Chapter 14 — Rooms and Zones
Part IV — Authoring Games
World structure.
Topics
Section titled “Topics”- Room definitions — top-level spatial containers
- Zones — sub-areas within rooms
- Exits — connections between zones
- Hazards — environmental dangers
- Interactables — objects the player can examine or use
Example Zone
Section titled “Example Zone”id: crypt_entryname: Crypt Entrancelight: lownoise: echoinghazards: - rot spores (condition: stability < 3)exits: - chapel_nave (direction: up) - crypt_deep (direction: down)interactables: - crumbling_altar - dust_covered_tomeZone Properties
Section titled “Zone Properties”Zones have both static properties (defined in content) and dynamic properties (modified at runtime by the environment module). The environment system overlays dynamic values on top of base definitions, so a zone can start quiet and become noisy as events unfold.
Exits and Connectivity
Section titled “Exits and Connectivity”Exits define how zones connect. Each exit specifies a target zone and an optional direction label. The traversal module validates movement against available exits before allowing zone transitions.
What a visual client may draw
Section titled “What a visual client may draw”The sim still stores zone ids, not cells. A Godot host may paint those zones as 2:1 dimetric diamonds on one continuous ground, Y-sort buildings, and tween a sprite between clicks. That drawing is presentation. move still names a neighbour zone. Intra-zone walking that never submits is a client lie and is not occupancy. Floor plates and standing cells live on World Forge’s presentation block, not on the zone definition. See Chapter 66.