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2026-06-01 โ€” Lobby model & player flow

Status: Accepted ยท Type: Functional (with technical notes) ยท Participants: TBD

Decisions from the 2026-06-01 design session, covering the lobby entry model, the community sub-lobby, spawn locations and portal states.

Lobby entry modelโ€‹

Decision: Keep a lobby offering Solo / Duo / Community choices (optionally Credits).

Alternatives considered:

  • N Solo "chapters" / N Duo "chapters" / Community โ€” rejected.

Rationale:

  • Less confusion: with the rejected option, players could get lost confusing solo and duo chapters, and the spawn is already disorienting because it is non-Euclidean.

Community sub-lobbyโ€‹

The warehouse of all puzzles that have not been integrated into the campaign.

Decision: Keep what is currently the spawn for now. This does not prevent revisiting the decision later.

For:

  • People already know it.
  • There will be far fewer levels, so it will become readable again.
  • Credits are already integrated into it, which avoids redoing them.

Against:

  • Risk of becoming unreadable again over time.
  • Two floors are bad to navigate.
    • Option: without necessarily rebuilding the space, we can just delete all the upper levels (rebuild the infinite corridor removing that section, move the already-placed upper levels, and update the template).

Spawn location after (re)connecting to the serverโ€‹

Decision: Where the player disconnected.

Spawn location after deathโ€‹

Decision: At the level's spawn.

Possible portal statesโ€‹

Decision: A portal can be in one of the following states:

  • Active, accessible, already completed, all bonuses obtained
  • Active, accessible, already completed, at least 1 bonus not obtained
  • Active, accessible, not completed
  • Active, but inaccessible
  • Inactive

Consequences:

  • Lets us make the N+2 portal inaccessible.

Technical notes:

  • Different visualization per player, both for the text and for the entities.
  • R-tree.