Systems overview¶
This page connects the player experience to the systems that support it. Engineering pages describe the runtime details.
Player-facing systems¶
| System | Player experience | Design ownership |
|---|---|---|
| Character and interaction | Explore an isometric 3D space and activate nearby runes or interactables. | Movement feel, interaction distance, readable focus. |
| World runes | Find language embedded in ruins, objects, light, and landscape. | Rune placement, shape, discovery context, pairing opportunities. |
| Mind Drawing | Reconstruct an encountered rune from its exact stroke pattern. | Pattern legibility, learning order, drawing challenge. |
| Rune transaction | Combine one Verb and one Noun in either order. | Vocabulary, contextual behavior, puzzle intent. |
| Command delivery | See the noun-centered command travel through the world. | Range, pacing, feedback, target composition. |
| Runeable objects | Respond according to noun identity, current status, and resolved Verb effect. | Allowed statuses, state transitions, presentation. |
| Dynamic camera | Frame clues, transformations, routes, and reveals. | Camera zones, shot priority, transition timing. |
| Audio and VFX | Reinforce selection, completion, travel, rejection, and state change. | Sensory language for every command stage. |
| Level structure | Turn learned vocabulary into traversal, discovery, and narrative progress. | Encounter, comparison, application, reveal. |
| Save and accessibility | Preserve progress and support keyboard, mouse, and gamepad play. | Checkpoint boundaries, rebindable actions, readable feedback. |
Runtime flow¶
ARephraseCharacterroutes interaction toURuneCoordinatorComponent.- A world or drawn rune contributes a token to
FRuneTransaction. - The coordinator accepts one Verb and one Noun in either order.
- The noun provides the command origin and identity.
AExpandingRingActorvisualizes and times delivery.URuneableObjectComponentchecks the noun and finds the noun's rule for this verb and the exact current state.- The rule sets the new state, or keeps it for a temporary effect such as Rise.
- The puzzle shows the new state through its State Looks and plays the matching Performance: animation, light, sound, VFX, and camera.
Content sources¶
- Current Rune Type defines Verb × Noun × Status behavior.
- Game Macro defines where vocabulary appears and how areas reuse it.
- Making runes defines the team authoring workflow.
- Level design template defines the puzzle handoff.
Technical owners¶
| Area | Primary owner |
|---|---|
| Rune coordinator, transaction, command delivery | Systems Engineer |
| Word data, drawing patterns, puzzle Blueprints | Blueprint Engineer / Tech Designer |
| Character, input, camera, integration | Generalist Engineer |
| Rune-responsive puzzle actors | Puzzle Engineer |
| Audio feedback | Audio Engineer |
| Materials, VFX, transformation readability | Tech Art |
| Milestone integration and verification | Engineering Producer |
Related Engineering pages¶
Change history¶
- 2026-09-17 — Gabriel Li — Rebuilt the inventory around the current rune transaction, Mind Drawing, command delivery, status effects, and 2nd Playable.
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.