| ludic.base |
the shared vocabulary: Tick and phases, Queue<T>, rng streams, the save tree, the system runner (Systems, an open registry) |
| ludic.anim |
glTF animation clips sampled and cross-faded onto a render3d Skin (uses ludic_render3d) |
| ludic.character |
a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera |
| ludic.audio |
world sounds with a gain, pan and pitch from a listener port, flat interface sounds, packed clips loaded, the one door to Audio.* |
| ludic.clock |
the hour, the day, the moon and a calendar of seasons |
| ludic.crafting |
recipes: what goes in and out, where and how long, making, refunding, hold-to-make |
| ludic.effects |
timed modifiers that run down in game time (a meal's warmth, a drink's legs) |
| ludic.fire |
a camp fire: fuel, the rain on it, warmth at a distance, whether it will cook |
| ludic.fishing |
a rod at the water: cast, bite, the reel's fight, the landing; species as an open registry |
| ludic.i18n |
a game in any language: gettext .po files, patterns with holes, plurals, a mod folder, a font per language |
| ludic.inventory |
a pack: a count per kind, with room the game decides |
| ludic.needs |
a body's warmth, food, water and energy, and the countdown to a collapse |
| ludic.save |
versioned save files: a migration chain the game declares, torn writes told apart, a backup, a newer file refused and read-only |
| ludic.settings |
a game's settings as data: one store, a fact per change, ranges, a safe set |
| ludic.shop |
vendors: prices by standing and weekly demand, stock, buying and selling |
| ludic.steps |
chapters of steps (kind, param, need), progress, and a party's shares pooled |
| ludic.telemetry |
events queued, batched to a PostHog-shaped endpoint, backed off when offline |
| ludic.things |
the placed things of a world and their kinds (an open registry), queries, facts, a save |
| ludic.tracks |
prints and sign animals leave, their age, and reading them |
| ludic.update |
a Velopack-installed game updating itself a frame at a time |
| ludic.wallet |
money carried: earned, spent, lost, every change a fact |
| ludic.weather |
spells of weather described as data: odds, wetness, wind, storms, a forecast |
| ludic.wildlife |
a valley's animals: ranges, their day, senses and alert, feeding, lures, spawning |