Writing down who owns what

I've spent the day writing down who owns a door. This sounds like an odd way to make a game, but these questions keep coming up when I work with Codex.

The demo design pass wrote down boundaries for player control, travel, people, conversations and rescue placement. The work landed as an architecture and documentation checkpoint.

A placement could belong to the scene while the animal’s identity and history belonged to the running game. Making that distinction explicit gave future changes a place to fit.

The notes also gave me a way to review Codex’s work across features. I could ask where a rule belonged and compare the answer to a decision we had already recorded.

I was learning to leave decisions somewhere we could both return to. That made the next prototype easier to review and gave me a basis for changing direction later.

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Rachel moves into the world

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Giving the game a name