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Demiurge - Core Logic (every asset has a job)

A 2D open-world MMORPG/RTS. One global map regenerates weekly. Clans found villages, claim territory, gather, build defenses, and war. The sim is server-authoritative and deterministic.

On "3D": the packs are 2D pixel art - they can't become real 3D models. What we CAN do (next visual pass) is a 2.5D depth look: y-sorted sprites, drop shadows, elevation via cliff tiles, and tall building sprites drawn with a height offset. That reads like a polished Pokemon/Zelda overworld.

Terrain - Ground/, PunyWorld, MiniWorldPlus/terrain

Biomes drive walkability + movement: deep water/water = impassable (need a boat or bridge), sand/grass/forest = walkable, mountain = slow. Cliffs give elevation (2.5D layering).

Nature - Nature/ (Trees, PineTrees, Rocks, Cactus, Wheatfield, Tumbleweed)

Resource nodes. Trees -> Wood, Rocks -> Stone/Ore/Gold, Wheatfield/berries -> Food, Cactus/crystal -> rare. Workers harvest them; nodes deplete and regrow.

Buildings - Buildings/<ClanColor>/ (one colour per clan)

Clan village structures, each with a function:

  • Keep / TownCenter - claims territory (projection radius), respawn/HOME point.
  • House / Hut - population cap (more villagers).
  • Barracks - trains Soldiers (melee/archer/mage).
  • Tower / Wall - defense (towers auto-shoot intruders).
  • Market - trade resources <-> gold. Tavern - recruit heroes.
  • Docks - build boats/ships. Workshop - upgrades. Chapel - buffs.

Heroes - Characters/Champions/ (Arthax, Grum, Zhinja...)

Playable player avatars (the MMO layer). Each champion = a class/skin. Damage scales with the equipped sword (see Weapons). combat + equip live.

Workers - Characters/Workers/ (Farmer)

Villager units: gather resources, construct buildings, repair. Non-combat.

Soldiers - Characters/Soldiers/Melee|Ranged/<ClanColor>/ (Swordsman, Archer...)

RTS combat units, trained at Barracks, owned by a clan:

  • Swordsman - melee frontline. Archer - ranged. Mage - AoE/caster.
  • Follow move/attack orders, auto-retaliate, defend territory, siege enemy villages.

Monsters - PunyCharacters/, champion stand-ins (hostile faction 999)

Each species has distinct AI (aggro + leash to home already live):

  • Goblin - pack raiders; roam forests, raid nearby resources/villages.
  • Wolf - wildlife; hunt in packs, aggressive.
  • Slime - weak; splits into two smaller slimes on death.
  • Skeleton - undead; spawn from ruins/deserts, stronger at night.
  • Bandit - ambush players/caravans on routes, drop gold.
  • Orc - heavy; siege villages in groups.
  • Troll - mini-boss; guards mountains + high-tier chests.

Chests - Objects, MiniWorldPlus/chests

Treasure. Walk up + open -> loot (coins + weapons/items by rarity). Better loot in dangerous biomes. generation + loot table live.

Weapons - Objects/ swords + gear system LIVE

Swords are tiers with power (Rusty -> Iron -> Steel -> Ember -> Frost -> Demiurge Blade). Buy in the Bag, equip (the sword becomes your cursor), enchant (+15% power/level, up to +5). Equipped power = hero damage.

Boats & Ships - Miscellaneous/Boat, WarShip, TransportShip, PirateShip, clan Ship/Dock

Water travel + naval layer. Built at Docks. Boat = personal crossing, TransportShip = move units/goods, WarShip = naval combat, PirateShip = enemy raiders that attack coasts. Bridges (Miscellaneous/Bridge) = buildable land crossing over water.

Animals - Animals/ (Horse, MarineAnimals)

Horse = mount (faster travel). MarineAnimals = water wildlife/mobs.

Icons - RPGIcons/Icons.png (60-icon atlas)

UI item icons: bag, shop, chest loot, consumables (potions, food, rings, gems).

Items / Decor - Objects, Miscellaneous, MiniWorldPlus/things

Projectiles (arrows, fireball, ballista bolt) for ranged combat; banners, props, effects for world decoration.


Build order from here

  1. Interaction: harvest nodes, open chests -> bag, attack tuning. (combat )
  2. Villages: place Keep -> claim zone -> build houses/walls/towers (clan colour).
  3. Units: Barracks trains Soldiers/Workers; move/attack commands.
  4. 2.5D visual pass: y-sort, shadows, cliffs, tall buildings; PunyWorld autotiles.
  5. Water: Docks -> boats, bridges, naval combat, PirateShip raids.
  6. Mounts, markets, matchmaking battles, weekly reset rewards.