docs(design): multi-level world model (epic #268 design) #269

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panda merged 3 commits from design/multi-level-world into main 2026-08-03 22:00:26 +02:00
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Summary

Agreed design for the multi-level world model (epic #268): more than one walkable surface per (x,y) cell at variable Z — the foundation for caves, tunnels, mines, bridges, multi-storey. Design-first; no implementation until each phase's own plan is agreed.

Owner decisions locked during brainstorming:

  • Representation = ModernUO surfaces, arbitrary stacking (land + walkable "surface" statics with Z + height). The chunked format already stores stacked statics with Z, so no new map format.
  • Rendering = level-focus, seamless (UO-classic): you see the surface you stand on; geometry above your level that would occlude you is culled. One continuous world — not a separate dungeon map.

Full architecture, per-layer changes, ModernUO alignment + divergences, the complete Invariants Check, the phase breakdown (P1 foundation → P2 render → P3 authoring; mining gameplay separate/later) with per-phase DoD, and the verification approach are in the doc.

How it was tested

N/A — design document only (no code). docs/superpowers/specs/2026-08-03-multi-level-world-model-design.md.

Checklist

  • Design-first: architecture + Invariants Check + phased DoD, agreed before any code
  • ModernUO studied as the reference (surface/StaticTile model), divergences stated
  • Implementation — deliberately NOT started; each phase gets its own spec/plan/PR

Design for #268.

## Summary Agreed design for the **multi-level world model** (epic #268): more than one walkable surface per (x,y) cell at variable Z — the foundation for caves, tunnels, mines, bridges, multi-storey. Design-first; no implementation until each phase's own plan is agreed. Owner decisions locked during brainstorming: - **Representation = ModernUO surfaces, arbitrary stacking** (land + walkable "surface" statics with Z + height). The chunked format already stores stacked statics with Z, so **no new map format**. - **Rendering = level-focus, seamless** (UO-classic): you see the surface you stand on; geometry above your level that would occlude you is culled. One continuous world — not a separate dungeon map. Full architecture, per-layer changes, ModernUO alignment + divergences, the **complete Invariants Check**, the phase breakdown (P1 foundation → P2 render → P3 authoring; mining gameplay separate/later) with per-phase DoD, and the verification approach are in the doc. ## How it was tested N/A — design document only (no code). `docs/superpowers/specs/2026-08-03-multi-level-world-model-design.md`. ## Checklist - [x] Design-first: architecture + Invariants Check + phased DoD, agreed before any code - [x] ModernUO studied as the reference (surface/StaticTile model), divergences stated - [ ] Implementation — deliberately NOT started; each phase gets its own spec/plan/PR Design for #268.
docs(design): multi-level world model (surfaces, level-focus render) — epic #268 design
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docs(design): render design — surfaces-as-tiles (unified height, D4-style occlusion) fixes the float + opens multi-level
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docs(design): P2b relief anti-occlusion — cull/fade/silhouette, stolen from Tibia/Diablo/Fallout/UO
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panda merged commit 6a79fdfbe3 into main 2026-08-03 22:00:26 +02:00
panda deleted branch design/multi-level-world 2026-08-03 22:00:27 +02:00
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