-and-levels/005— The meanings pass with Kris, tile pointers, and the new brief for a fresh Claude Design project -
ground-look-and-levels/006— v3 tiles in — kit renders, in-game shots, judged, shipped
Ground types
-
ground-types/001— The model — a hexagram is a ground type, in every runtime -
ground-types/002— Storage, hydrate, wire — areas.ground, the hydrate file, hello_ack, protocol 4 -
ground-types/003— Client rendering, stage 1 — the lattice mesh, sunken cells, mountains, and people standing in water -
ground-types/004— Client rendering, stage 2 — textured transitions, and the renderer check on web and phone -
ground-types/005— Content pipeline — ground files, the loader, presets, and the six painted Areas -
ground-types/007— The area map editor — paint an Area's ground from the world editor -
ground-types/008— Verify, deploy, ship — the ground goes live, on the web and on the phone -
ground-types/006— The looks — tune the eight ground types and their 64 variations
Kickstarter pre-launch page
Naming and brand
Object system experiments
Public site and comms
Server architecture
-
server-architecture/001— Field-simulation scaling memo -
server-architecture/004— Stage 0 — spec approved -
server-architecture/005— Stage 1 — director service + Postgres + protocol (no Godot) -
server-architecture/010— Real accounts — sign up, log in, and attach a device to an existing account -
server-architecture/013— Account-first boot flow, character-seed placeholder, and client robustness -
server-architecture/021— Single-identity accounts + unified account screen -
server-architecture/002— Server runtime/engine options memo -
server-architecture/006— Stage 2 — Godot headless world server with grid movement -
server-architecture/007— Stage 3 — Godot client with prediction and reconciliation; two clients -
server-architecture/011— Google Play Games sign-in on Android -
server-architecture/012— Set up Resend for real account emails -
server-architecture/014— Server hardening batch — the 010 audit's security fixes -
server-architecture/015— First iOS build — run the game on an iPhone from Kris's Mac -
server-architecture/016— Split PUBLIC_BASE_URL into EMAIL_VERIFY_BASE_URL and LINK_CODE_BASE_URL -
server-architecture/018— Register spellgrove.com and set it up for the site and email -
server-architecture/019— Account screens redesign — two panels, and this device's remembered logins -
server-architecture/020— Apple Game Center sign-in on iOS -
server-architecture/003— Tick-rate / real-time-vs-lazy-evaluation memo -
server-architecture/008— Stage 4 — interest management, creatures, flow-field pathfinding at scale -
server-architecture/009— Android APK export & download link -
server-architecture/017— Password reset by hand — a support address, not self-service -
server-architecture/022— Multiple characters under one login
Server instance
Spell-crafting interface
The element table
The game interface — first brush
-
game-interface/001— Claude Design brief for the first interface pass -
game-interface/002— Element-card renderer, seeded table data, and the card editor -
game-interface/003— Game shell — title screen, HUD, Ingredients view over the live world, deployed -
game-interface/004— Android build is missing the whole interface — shell is DOM-only, APK ships the bare 3D world
Workspace dashboard
-
workspace-dashboard/001— Secrets audit — current tree and full git history, both repos -
workspace-dashboard/002— Blocker/question aggregation queue -
workspace-dashboard/003— Authenticated control surface, separate from the public static build -
workspace-dashboard/004— Kick off an agent session against an epic, from the dashboard -
workspace-dashboard/005— Public-content intake path (never direct task input)
World map and portals
-
world-map-and-portals/001— Spec the world graph — areas, portals, per-area rules, and the public/private split -
world-map-and-portals/003— Areas and Portals in the database, and travel between them unblocked -
world-map-and-portals/004— Portals you can see and walk through, and a 3D object at every one -
world-map-and-portals/009— Homes connect to the world, and the game gets a way out of itself -
world-map-and-portals/010— What playing it actually found — starting at home, closed doors, a keyboard on iPad, and the builds nobody had shipped -
world-map-and-portals/012— The door that went nowhere — a portal frame lost to the disconnect behind it, the test map that flashed on every launch, and your own home missing from your own map -
world-map-and-portals/013— Meeting yourself in the Badlands — one account, one body, per world -
world-map-and-portals/014— One body everywhere — entity ids move from the world to the account, and the on-screen keyboard finally runs at all -
world-map-and-portals/015— "World" means Area — the rename the schema promised, across protocol, database, GDScript and docs -
world-map-and-portals/016— The player who wasn't there — a phone in the background keeps walking against a socket that died in silence -
world-map-and-portals/002— The two map surfaces — a standalone map page on the website and a map screen in the game -
world-map-and-portals/005— The authored world of Spellgrove, its loader, and the public map endpoint -
world-map-and-portals/006— The two map surfaces — the public site page and the in-game screen -
world-map-and-portals/011— Seeing where you are — a readable Area name, "You are here" on the world map, pinch zoom, and the identity chip off the title screen -
world-map-and-portals/007— The entity class restructure — ComplexItem, LivingCreature, Player -
world-map-and-portals/008— Players pile up on the cell they arrive at
World traversal and ground
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