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The world got rules

Postv0.3.0

Once the world could persist, the next problem was that it still felt too flat, too generic, and a little too permissive.

This phase came mostly from actually playing and running into the limits of the foundation. Stairs, ramps, caves, and floors existed as ideas, but they needed to behave in a predictable way. At the same time, the character still looked temporary, and important collision rules were scattered around the code. So I started giving those systems some structure: transitions between floors, houses that read better visually, a modular avatar with player-chosen appearance, and a collider system that could be configured and inspected instead of hardcoded everywhere. The first pieces of authored content also started showing up for real, including quest chests, variables, and action markers on maps. From the outside this is not the flashiest release, but it fixed an important problem: the world could finally accept new content without needing a special-case rule for every new object. That kind of change does not make a trailer, but it makes everything after it much faster to build.