The game is built like a theater.
- Narrator decides what happens.
- History creates Roles.
- Actors fill those Roles.
- Stage Manager decides how everything is presented.
Actors never create history.
History never cares what an Actor looks like.
The Stage Manager owns all presentation.
Stage Manager
The Stage Manager has become the presentation layer for the entire engine.
Responsibilities:
- 32-color palette
- semantic color meanings
- costume decks
- actor sprites
- tactical prefabs
- UI meanings
- strategic/tactical meanings
- galaxy meanings
Simulation scripts never choose colors or sprites directly.
Instead they ask:
StageManager.Instance.GetColor(index); StageManager.Instance.GetActorSprite(actor);
Stage Palette
Created a StagePalette asset that stores all 32 colors.
Each StageColorEntry contains:
Index Color Name Unity Color Emotion Meaning Personality Meaning Material Meaning Blackbody Temperature (Kelvin) Galaxy Meaning Planet Meaning Strategic Meaning Tactical Meaning UI Meaning Timeline Meaning Window Meaning Panel Meaning Card Meaning Button Meaning Selection Meaning Warning Meaning Sprites Materials Prefabs
The palette is intended to be the universal language of the game.
Example:
Black
Galaxy Void
Strategic Destroyed area
Tactical Rubble
Emotion No emotion
Material Void
White
Everything at once.
Creation.
Observation.
Yellow
Star
Sand
Joy
etc.
Blackbody Scale
Every palette color now has an approximate blackbody temperature.
Examples
Black 0 K Gray 700 K Brown 1400 K Orange 2500 K Yellow 5600 K Green 6000 K Blue 18000 K Purple 28000 K Magenta 35000 K Radioactive 1,000,000 K Hero White 999,999,999 K
These will later drive
- stars
- heat
- radiation
- force powers
- energy visualization
Costume System
Created CostumeDeck ScriptableObjects.
Current decks planned:
CosmicBeingDeck CitizenDeck HeroDeck TroopDeck LifeformDeck
Actors store
costumeDeckId costumeSpriteIndex
The Stage Manager assigns costumes.
Actors never choose costumes themselves.
Emotion Wheel
Major milestone.
Cosmic Beings now appear around the emotion wheel.
Pipeline:
Narrative ↓ Role ↓ Actor ↓ Stage Manager ↓ Costume Deck ↓ Sprite ↓ Emotion Wheel
Currently
Four Actors appear around the wheel.
All four currently use the same silhouette (likely costume assignment bug).
Cosmic Beings
Important design decision.
Cosmic Beings have no locality.
Therefore they do NOT exist on
- galaxy map
- planet map
- strategic map
- tactical map
Instead they exist on the Emotion Wheel.
The Emotion Wheel is not a waiting room.
It is their coordinate system.
If they later manifest physically they can simultaneously have
Emotion Wheel sprite
Galaxy manifestation
Planet manifestation
Tactical manifestation
without changing Actor identity.
Roles
Current system
Narrative Cards create Roles directly.
Example
FIRST_SUPERHERO
creates
ROLE_FIRST_SUPERHERO
Future architecture
Narrative Cards ↓ Role Cards ↓ Actors
This will make Roles reusable and data-driven.
Card Database
Currently contains
Narrative Cards
Occupation Cards
Future planned
Origin Cards
Power Cards
Technology Cards
Force Cards
Organization Cards
Form Cards
etc.
Time
Major design decision.
Time is event driven.
Not tick driven.
Concept
Resolve Event ↓ Resolve next Event ↓ Resolve next Event ↓ If no valid events occur quietTicks++ ↓ quietTicks exceeds threshold ↓ Era Ends
History advances because events happen.
Not because clocks tick.
UI
Created a blank retro comic-book UI layout.
Four main windows
Galaxy
Planet
Strategic
Tactical
Bottom
Timeline
Left
Emotion Wheel
Right
Cards / Logs
Plan is for each viewport to be expandable to fullscreen.
Using RenderTextures displayed inside RawImages.
Cameras
Each major layer will eventually have its own camera.
Galaxy Camera Planet Camera Strategic Camera Tactical Camera
Displayed through RawImages on Canvas.
Each window can expand to fullscreen.
Current Bug
Emotion Wheel works.
Only identical silhouettes appear.
Likely causes
- costumeSpriteIndex always zero
or
- presenter always requesting sprite zero.
Need to debug costume assignment.
Immediate Next Goals
- Fix costume sprite assignment so different silhouettes appear.
- Finish expandable camera windows.
- Give Cosmic Being icons Stage Palette colors.
- Create true Role Cards.
- Begin event-driven Era progression.
This session established the presentation architecture of the engine. The biggest milestone was getting the first Actors visually represented on the Emotion Wheel through the complete chain of Narrative → Role → Actor → Stage Manager → Costume Deck → UI. That confirms the core "Actors on a stage" design is working end to end.

































# Devlog #1 — Week One












