Rename project from viberogue to Kiln
Updates Cargo.toml package name, window title, and all references in ARCHITECTURE.md and CLAUDE.md. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+3
-3
@@ -1,8 +1,8 @@
|
||||
# viberogue — Architecture & Design Notes
|
||||
# Kiln — Architecture & Design Notes
|
||||
|
||||
## What this is
|
||||
|
||||
viberogue is a **game-making system**, not just a game. The model is ZZT (1991, Epic MegaGames) — a DOS game that shipped with a built-in editor and a simple scripting language (ZZT-OOP), which let players create and share their own worlds. The goal here is something similar: a runtime + authoring environment where game worlds are defined in plain text files with embedded scripts, and the engine interprets them.
|
||||
Kiln is a **game-making system**, not just a game. The model is ZZT (1991, Epic MegaGames) — a DOS game that shipped with a built-in editor and a simple scripting language (ZZT-OOP), which let players create and share their own worlds. The goal here is something similar: a runtime + authoring environment where game worlds are defined in plain text files with embedded scripts, and the engine interprets them.
|
||||
|
||||
This document records the architectural decisions made so far and the reasoning behind them, so future development sessions don't have to rediscover the "why."
|
||||
|
||||
@@ -249,4 +249,4 @@ None of these are blockers for current work, but avoid making `Board.player` mor
|
||||
|
||||
ZZT (1991) was a text-mode game for DOS. Its playfield was 60×25 characters (the right 20 columns were the stats panel). Each board was a self-contained screen with objects (tiles with embedded ZZT-OOP scripts), passageways to adjacent boards, and a fixed element type system (about 50 built-in element types). Players could create worlds with the built-in editor and share `.ZZT` files.
|
||||
|
||||
viberogue takes the core ideas — tile-based boards, embedded scripts per object, named portals between boards — and rebuilds them in a modern, WASM-capable stack with a more flexible scripting language and a human-readable file format.
|
||||
Kiln takes the core ideas — tile-based boards, embedded scripts per object, named portals between boards — and rebuilds them in a modern, WASM-capable stack with a more flexible scripting language and a human-readable file format.
|
||||
Reference in New Issue
Block a user