Mid-session checkpoint — late-evening paper-pair following the design-dialog that articulated the end-to-end imperial-system architecture. PAPER 1 — identity-and-personhood/vocations.md (NEW v0.2, ~440 lines) The vocation-system paper. Codifies the substrate-level mechanic for how NPCs and players accumulate capability through doing, gravitate toward tasks via trait-alignment, and produce outcomes. Three substrate principles: adaptation- as-substrate (anti-fixed-class; D&D class-lock and imperial vat-class as same primitive at different layers); trait-emergent capability (identity-politics extends to capability-politics); mathematical politics (the progression curve geometry encodes the world's political claims). Three primitives: task catalogue (designer content; bound to zones / events / interactions / workstations) + trait-task affinity (which NPC gravitates to which task) + hidden per-task measurement (skill-by-doing; no UI; Souls- discipline). Outcome formula: trait-engagement-points × hidden-task-stat (multiplicative; trait-zero zeros the work — cannot grind capability with no inner alignment). Depletion-pool malus targeting trait-points (not skill); recovery via time-decay + opposite-axis-practice (the wheel's oppositional pair geometry gains its third load-bearing role at the skill-progression layer). Trait-pools as per-trait micro-grammar of macro-lifeforce; director becomes parental-rotator by mathematical necessity. The catalogue stack (resources × production-chains × tasks → imperial-demand- catalogue) feeding the three-tier policy loop. Daily-ledger pacing as the imperium's attention-budget made structural; demand-ledger / actions-ledger split formalizes the specter-vs-boot asymmetry. Player-vs-NPC asymmetry (NPCs follow shift-arbitration; player chooses; the slum keeps the choice; the imperium takes it). The 24h window-partition: work-shift / charging / leisure as state-machine- clean phases with typed-breakout-flags. Same architectural pattern as imperial-event encapsulation (cheap baseline + typed-interrupt) at a third scale. Caste-stratification of windows as third axis of caste-as-stagnation: slum-tiryak 10/4/10 / asura-priest 12/4/8 / deva-pinnacle 6/4/14 / preta- overseer 16/4/4. The cosmology's no-haven discipline gains its diurnal grammar — how many hours per day belong to the agent themselves is an axis of caste-as-stagnation. Vocation-as-emergent-task-pattern (companion / sex- worker / tongue-installer / drug-composer / underground assembler-artisan / post-rogue mod-vocation / player-stalker imperial-going-rogue all named as patterns the system reads in task-history rather than class-identities the world assigns). PAPER 2 — style/consent-discipline.md (NEW v0.1, ~270 lines) The third style-spine document, sibling to trait-palette.md and gender- parity.md. Spine rule: consent-discipline scales with what the action touches. Two-register cosmology (gameworld vs truth-register) with consent as boundary-enforcement. Four hardstop-pattern variants: self-only (Variant 1) / dual mutual (Variant 2) / triple with partner-witness (Variant 3) / cooldown-augmented (Variant 4 layered atop any of 1-3). The mirror-discipline as architectural truth-floor: no consent — neither single, dual, nor triple — can authorize the modification of another agent's in-between mesh. The trait-grown summary of who an agent has actually been must be untouchable across all agents, including the imperium. The mirror discipline binds the imperium too. The temporal-grammar (citing vocations.md's window-partition): imperial- imposition lives in the work-window; somatic-necessity lives in the charging- window; full NPC consent-agency lives in the leisure-window. The shift- assignment consent question dissolves — consent is relocated to where it already structurally lives, not added as a new layer. The going-rogue right-to-refuse: refusal is not a violation of consent- discipline; it IS the consent-discipline. The most basic expression of the right-to-refuse; defection is its terminal one. Composes with the post-rogue mod-vocation cascading-liberation pattern. The inquisition-trigger upper-pressure: legitimate consent that nonetheless reveals imperial control-loss triggers asura-priesthood-led counter-arc. The architecture acknowledges that consent in the truth-register can render imperial control structurally illegible to the imperium, and the imperium responds with its highest-tier mechanism not to punish the consent but to attempt to re-impose imperial-readability. The register-test as the spine's executable form: 5-question mechanical procedure runnable by an LLM-Compositor as an action-resolution hook. The three style-spines now compose orthogonally with three executable tests (trait-palette consistency-check; gender-parity substitution-test; consent- discipline register-test) running at the schema layer rather than via author- vigilance. ARCHITECTURAL ARTICULATION The two cosmological claims now compose orthogonally rather than implicitly: no-haven describes the world the imperium has built; "there is no instrument" describes what consent-discipline preserves WITHIN that world. The cosmology is total in extent; the truth-register is sovereign in interiority. Both true at once. CROSS-REFERENCE INTEGRATION style/style-index.md v0.2 → v0.3 (third canonical sub-guide registered). identity-and-personhood/bodies.md v0.6 (cross-references row updated; no forthcoming-tag remains). identity-and-personhood/architecture.md v0.8.1 (§The genital-mod track three-stage-install description now cites the spine's Variant 4 nomenclature explicitly). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
64 lines
5.7 KiB
Markdown
64 lines
5.7 KiB
Markdown
# Nimmerworld — Style Index
|
|
|
|
> *Visual language is its own typed contract. This file is the cross-domain index of all visual / aesthetic / UI decisions, pointing at canonical sub-guides and enforcing consistency across the architecture's nine domain files.*
|
|
>
|
|
> *Companion to: [`../architecture-index.md`](../architecture-index.md). Sub-guides live alongside this file in `nimmerworld/style/`.*
|
|
|
|
---
|
|
|
|
## Spine rule — the achromatic / chromatic discipline
|
|
|
|
**The 8 trait-palette is exclusively chromatic. Achromatic colors are reserved for UI / environment / decay.** This is the load-bearing constraint that makes diegetic text rendering possible without overlay-boxes:
|
|
|
|
| Palette | Reserved for |
|
|
|---|---|
|
|
| **8 saturated chromatic hues** (the trait-wheel) | The 8 traits — and only the 8 traits |
|
|
| **White** | Text and pure-light UI overlay |
|
|
| **Black** | Shadows, voids, the imperial-net's deep-strip |
|
|
| **Greys** | Neutral defaults — NPCs without active trait-pulse, ambient surfaces |
|
|
| **Browns / earth tones** | Aged surfaces, decayed materials, the rust-and-patina layer |
|
|
|
|
**Why this matters.** Color is *vocabulary*; reserving it for *information* (trait-state) keeps the achromatic palette free for the *medium* that carries the information (text, neutral environment, depth). Most games end up with textbox-everywhere because they let saturated colors leak into environmental art, forcing text-on-box for legibility. Nimmerworld doesn't need the textbox because nothing is competing for white's luminance slot — *white means one thing: you're being told something*.
|
|
|
|
**This rule propagates everywhere.** Any new visual element must respect it:
|
|
|
|
- A new mod-class CANNOT introduce a saturated chromatic accent unrelated to a trait-coordinate
|
|
- A new faction's heraldry CANNOT use a chromatic color outside the trait-palette
|
|
- A new shader register CANNOT use saturated chromatic tones for environmental fidelity
|
|
- Decorative environmental color MUST be muted (browns / greys / desaturated tones) to keep the trait-wheel's meaning intact
|
|
|
|
When in doubt, ask: *does this color carry trait-information, or is it decorative?* If decorative, desaturate. If trait-information, use the canonical wheel-position from [`trait-palette.md`](./trait-palette.md).
|
|
|
|
## Sub-guides
|
|
|
|
| Sub-guide | What it covers | Status |
|
|
|---|---|---|
|
|
| [`trait-palette.md`](./trait-palette.md) | The 8 traits on the color wheel, 4 oppositional pairs at 180°, schoolchild-descriptions, motion-signatures | ✓ canonical (v0.1) |
|
|
| [`gender-parity.md`](./gender-parity.md) | The gender-parity-by-default rule for body / sex / intimacy / clasp / service-body / going-rogue / outcast-pair / re-vat content; the three load-bearing-asymmetry exception cases; the four default-leakage failure modes; the substitution-test as the contract's executable form | ✓ canonical (v0.1) |
|
|
| [`consent-discipline.md`](./consent-discipline.md) | The consent-spine: the gradient that scales with what the action touches; the four hardstop-pattern variants (self / dual / triple / cooldown-augmented); the mirror-discipline that absolutely forbids mesh-modification of other agents; the temporal-grammar (24h window-partition); the right-to-refuse imperial-imposition (going-rogue temporal-breakout); the inquisition-trigger upper-pressure; the register-test as the spine's executable form | ✓ canonical (v0.1) |
|
|
| `typography.md` | Text rendering, hierarchy, no-textbox commitment, the white-as-text-only semantic-slot | TODO |
|
|
| `shaders-by-register.md` | Three-shader philosophy: gameworld PBR / liminal blur / imperial-net emission; clasp candlelight-in-fog override; clasp color-merge | TODO |
|
|
| `body-feedback.md` | NPC body-pulse rules during gesture-alignment; trait-flash event-vocabulary; cross-cycle trait-drift rendering | TODO |
|
|
| `ui-elements.md` | Gesture-circle UI styling, universal-translator tokenizer-view, profile-switch indicator, hardstop visual-distinct treatment | TODO |
|
|
| `relays.md` | Diegetic-relay visual vocabulary, pulse-pattern lexicon (slow / fast / irregular / cross-district shimmer / dark) | TODO |
|
|
| `asset-aesthetic.md` | Base-limb texture rules, mod aesthetic registers per faction, muted-melancholic environmental treatment | TODO |
|
|
|
|
Sub-guides will be filled out as visual decisions land. The skeleton plus `trait-palette.md` is the v0.1 spine; everything else grows from there.
|
|
|
|
## Cross-references into architecture domain files
|
|
|
|
The trait-palette is referenced from many architectural primitives. When `trait-palette.md` changes, these sections may need updates too (or they may reference back into here for canonical definitions):
|
|
|
|
| What | Where it's referenced architecturally |
|
|
|---|---|
|
|
| Trait-color rendering on NPC bodies | [`../topology-and-rendering/architecture.md`](../topology-and-rendering/architecture.md) §Color-language |
|
|
| Trait-color flashes on gesture-alignment | [`../runtime-engine/architecture.md`](../runtime-engine/architecture.md) §Phase-locked overlay-loop ladder + §Gesture-alignment as recursive-lemniscate |
|
|
| Gesture-circle UI placement of trait-sectors | [`../player-experience/architecture.md`](../player-experience/architecture.md) §The trait-circle as gestural primary modality |
|
|
| Color-coding of mod-classes | [`../identity-and-personhood/architecture.md`](../identity-and-personhood/architecture.md) §Mods as trait-bearers |
|
|
| Color-coding in three-shader philosophy | [`../topology-and-rendering/architecture.md`](../topology-and-rendering/architecture.md) §Visual rendering |
|
|
| Faction color-politics | [`../topology-and-rendering/architecture.md`](../topology-and-rendering/architecture.md) §Color-language → Faction color-politics table |
|
|
|
|
---
|
|
|
|
**Version:** 0.3 | **Created:** 2026-04-26 | **Updated:** 2026-04-27
|