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Chapter 10 — Environment Simulation

Part III — Simulation Systems

Zones are active systems, not static backdrops.

Every zone can have dynamic properties that change during play:

  • light — visibility conditions
  • noise — ambient sound level (affects perception)
  • stability — structural integrity
  • authority — narrative control level

Properties can be read, set, or modified relative to a baseline.

EventNoise Change
Combat hit+3
Combat miss+2
Entity defeated+5
Zone entry+1

Noise decays over time through the decay system.

Properties can have decay timers that move them toward a baseline value over ticks.

noise: 5 → decay rate: 1 per tick → baseline: 0

Decay is processed explicitly through environment-tick events, not reactively on every event. This prevents same-tick cancellation bugs.

Zones can define hazards that trigger on specific events:

hazard: unstable-floor
trigger: world.zone.entered
condition: stability < 3
effect: stamina damage

Hazards activate when their conditions are met, producing events that feed back into the simulation.

Zones can have passive tick effects that apply to qualifying entities each tick:

zone: healing-spring
effect: restore 2 hp per tick
condition: entity is alive
noise ↑ → AI perception triggers → cognition updates → investigation
decay ↑ → environment hazards trigger → damage events → more noise

The environment doesn’t just set the scene. It participates in the simulation.