The beat sheet for the first five minutes of play and for the first
beacon later in Phase 1 (06-roadmap.md, Phase 1 item 4),
written to be built from. It sits inside rules owned elsewhere: the
order, time targets and HUD rules of the first session are 10-operations.md §4’s; the
systems in it are 03-systems.md §1.2’s; the story
is 01-world.md §8.1’s; look and
sound are 05-art-audio.md’s. Everything
this document invents is marked (proposed) and listed
in 07-decisions.md as
D31–D34.
Step (10-operations.md
§4) |
Where | Budget | This document |
|---|---|---|---|
| Create | The Lodge yard | ≤ 4 min | Not here |
| Prologue | Instance: the Pilgrim’s Stair, the Wick, the Stair’s curtain side | ≤ 5 min | §2, beat by beat |
| First field | Instance: Mossy Field | ≤ 5 min | §3, in outline |
| First bank | Instance: the foot of the Stair, then the Rim rail | ≤ 3 min | §3, in outline |
| Into the live world | The Rim’s gate, a real channel | — | §3.3 |
| First beacon | The Sump, level 12–14, live world (proposed) | ~10 min | §5 |
The prologue teaches five things, one at a time, each before it is needed: move, jump, climb (ladders and ropes), drop (through a one-way foothold), and the lantern (it is lit for you, it is your light, the dark is theirs). Fighting is not taught here; it is the first field’s.
Targets: median 4:30, p90 ≤ 5:00 for a first-time player (the newcomer persona, §6.3). Times below are for a player who follows Fen without dawdling. Nothing in the prologue is on a timer: a slow player is never failed, only waited for.
The camera, music and lines below are presentation; the beats,
triggers and grants are server state run by the prologue director (§7).
West is screen-left (05-art-audio.md, signature 2).
Lines are authored, never free text, at most three short lines a page
(01-world.md §11.1), and go
through tr().
Verbal habits (proposed). Fen Cobble starts every
speech formally and loses it halfway (“Welcome, pilgrim, to the foot of
the — hang on”). Wickmother Hessa Lume calls every newcomer “spark” (the
Guild’s first rank, 01-world.md
§6.1). Pilgrims and the crowd speak in barks and voice blips only (05-art-audio.md, Voice).
| # | Time | Where | Player does | Teaches | New on screen |
|---|---|---|---|---|---|
| B1 | 0:00–0:25 | The foot of the Stair | Walks to Fen, hops onto the first scute | Move, jump | Health and class resource bars; the guide line |
| B2 | 0:25–1:45 | The Stair, lit side, going up | Two ladders, a gap, a rope grab, the long ladder | Climb, rope grab, jump across | — |
| B3 | 1:45–2:00 | The Stair head, the Wick lift (proposed) | Steps into the basket; rides | Where you are | — |
| B4 | 2:00–3:05 | The Wick, the Vent | Walks to the Vent mark; holds out a hand | The lantern | Lantern gauge; your light circle |
| B5 | 3:05–3:15 | The Lamplighters’ chute (proposed) | Slides | — | — |
| B6 | 3:15–4:30 | The Stair, curtain side, going down | Six drops through one-way footholds in the dark; sees a Puddling shy from the light | Drop; the lantern keeps them weak | — |
| B7 | 4:30–4:50 | The foot of the Stair, the field gate | Walks through the gate east | — | — |
Where. The meadow at the foot of Mossback’s kneeling foreleg, the Stair’s bottom floor (§4.1), at the east end beside the field gate. A crowd of pilgrims (render-only, §4.3) and up to eleven other newcomers.
Does. Spawns facing west. Walks 80 u to Fen; Fen walks on to the first scute, a 32 u ledge, and the player hops up after him.
Teaches. Move, then jump. The guide line shows one input at a time: the move glyph until the player has walked 40 u, then the jump glyph at the scute.
Camera. Starts framed wide on the crowd and Mossback’s head in the mid layer to the west (0.85x zoom, 2 s), then eases in to normal follow as the player first moves.
Music and sound. Cue Kneeling (proposed): the Lantern Town palette thinned to nylon guitar, fiddle and bassoon, 6/8 at 76 BPM, its bassoon breath on Mossback’s breath cycle (§4.2). Crowd murmur bed; moss underfoot.
Lines. > Fen: Welcome, pilgrim, to the foot of the — to Lantern Town’s — hang on. > Fen: It’s my first day too. Right. Up the Stair. Follow me.
At the scute: > Fen: Hop up. He doesn’t mind.
Where. The lit side of the Stair, up the east
half of the map: ladder 1, a 40 u gap between two scute plates, rope 1,
the knee terrace, the long ladder, rope 2 to the head (§4.1). Every rope
and ladder has a pilgrim lantern hooked at its top (05-art-audio.md, signature 3),
so the route is lit and the curtain side is not.
Does. Climbs, jumps the gap, jumps and grabs a rope whose bottom hangs 30 u above the plate, climbs the long ladder past the knee.
Teaches. Climb (up at a ladder), jump across,
rope grab (up while overlapping a rope in the air, 03-systems.md §2.1). Each prompt
appears once, at the first ladder, the gap and the first rope, and never
again in the session.
Camera. Normal follow, leading 40 u upward while climbing. On the long ladder it eases out to 0.85x for the vista: Mossback’s head resting on the meadow, a third of the sun behind it, white moss blooming; back to 1x at the top.
Music and sound. Kneeling continues; the titan call (Mossback’s major variation) plays once, low, at the vista. Wood and rope creak on ladders.
Lines. At the gap, from the far side: > Fen: Jump it. Nobody’s fallen off yet. Today.
Under rope 1: > Fen: Jump and grab. Up, up.
On the long ladder, at the vista: > Fen: That’s his head. Don’t wave. > Fen: He waves back, and it takes him a week.
If the player misses the rope grab twice, Fen climbs down beside it and says once: > Fen: Jump first, then up. In the air.
Where. The Wick, the Lamplighters’ hall over the Vent: a long warm crack in the shell floor, amber light seeping up, racks of new lanterns on the walls. Hessa Lume at the Vent.
Does. Walks 15 s to the Vent mark. The ceremony takes 30 s with input locked except skip: Lume takes a new lantern with the glass the player chose at creation from the rack, lights it at the Vent and hangs it on the player. Then the lurch, the cheer, and input returns.
Group Lighting (proposed). Mass Lightings are
the Kneeling’s custom (01-world.md §5.4). The ceremony
starts when a player steps on the Vent mark; any newcomer who steps on
it within the next 8 s joins the same ceremony, and later ones start the
next. Each player’s camera frames their own lantern; everyone in the
ceremony shares one lurch.
Teaches. The lantern. The player’s light circle
appears for the first time, and so does the lantern gauge, the one new
HUD element of this step (10-operations.md
§4).
Grants (server, on the commit tick). The lantern
is lit and bound to Mossback; the Lighting’s 100-mote draw is charged to
Mossback and the character’s ledger (03-systems.md §7.3); the
character is saved (reason lighting, §6.2).
Camera. Frames the Vent and the player in a
fixed rect (0.9x) for the ceremony. At the lurch: the whole scene drops
10 ref px over 300 ms and settles with two overshoots, every hanging
lantern swings, dust sifts from the rafters. With reduced motion (10-operations.md §7) the drop
is replaced by a 200 ms vignette pulse.
Music and sound. Music ducks to silence as Lume
lifts the lantern; her voice blips hum; the heartfire motif (1-5-6, 05-art-audio.md, Leitmotifs)
on hammered dulcimer as the wick catches. Then a beat of silence, the
titan sub-thud and mid creak, a crowd “ooh”, the cheer, and the full
Lantern Town theme.
Lines. > Lume: Another spark. Come stand by the warm. > Lume: Hold it out. Don’t flinch, it won’t bite.
After the lurch, the crowd (bark, shown as a caption): > Crowd: He stumbled for you!
Fen: That’s lucky, that is. Happens at most Lightings. Lume (already turning away): Off you go, spark. Mind the dark.
Lume’s private crying (01-world.md §4.1) is not shown
here. A player who goes back to the Wick in the live world after the
prologue may find her at the rack with her back turned and one bark:
“Smoke in my eyes.” (proposed).
Where. The curtain side of the Stair, the west
half of the map, under Mossback’s moss curtains, forty meters long,
hanging off the shell’s rim (01-world.md §4.1). No static
light: the map’s ambient is Dark and only lanterns light it
(§4.1).
Does. Six one-way footholds zigzag downward, so the only way on from each is down and jump; a short rope down between the third and fourth. At the last ledge, a Puddling wobbles at the edge of the player’s light, shrinks back from it, and pops into a moss root. The player reaches the meadow floor and walks east under the knee to the foot of the Stair.
Teaches. Drop (down and jump, 03-systems.md §2.1), and the
lantern’s second half: without it the curtain side is unreadable; with
it the footholds show. The Puddling shows its stolen ember and that
Lampghosts shy from light. It is a scripted prop
(hostile: false, §6.1): it cannot be hit and cannot
hurt.
Camera. Follow, leading 60 u downward; the map’s darkness does the work.
Music and sound. Kneeling low-passed
toward silence with depth (Darkness depth, 05-art-audio.md); when the
Puddling appears, two bars of its Lampghost-inverted version (reversed,
detuned, no bass), then back.
Lines. At the top ledge: > Fen: Down and jump to drop. Keep your light close. It’s dark under the moss.
When the Puddling shows: > Fen: A Puddling. See the hole through it? That’s how you know. > Fen: Out of your light they’re tough. In it, they pop.
The rest of the instance is the first field and first bank, already
set by 03-systems.md §1.2 and
10-operations.md §4. Only
what the build needs is added here.
A private copy of Mossy Field (map 2) with its Puddlings, Mossnips and Dandlehops. Puddlings take half damage outside the light circle and pop inside it; motes cling to the lantern and run up its thread; skill 1 at level 2. The first death, if any, happens in light (the spawns near the gate are inside the field’s static lights) and costs the walk back. After 5 Puddlings, or 4 minutes, Fen’s marker appears at the gate (proposed).
At the foot of the Stair Fen points up: the motes the player banked stream up the foreleg into Mossback’s shell, and the Sunline gauge appears and ticks. > Fen: Going home to the sun.
Then the player rides the Wick lift’s lower stage from the foot to the Rim’s rail (proposed; one ride, no second climb) and Mossback rises.
05-art-audio.md, signature 5),
the Stair below draws up out of view, and the titan call plays in full.
> Fen: He’s getting up. Hold the rail! >
Fen: He’ll kneel again. The Tetherline’s free till
then.1200 x 960 u (150 x 120 tiles). Ambient Dark; the lit side is lit by
static pilgrim lanterns, the curtain side by nothing. Footholds obey the
map grammar in 03-systems.md
§2.1 (up ≤ 36 u without a rope, a level gap ≤ 48 u). Heights are above
the meadow floor; x runs west to east.
h 960 ┌──────────────────────────────────────────────────────────────┐
│ [chute lands] RIM RAIL (curtain side) | RIM RAIL [lift] B3 │
h 900 │ C1 ════════ | ════════H═══ │
│ C2 ═══════ ← moss curtains | rope 2 │ │
│ C3 ═══════ ║ rope (down) | │ │
│ C4 ═══════ | long ladder ‖ │
│ C5 ═══════ | ════ knee ═══‖ │
│ C6 ═══════ (Puddling, B6) | ═ ═ steps ‖ │
│ | rope 1 │ │
│ Mossback's head rests here (mid layer) | ═══ gap ═══ │
│ | ladder 1 ‖ │
h 0 │═══════════════ meadow floor, under the knee ══════ scute ▄ F │→ field gate
└──────────────────────────────────────────────────────────────┘
x 0 600 1200
| Piece | x (u) | Height (u) | Notes |
|---|---|---|---|
| Spawn; Fen (F); field gate | 1140; 1060; 1180 | 0 | Gate portal to the instance’s Mossy Field, roped until B7 |
| First scute | 960–1020 | 32 | The jump lesson |
| Ladder 1 | 900 | 32 → 160 | |
| The gap | 760–800 | 160 | 40 u across, both sides at 160 |
| Rope 1 | 720 | hangs 190 → 360 | Bottom 30 u above the plate: jump, then up |
| Knee terrace and steps | 680–1100 | 360 → 424 | Two 32 u steps; pilgrims stand here |
| Long ladder | 1100 | 424 → 700 | The vista (B2) |
| Rope 2 | 960 | 700 → 900 | Ends at the Rim rail |
| Rim rail, lift (east) | 700–1150 | 900 | The Wick lift portal at 1120 |
| Rim rail (west), chute landing | 40–360 | 900 | One-way only (no way back east at the top) |
| Curtain ledges C1–C6 | 40–520, zigzag | 900, 780, 650, 520, 380, 240 | One-way footholds, 100–140 u apart, each reached only by dropping; a rope from C3 down to C4 |
| Meadow floor | 0–1200 | 0 | Continuous; walls at both map edges; no pit anywhere |
The Wick (proposed). A small hold map, 640 x 270 u (one screen): the Vent across the middle of the floor, the Vent mark at its east end, lantern racks, the lift arrival on the west, the chute door on the east. Ambient Hearth. No footholds above floor level; it is a stage, not a climb.
Nothing in the Kneeling is simulated. Mossback is painted pieces in
the mid and far layers (05-art-audio.md, How titans
are drawn), driven by the instance’s own clock, never the world clock
(03-systems.md §1.2).
| What moves | How it is faked | Cost |
|---|---|---|
| He breathes | The mid and far layers scale 1.000 → 1.006 and back on a 12 s cycle around his head; the bassoon in the cue rides the same cycle | One tween |
| He blinks | The head’s eyelid is a two-frame cutout piece, every 15–25 s from the instance seed | One sprite swap |
| White moss blooms | CPUParticles2D white petals drifting from the curtains
(Kneeling moss is white, content) |
≤ 64 particles |
| The hold above | The Rim’s lit windows in the far layer, the festival lanterns on the rail swaying | The existing sway |
| No footfall | The instance’s look sets footfall to none until the
rise (game/render/looks.gd) |
A data field |
| The lurch (B4) | Camera drop and settle, lantern swing impulse, dust particles, the sub-thud | One shake cue |
| The rise (§3.3) | Far layers sink, a 1.5° tilt, footfall starts | Three tweens |
| The crowd | 6–10 pilgrims (render-only, §4.3) on looped paths | Sprites and paths |
An instance opens for the first newcomer and takes joiners for 3 minutes or until 12 (proposed), each entering at B1. A party of newcomers is placed together. A player who skips (§6.4) gets a solo instance.
Phase 1 builds one beacon (06-roadmap.md). This section
proposes which and how it ties back (D33).
The Low Lamp (proposed): a Guild brazier on the
middle ledge of the Sump, the stratum under the Mossway (02-atlas.md; level 12–14),
directly under the ground where Mossback kneels. It is the first beacon
any player meets, because 03-systems.md §1.3 already has
the Sump bank carried motes at a beacon before Chime Dunes teaches
kindling. In Phase 1 it teaches both: kindle it, bank at it, be relit at
it. Chime Dunes keeps its beacons for launch. It follows 03-systems.md §6.8 exactly;
nothing below changes a beacon rule.
Fen Cobble, still at the foot of the Stair (his post), level 12, after the Sump’s first trip. Three steps: 1. Meet Fen at the Low Lamp (he climbs down with you). 2. Be there for a kindle: start one, or join one on that map in your channel. If the Low Lamp is already lit, the step waits for it to gutter, and the Surge counts; its time left shows on the beacon. 3. Bank carried motes at it.
Fen: Right. So. Kindling. I’ve done it once. Hessa held my hand. Fen: You start it, they come for it. Sixty breaths. Don’t let them touch it.
Reward: the XP, brass and Guild tallies of one Guild
contract (03-systems.md
§11.1, §12.1), and the title Kindled the Low Lamp
(proposed).
03-systems.md §6.8: the kindler
chooses Drawn or Poured. Everyone within 15 tiles is a defender
(proposed) and shares credit. The wave is the Sump’s own Lampghosts: 6,
plus 2 per defender past the first, up to 20 (proposed), so one level-12
player can finish it and six make it a scramble.05-art-audio.md, Motes). No
motif, no settling overhead.01-world.md §11.5); the
player who notices the difference has seen the Lighting’s lurch twice
and drawn the line themselves (01-world.md §1.8).light.beacon_kindle (drawn or poured, defenders),
light.beacon_surge, ftue.step_complete with
first_kindle (proposed). A first-beacon
scenario kindles with 1 and with 6 bots: both must finish the wave, and
the Surge must relight it.
Every prologue map is hostile: false; no spawns. The
B6 Puddling is a prop.
No fall damage (03-systems.md §2.1) and no pit:
the meadow floor runs the whole map and both edges are walls.
Waiting, not failing. No beat progress for 45 s: Fen’s marker pulses and the guide line repeats the lesson. 90 s: Fen walks back to the player and says once: > Fen: Over here. This way.
180 s: a “Follow Fen” button moves the player to the start of the next lesson (proposed).
Server guard. A body found embedded or outside the map is moved to the current beat’s checkpoint (the scenario check in §6.3 asserts it never happens).
prologue_step, the last beat
started, saved by worldd with the character (04-architecture.md §3, Join
flow) at every beat start.lighting). Disconnect before that tick: the
ceremony replays. After it: the player resumes at B5. A Lighting is
never charged twice.prologue scenario
(scenarios/prologue.gd, the simkit pattern of
scenarios/town_rim.gd): one player from B1 to the field
gate on the director’s markers. check fails on any damage
taken, any embedded body, or a beat out of order; finish
fails unless the lantern is lit, bound to Mossback, the Lighting was
charged once and the player is in the instance’s Mossy Field within 300
sim seconds. Four shots (proposed, of the 48): the long-ladder vista,
the lurch, the Puddling under the curtains with the light circle, the
field gate.prologue-skip scenario. The
account-has-finished path (§6.4): no shots, ≤ 45 s.tests/test_prologue.gd (proposed): drop the client before
and after the commit tick; one charge either way, the right resume
beat.tools/bots/newcomer_bot.gd, in review in #82, 03-systems.md §22.3) plays the
real client from what is on screen, 250 ms late (±60 ms, seeded) and
fumbling about 15% of jumps. Its new first step is the prologue,
following only the guide line and Fen’s marker: on 64 seeds every seed
finishes, p90 ≤ 5:00, and the Playtesters job’s stuck rule (over 120 s
with no progress) applies inside the instance too. The AI first-session
critic’s newcomer prompt plays it on demand and ranks what confused it.
The first-session bot (03-systems.md §22.1) runs the
whole instance through §3.| Account state | What a new character plays |
|---|---|
| No character has finished the prologue | All of it |
| One has | A choice at B1: the full prologue, or the short Lighting: B4 alone, 20 s, from the Vent mark, then the field gate. ≤ 45 s |
| Holds any Lodgemark (D26) | A third choice: straight to the live Rim. The Lighting still happens, as a 6 s card (“Hessa Lume lit your lantern. Mossback stumbled.”) |
The Lighting is never skipped outright: every character’s Lighting is
a step drawn from Mossback (03-systems.md §7.3), and the
game shows it each time, however short. Skipping logs
ftue.skip with the beat.
| Need | Today | To build |
|---|---|---|
| Instancing | One Sim per process; zones keyed by map name; an
emptied zone resets (zone.remove) |
Private zone copies keyed by instance id inside the channel process
for Phase 1 (proposed, D34), with the join rules in §4.4; instance
processes (04-architecture.md §4)
later |
| Prologue director | A one-line guide per map (game/sim/guide.gd); no
quests |
A pure beat machine in game/sim/ reading a data script
(prologue.json, proposed): beats, triggers (enter a rect,
interact, timer, all-players-ready), actions (line, camera cue, music
cue, lock input, grant, checkpoint). Pure so the scenario can drive it;
it also emits ftue.step_complete |
| NPC actors | Vendor stalls drawn by game/render/npc_view.gd, static,
E to talk |
Scripted actors with paths and per-player visibility (Fen); render-only crowd walkers |
| Dialogue | The HUD guide line (game/ui/hud.gd); the shop
window |
Speech bubbles over the speaker, ≤ 3 lines, auto-advance at 0.4 s a word plus 1 s (proposed) or on E or tap, never blocking movement except the 30 s ceremony |
| Camera scripting | Follow inside the map’s limits with the footfall bob
(game/main.gd, game/render/looks.gd) |
Cues: lead, frame a rect, zoom, pan a path, shake impulse; reduced-motion variants |
| Unlit lantern | Every player’s lantern is always lit
(game/sim/light.gd, lantern.gd) |
A not-yet-lit state with no circle and the gauge hidden; the Lighting grant |
| The Lighting draw | The Sunline is a snapshot field in server memory; worldd keeps the ledger | Charge 100 to Mossback and the character’s ledger once, on the commit tick |
| Maps | Four maps in game/content/maps/ on the
map_file.gd schema |
The Pilgrim’s Stair and the Wick (§4.1); the Rim rail scene; a
script key naming the director script (proposed) |
| Staged titan | Parallax layers and the footfall in looks.gd |
Mossback’s head, eyelid and curtain pieces; breath, blink and rise tweens |
| Transitions | Portals with move_to; the client rebuilds the view
(_forget_zone) |
The lift and chute as portals with a scripted pan behind a fade |
| Audio | Music, SFX and UI buses, the Lantern Town and Mossway themes and the
core SFX, the heartfire motif on level-up and relight
(client/audio.gd, D81–D82); the Stair is silent |
The Kneeling cue, the titan call, lurch SFX |
| Persistence | worldd whole-character saves | prologue_step, the lantern’s lit flag, the account’s
prologue-done flag for §6.4 |
| Bots | simkit scenarios; the grind bot’s nav
(tools/bots/nav.gd) |
prologue, prologue-skip,
first-beacon; the newcomer persona |
| Beacon | Boons.beacon hook; hearth banking in
lantern.gd |
Kindle, wave, lit timer, Surge, Drawn and Poured (03-systems.md §6.8) on one
map |
The first pass builds B1–B7 and the Lighting; §3, §5 and the instance itself wait.
game/sim/prologue.gd reads
game/content/prologue.json (beats, steps, lines, the
waiting ladder). A character’s beat is its quest state
prologue (1 Arrival … 9 Gate, 100 done), so worldd keeps it
with the character and the client gets it in the class block; no new
snapshot field. A character without the key is from before the prologue
and never plays it.stair, 1200 x 1000 u, the §4.1 layout with the floor at y
960 and the Rim rail at y 60, and the gap 32 u rather than 40, so a
standing jump clears it) and the Wick map 22 (wick, 640 x
270 u). The lift and the chute are portals the director opens at their
beat; the field gate is one way into the live Mossy Field.lantern_titan is
set to Mossback (1), 100 is charged to the Sunline once, and the server
saves at once with reason lighting. Input is locked during
the ceremony and the 6 s lurch, in the sim and in client prediction
alike. Before it the player has no light circle and no gauge.account_prologue on load when any live character of the
account has finished. B1 then offers E for the short Lighting, after
which the lurch puts the player at the field gate; walking onto the
scute instead takes the full path.--prologue for anonymous play (the playtesters pass it).
Without either, a new character keeps the old start, so the Lodge yard
flow is unchanged.game/render/prologue_view.gd): Fen, Hessa Lume and up to 8
pilgrims as render-only figures; speech bubbles from the beat’s lines
(near lines when the player is close); the Vent crack and
mark; the Puddling on C6 as a lampghost prop that pops in the lantern’s
light; white moss petals; the lurch as a camera drop and settle.tests/test_prologue.gd; the
prologue scenario (6 shots) and prologue-skip;
tools/bots/prologue_bot.gd walks the beat’s steps, and the
newcomer persona hands to it while the prologue is active.Not built yet, each with a TODO in prologue.gd or
prologue_view.gd:
The first beacon, as built (2026-10-05). The Sump
(map 10, 02-atlas.md §6.3), the
Sump Puddling and Sump Dimwing (17, 18) and the Soak and Ponds links are
built, and so is the Low Lamp (game/sim/beacon.gd, D75,
D76). E kindles it Drawn and Down+E Poured. A wave of 6, plus 2 for each
defender past the first, up to 20, comes for the brazier. It catches at
60 s once the wave is out; lit, it gives 20 minutes of light, +10% XP, a
relight point, a refuel and a bank (hold E). When it gutters, the Surge
relights it for 10 minutes. On a Drawn catch,
beacon_view.gd draws the dust and the light falling through
the roof and the bark “He stumbled for it.”; on a Poured catch, a rising
stream of motes. The first-beacon scenario kindles with 1
bot and then with 6, and the six must put out the Surge between them so
it relights (§5.5). TODO: the heartfire motif on a Drawn catch (the
relight cue plays for now); telemetry; pouring by others than the
kindler.