fairy stuff

fairy quest and attack mode
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2026-10-05 18:19:49 +02:00
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commit 002d1e83bf
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@@ -51,6 +51,7 @@ Proves the core loop is fun before scaling to the full vision.
| Region-2 boss + ability pacing | M | Re-align pacing (Ranged already exists). |
### Stretch / core (post-slice, in order)
- Map system (current-room minimap -> world graph -> lantern fast travel) — see below
- Fast travel (rune stones)
- Fairy scout + bond teleport + fairy holes
- Regions 3-5 per pacing notes
@@ -59,6 +60,27 @@ Proves the core loop is fun before scaling to the full vision.
### Cut
- Ascended armor (removed).
## Map system (deferred — brainstorm, not started)
Feels huge; split into two independent features rather than one.
1. **Current-room minimap** — cheap and self-contained: scale `room_bounds` + platform rects + a player arrow into a corner/overlay panel. No new data, no persistence. Good first slice.
2. **World map / region graph** — nodes = rooms, edges = `exits[]` (derivable automatically from room JSON rather than hand-authored).
Design notes
- **Layout**: add `meta.map_x` / `meta.map_y` (+ optional `meta.region`) per room and place nodes in the editor; fall back to auto-layout from exit topology if absent.
- **Discovery**: persist `visited_rooms` and `discovered_links` alongside the existing lantern-only save data. Undiscovered = "?" / fog.
- **Theme hook**: map clear in Light, fogged/faded in Shade, or fog dispelled by lanterns — reinforces the light/shade identity (keep it cosmetic).
- **Fairy as cartographer**: she fills in rooms and comments on new ones; reuses her room-aware voice lines and mirrors the Boss Diary UI pattern.
- **Fast travel**: discovered lanterns become warp nodes; overlaps with the deferred "rune stones" / "fairy bond teleport" items.
- **Edge cases**: one-way exits, boss-refight rooms, the missing `room_town_gloomreach.json`, exits with empty `to` (ignore), multiple entry spawns = one node.
Phasing
1. Current-room minimap overlay.
2. `visited_rooms` + world map from auto-derived exit links (auto-positioned).
3. Manual `map_x/map_y` layout in the editor.
4. Lantern fast travel + fairy-bond teleport.
## Dependencies
- Save is the keystone: death penalty, main menu, and any progress feature hang off it.