Lanternhold

Decisions

Each entry: ID · iteration · decision, alternatives considered, rationale, status. Status values: active, superseded by Dxx, under review.


D01 · i1 · Stack: TypeScript + Vite + raw WebGL2 (twgl.js allowed); Python for art tools

D02 · i1 · 8 × 8 px tiles at 480 × 270 internal, integer scaling only

D03 · i1 · 64-color palette (8 ramps × 8) with palette-locked lighting via an offline LUT

D04 · i1 · Two light channels: warm deters entities, cool suppresses flux

D05 · i1 · Flux is a heavy, conserved integer gas, and lamps have suppression budgets

D06 · i1 · Buoyancy as an equilibrium altitude with a log model, normalized per seed, plus a rising tide

D07 · i1 · Endings are accumulators fed by sustained, mutually exclusive world states

D08 · i1 · Seeded recipes are chosen from per-compound pools of 3 plausible parent pairs

D09 · i1 · Original primal names: Ember, Dew, Loam, Breath, Glim, Hush

D10 · i1 · No player health and no hunger; warp is the only player meter; the one fail state is Foundering

D11 · i1 · Keeper Records: foundered and Become runs seed future worlds' fossil layers

D12 · i1 · Tilt is rendered by rotating the procedural background, not the tile layer

D13 · i1 · Power = Ember essence per cycle, plus crystal Resonance, plus Heartpower (Bind)

D14 · i1 · Hallucinations have 6 consistent tells

The tells: no light occlusion, no flux wake, no reflection, the cat ignores them, the Clarity Lens removes them, and the Keeper's Log omits them.

D15 · i1 · Custom bitmap fonts defined as data; no CC0 fonts

D16 · i1 · Vented flux goes to a reservoir and returns with rain

D17 · i1 · Light as walls: entities navigate only cells with Ls below their tolerance

D18 · i1 · Pipe networks carry one fluid type each and are modeled as logistics graphs (no pressure)

D19 · i1 · Time: 24-minute Nights with three 8-minute Watches; no day

D20 · i1 · Research is a deduction Ledger with costed experiments; no Thaumcraft-style hex "theory board" minigame

D21 · i1 · Golems work only in light (each tier has a threshold); Root golems are the dark exception

D22 · i1 · Hearth sanctuary is a hard rule, and the hearth never fully goes out (embers = warm 6)

D23 · i1 · Only the AI Alembic sprite is required for the M1 pipeline test, and it gets no hand edit before the test

D24 · i1 · Danger and warning color is violet (R4), never red; the palette has no true red

D25 · owner, after i1 · Audio is deferred: out of scope for M0–M5

D26 · owner, after i1 · The brief's written art direction is the canonical mood reference

D27 · i2 · Flux is measured in Alembic-Equivalents (AE); 1 AE = 3 motes/s (emissions ×9 vs i1)

D28 · i2 · Gleaners spawn at tinged flux (≥ 50); arrangers, whisperers and dimmers need fouled (≥ 150)

D29 · i2 · Flux engine: u32 millimotes, per-mille rates; tuned g=60, D=100, absorb=2, soil_diff=1, seep=5 above 80% of cap, dissolve=4

D30 · i2 · Lamp strain = utilisation + backlog (5 s units); flicker ≥ 0.8, gutter > 2 for 60 s

(Superseded by D34 within i2: with proportional suppression, strain = wanted ÷ capacity. The flicker and gutter thresholds stay.)

D31 · i2 · Rain runoff follows each column's terrace-aware drain direction

D32 · i2 · Plants hollow at soil flux ≥ 250 (not ≥ 400)

D33 · i2 · Dropped i1's "leeward vent deposits 5·s% less" modifier

D34 · i2 · Lamp suppression is proportional to light level and capped by capacity; strain = wanted ÷ capacity

D35 · i2 · Scrubber capacity 10 AE (was 20), costs 1 Ember per 2 Taint; stored Taint counts toward Void Attention (90 motes per dram)

D36 · i2 · The reservoir R is visible as violet-tinted clouds, and deposits are logged

D37 · i2 · Crystal Lamps burn 1 shard per Watch (3 per Night), not 1 per Night

D38 · i3 · A compound's Correspondence (its 4 candidate pairs) is shown in the Ledger on first sight

D39 · i3 · The Prism reveals one ancestry colour per scan (+1 T warp for T1–T2, +1 P warp for T3–T4)

D40 · i3 · Recipe pools grow from 3 to 4 candidates, with deliberate overlaps

D41 · i4 · AI image generation is an owner step; the build uses code-drawn placeholders and a synthetic AI-like stand-in

D42 · i4 · 1.0 = core plus layers. Cut: Lure, Root Graft, Glowfruit Lamp. Post-1.0: Visitor gameplay, Root golem, Mist and Gale, charters (except Lost Ledger), Keeper Records, pair grid, tilt sliding, gamepad, desktop build, audio

D43 · i4 · M1 is defined by an exact manifest (GDD §19.3) and shipped in three deployable checkpoints