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.