1.4 KiB
1.4 KiB
Delvehold Agent Notes
Project identity
- The title is DELVE/HOLD in presentation and
Delveholdin repository, package, and path names. DELVEandHOLDare two projections of one persistent world, not separate games joined by a synchronization layer.- Client presentation may weight either half of the title according to the active mode. The canonical project name does not change.
Architecture
- CultMesh is the typed world-state and capability surface.
- Shared state belongs to world organs, not the Unity client, browser client, or documentation site.
- Unity projects dungeon expeditions. The browser projects cozy workshop and neighborhood play through Eve/CultUI.
- Commands cross authority boundaries as typed intents and produce typed receipts.
- Workshop shards are nodes in a persistent neighborhood graph. Shared edges require explicit ownership, capacity, provenance, and consent.
- Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage.
Documentation
Delvehold/contains the published Markdown source.site/contains only Delvehold-specific Quartz configuration and presentation.- Shared Quartz machinery remains owned by
GameCult/GameCult-Quartz; do not vendor it here. - Generated output under
quartz-site/public/is disposable and must not become source truth.