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>
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# viberogue — Architecture & Design Notes
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# Kiln — Architecture & Design Notes
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## What this is
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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.
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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.
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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."
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@@ -249,4 +249,4 @@ None of these are blockers for current work, but avoid making `Board.player` mor
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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.
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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.
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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.
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@@ -4,7 +4,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project
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`viberogue` is a ZZT-inspired game-making system written in Rust (edition 2024). The goal is a system where players can create games using a scripting language, similar to the classic DOS game ZZT. It uses **Rhai** for scripting (WASM-compatible, sandboxed, pure Rust).
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`kiln` is a ZZT-inspired game-making system written in Rust (edition 2024). The goal is a system where players can create games using a scripting language, similar to the classic DOS game ZZT. It uses **Rhai** for scripting (WASM-compatible, sandboxed, pure Rust).
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## Code style
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Generated
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@@ -1638,6 +1638,16 @@ version = "3.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e2db585e1d738fc771bf08a151420d3ed193d9d895a36df7f6f8a9456b911ddc"
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[[package]]
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name = "kiln"
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version = "0.1.0"
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dependencies = [
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"eframe",
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"rhai",
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"serde",
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"toml",
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]
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[[package]]
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name = "leb128fmt"
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version = "0.1.0"
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@@ -3164,16 +3174,6 @@ version = "0.9.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0b928f33d975fc6ad9f86c8f283853ad26bdd5b10b7f1542aa2fa15e2289105a"
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[[package]]
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name = "viberogue"
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version = "0.1.0"
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dependencies = [
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"eframe",
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"rhai",
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"serde",
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"toml",
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]
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[[package]]
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name = "walkdir"
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version = "2.5.0"
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[package]
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name = "viberogue"
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name = "kiln"
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version = "0.1.0"
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edition = "2024"
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@@ -37,7 +37,7 @@ fn main() -> eframe::Result<()> {
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..Default::default()
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};
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eframe::run_native(
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"Viberogue",
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"Kiln",
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options,
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Box::new(move |_cc| Ok(Box::new(App::new(board)))),
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)
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