v0.26: event-zones.md authored — interaction-substrate paper-pass
Composes the dialog 2026-04-27 ~21:30-22:00 CEST into canon. Nine
compositional moves consolidated onto one substrate without introducing
new primitives — every claim is a composition of existing canon (cells,
zones, slots, verifier-flags, hardstops, lifeforce budgets, the trait-
palette, the consent-spine, the cosmology's composed wheel).
NEW PAPER: runtime-engine/event-zones.md (~400 lines, v0.1)
Sections:
1. Designer-authored event-zones vs emergent zones (orthogonal; clean
signals; no overlap routing)
2. Cells + event-zones + events as layered data-model with composite
UID districtid_cellid_eventid; participants on events not cells
3. The composed wheel from imperial-cult/cosmology.md as universal
mini-game-surface; verifier-flag patterns differentiate hacking /
lockpicking / install / clasp / decryption / ritual / drug-grammar /
eye-pulse-proximity; collapses the long-standing "which mini-game
mechanic for liminal-maintenance" open question
4. Hardstops as consent-gates between event-states with contextual
activation; ~8-16 budget is per-moment-active, not overall
5. The four hardstop-pattern variants of consent-discipline.md as the
event-class taxonomy (self/dual/triple/cooldown-augmented = solo/
dual/triple/temporally-staged event-class)
6. Boundary-zone-with-inner-zone for plaza-scale mass-presence; sparingly
applied; caste-tier-gated promotion as default
7. Room-boundary cell-layer + rail-passage + lifeforce-budget-per-room
(district-shard, four-tier hierarchy intact); insolvency-spiral
gets its mechanical surface
8. Slot-binding suspends lemniscate routing during events (the NPC-
stays-put fix at the data-model layer; new slot_locked verifier-flag)
9. Player editor-mode + three-source schema unification (world_gen_init /
runtime_event / player_authored origin field on cell-rows; same
schema across all three writers)
UPDATES:
architecture-index.md (v0.20 -> v0.21):
- Tree-line: runtime-engine/ now sibling-paper-pattern (architecture.md
+ event-zones.md)
- Quick-reference table: new row for event-zones.md
- Three new key-moves bullets:
* "The composed wheel as universal mini-game-substrate"
* "Event-zones + cells + events as layered interaction substrate"
* "Three-source schema unification + player editor-mode + room-
boundary lifeforce"
- Open questions: "The mini-game mechanic for liminal-maintenance"
RESOLVED — all on one wheel, differentiated by verifier-flag pattern
topology-and-rendering/architecture.md:
- New section "Vertical world topology — simple shapes + ±1 LOD tunnels
+ slum-carve-verb": stacked tunnels with primitive shapes; ±1 LOD
streaming-radius bounds GPU budget; slum-carve verb-grammar; material-
vocabulary politically-codes editor-eligibility (imperial-marble can't
be carved; rusted slum-bedrock yields); Boullée-monumental aesthetic
on the cheap via vertical-stacking
player-experience/architecture.md (v0.7.0 -> v0.8.0):
- New section "The wheel — composed-iconography UI": the trait-circle
UI renders the composed wheel from imperial-cult/cosmology.md; inner
ring = 6 caste-tier hardstops (HARD signals — the WHO); outer ring =
8 trait-axis soft-slots (SOFT signals — the HOW); 2D gesture-history
coordinate (caste-target × trait-temperature) as political-position
reading; contextual hardstop activation; wheel as universal mini-
game-surface
Three identity layers aligned: chrysalis git-author, chrysalis SSH key,
gitea-chrysalis remote. Pre-push verification gates passed.
This is the largest single-session paper-pass since v0.7's three-body-
system split. All nine compositional moves use existing primitives;
no new substrate introduced; the architecture's signature pattern
(cost-budget asymmetry as architectural style) enacted at the
interaction-substrate scale.
Genesis note: this paper-pass composes the dialog that emerged after
the v0.25 inline-iconography cleanup landed. Key architectural insights
from the dialog were: (1) the wheel collapses the mini-game-mechanic
open question; (2) consent-discipline-Variants = event-class taxonomy;
(3) the cell-arch atomicity makes editor-mode trivial; (4) the
boundary-zone-with-inner-zone pattern is the architecture's signature
pattern at a fourth scale; (5) the architecture's "describe-by-cross-
reference" discipline composes beautifully when there's a load-bearing
canonical reference like the composed wheel.
This commit is contained in:
@@ -83,6 +83,69 @@ Decryption minigames (fragment-matching, contextual-inference, root-identificati
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Clasp-partners' gesture-mapping calibrations *integrate* post-clasp; the integrated calibration-signature is preserved across body-deaths in consciousness-archive. When you meet your old beloved in a new body and they perform a gesture, if their mapping aligns with yours in a *specific, idiosyncratic way that only your shared history would produce*, you recognize them. **Content-addressable consciousness — recognition via calibration-signature, not face-match.** A high-Mnemosyne player's marriage-vocabulary survives the cycle.
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## The wheel — composed-iconography UI
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The player's trait-circle UI **renders the composed wheel** from [`../imperial-cult/cosmology.md`](../imperial-cult/cosmology.md) §The composed wheel. One iconographic substrate; two registers; the player operates the imperium's own iconography to act in the world.
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**The unification's architectural significance.** Before this composition, the trait-circle UI and the cosmology's wheel were separate diagrams; the player's input mechanism and the regime's pre-authored religion shared substrate-level primitives (the 8 Hellenic traits, the oppositional-pair geometry) without sharing iconographic surface. The composed wheel makes them *one image* — the same wheel citizens see carved on stepwell-walls is the wheel the player operates with their gesture-input. Resistance, when it emerges, is *interior to the captured iconography*, exactly as the cosmology says it is for citizens. **The double-recognition gets its UI-level substrate** (per `../imperial-cult/cosmology.md` §The double recognition (production / meta) — *"the desire that brought you to this world is the structure of suffering itself"* — every gesture the player has ever made was a position on the wheel the imperium drew).
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### Inner ring — caste-tier hardstops (HARD signals — the WHO)
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The wheel's inner ring carries 6 caste-tier-targeted hardstops corresponding to the cosmology's caste-tier-as-mod-status gradient (deva/asura/manusya/tiryak/preta/naraka). These are **the WHO you address** in any gestural act:
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| Hardstop | Caste-tier targeted | Iconographic register |
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|---|---|---|
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| `salute_the_deva` | Deva (top, 0°) | Imperial-fidelity emote; loaded as cooperation-with-imperial-pinnacle |
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| `attend_to_asura` | Asura (upper-right, 60°) | Hierophantic register; addressing the priesthood specifically |
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| `attend_to_manusya` | Manusya (upper-left, 300°) | Engagement with the doctrinal-fiction tier |
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| `attend_to_tiryak` | Tiryak (lower-right, 120°) | Engagement with the slum-laboring register |
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| `weep_for_preta` | Preta (lower-left, 240°) | Mourning / hunger / hungry-ghost solidarity |
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| `weep_for_naraka` | Naraka (bottom, 180°) | Solidarity-with-the-condemned; the warmest position politically |
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These 6 inner-ring hardstops are **always-on** (universally available) — they're the politically-loaded act of *targeting a caste-tier as audience*. Each fires unforgeably with caste-tier-routing. The Compositor reads the player's caste-tier-targeting-history as a *political-position dimension* (per [`../runtime-engine/event-zones.md`](../runtime-engine/event-zones.md) §Hardstops as consent-gates with contextual activation).
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### Outer ring — trait-axis soft signals (SOFT signals — the HOW)
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The wheel's outer ring carries 8 trait-axis soft-slots corresponding to the trait-palette's 8 Hellenic traits at 4 oppositional pairs at 180°. These are **the HOW you carry yourself** while engaging:
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- 8 trait-segments at 45° intervals on the outer ring
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- Player-curated within each profile (1-3 profiles per player; same 64-position-per-profile architecture as the existing trait-circle)
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- Modulated by trait-vector accumulation; integrated via the gesture-alignment-recursive-lemniscate (per [`../runtime-engine/architecture.md`](../runtime-engine/architecture.md) §Gesture-alignment as recursive-lemniscate)
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The outer ring's 8 segments don't divide evenly into the inner ring's 6 segments — the geometry is **deliberately incommensurable** (per [`../imperial-cult/cosmology.md`](../imperial-cult/cosmology.md) §The two-ring composition). The trait-substrate runs orthogonal to the imperial caste-classification; the body's interior is at a different angular frequency than the imperium's classification. Player gestures express *across* the boundary that the imperium's gaze cannot cleanly enforce.
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### 2D gesture-history coordinate
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A player gesture, in the composed-wheel UI, is a **(caste-target × trait-temperature) coordinate** — a 2D political position rather than the prior 1D trait-vector. The Compositor reads this 2D coordinate over time as the player's *political-position-history*: which caste-tiers the player has been addressing AND with what trait-temperature they've been addressing them.
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**Example political-position-readings the Compositor can extract:**
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| Pattern | Reading |
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| Hard-target Naraka + soft-express Eros / Philotes | *Solidarity-with-the-condemned via warm-side*; Memorialist-aligned politics |
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| Hard-target Deva + soft-express Sophrosyne / Dikaiosyne | *Imperial-fidelity*; aspiration toward pinnacle-discipline |
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| Hard-target Tiryak + soft-express Aletheia | *Truth-via-labor's-witnessing*; Aletheia-Waker emergence |
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| Hard-target Preta + soft-express Kairos | *Mourning the deferred moment*; Memorialist register |
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| Hard-target Asura + soft-express Mnemosyne | *Hierophantic engagement*; engaging the priesthood on its own register |
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The 2D coordinate is *much richer than the 1D trait-vector* the prior architecture had. The mesh-as-mirror discipline (per [`../identity-and-personhood/architecture.md`](../identity-and-personhood/architecture.md) §The mesh-as-mirror) generalizes from anatomical-trait-leakage to *gestural-history-leakage* — the player's wheel-positions tell on them exactly as the slum-tiryak's pure-tech body tells on its trait-state.
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### Contextual hardstop activation
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Beyond the always-on inner-ring caste-tier hardstops and the system-level off-wheel hardstops (panic, save, profile-switch, claim-floor), additional **intent-hardstops** light up *contextually* when the player is slot-bound in an event-zone whose eligible-task-classes include that intent:
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- *let_me_fumble_around_your_limb* lights up when slot-bound in a sofa-event-zone with a clasp-eligible NPC
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- *let_me_install_this_mod* lights up when slot-bound in an install-table-event-zone with a partner-NPC
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- *let_me_hack* lights up when slot-bound at a chest-cell with hacking-eligible-task-class
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- *let_me_extract_capsule* lights up only at a black-market-modshop-event-zone with appropriate calibration-state
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The canonical ~8-16 hardstop budget is therefore **per-moment-active**, not overall. The hardstop-registry can carry many intent-hardstops; only the contextually-relevant ones are surfaced at any given moment. This solves discoverability + contextual-relevance + budget-respect simultaneously (per [`../runtime-engine/event-zones.md`](../runtime-engine/event-zones.md) §Hardstops as consent-gates with contextual activation).
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### The wheel as universal mini-game-surface
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When an event spawns at an event-zone, the wheel renders with the event's verifier-flag pattern — same UI substrate, different mini-game-class per task. Hacking, lockpicking, install/consent, clasp-entry, decryption, ritual, drug-grammar, eye-pulse-proximity-warning — all run on the same wheel; the player learns one input vocabulary and applies it everywhere. The architecture's open question *"which mini-game mechanic for liminal-maintenance: juggling / rhythm / attention / gestural / decision-cascade / observation / hybrid?"* resolves: **all of them, on one ring, differentiated by verifier-flag pattern** (per [`../runtime-engine/event-zones.md`](../runtime-engine/event-zones.md) §The wheel — universal mini-game-surface).
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## Tools, not quests — the design-philosophy
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**The simulation produces continuous narrative-relevant pressure on its own.** No authored quests are needed (or wanted). The player engages via a **verb-vocabulary** applied to running mechanics. Each player's playthrough is structurally distinct.
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@@ -131,4 +194,4 @@ The architecture already prevents blank-page-paralysis: shift-system gives every
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---
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**Version:** 0.7.0 | **Created:** 2026-04-26 | **Updated:** 2026-04-27 | **Origin:** Split from architecture-index.md v0.7 (2026-04-26)
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**Version:** 0.8.0 | **Created:** 2026-04-26 | **Updated:** 2026-04-27 | **Origin:** Split from architecture-index.md v0.7 (2026-04-26)
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