Realm Map Biome Matrix¶
This document defines the visual and content-facing matrix for biome-specific Realm Map presentation in Quick Play and later multi-realm runs.
Core Rule¶
The graph language stays stable across all realms:
- current node is the brightest local element
- reachable next nodes pulse softly
- unrevealed sectors stay partially occluded by fog of war
- the objective beacon is always readable from the first frame
- pathing remains forward-chained through adjacent sectors rather than free-jump traversal
What changes by biome is the atmosphere, fog treatment, beacon language, route mood, and enemy pool dressing.
Biome Matrix¶
1. Submerged Archive¶
- Background direction: drowned vault architecture, cold bioluminescent bloom, deep-water haze, vertical Rift seam light, broken memory-shard silhouettes
- Palette: blue-black, cyan bloom, pale ice-white, muted steel
- Fog of war: dark water and particulate murk; newly revealed sectors feel like shapes surfacing from depth
- Objective beacon: cold vertical shaft or drowned core pulse visible through the haze
- Route feeling: narrow safe currents with tempting salvage side branches
- Enemy pool direction: drowned custodians, archival sentries, pressure-adapted scavengers, frost-encrusted logic constructs
- Elite direction: wardens that slow, freeze, or compress player options
- Boss direction: a breach core, choir engine, or submerged archive intelligence
- Event dressing: salvage caches, flooded vaults, corrupted records, drifting distress signals
2. Sunblasted Ruin¶
- Background direction: eroded Spire ruins, sandstone over dead infrastructure, impossible angled sunlight, airborne grit, fractured causeways
- Palette: charcoal brown, ochre, sand-gold, dim ember orange
- Fog of war: heat shimmer and dust veil; distant sectors are readable as silhouettes before they become precise
- Objective beacon: a sun-cut monolith, burning dais, or exposed sovereign platform
- Route feeling: exposed climbs and ridge paths, with risk visible from far away
- Enemy pool direction: ash marauders, ruin beasts, scavenger warbands, cracked automata
- Elite direction: ambushers, attrition bruisers, enemies that punish greedy routing
- Boss direction: a ruin sovereign, ash tyrant, or ancient breach guardian
- Event dressing: collapsed causeways, scavenger markets, sun-scar shrines, unstable relic digs
3. Machine Sanctuary¶
- Background direction: geometric lattice halls, containment panels, active grid lines, stabilized seams, calm but oppressive precision
- Palette: graphite, teal, pale mint, disciplined white
- Fog of war: suppressed data and inactive grid sectors; reveal reads like systems coming online
- Objective beacon: a control heart, anchor lattice, or containment nexus
- Route feeling: clean corridors with deliberate detours into support cells and risky side systems
- Enemy pool direction: sentry frames, repair swarms, recursion engines, containment overseers
- Elite direction: shield-heavy controllers, formation enemies, units that alter tempo and target priority
- Boss direction: a command intelligence, anchor guardian, or overclocked nexus
- Event dressing: diagnostics chambers, lockout panels, service bays, failed calibration nodes
Enemy Variety Guidance¶
Different biomes should usually have different enemy pools, but not different combat engines.
Do this:
- keep core combat rules and turn structure shared
- vary enemy silhouettes, pacing, status packages, and faction dressing by biome
- let realm-specific elites and bosses carry the strongest biome identity
- use events, rewards, and VFX to deepen realm identity without multiplying systems
Do not do this:
- fork the entire runtime per biome
- invent one-off resource systems for every realm unless they justify permanent support cost
- hide route readability behind background drama
Objective And Pathing Guidance¶
Every realm needs a clear primary objective even when the victory condition is still a boss kill.
Supported objective framing:
- reach and kill the boss
- secure a required anchor before the boss path unlocks
- retrieve a key artifact on the way to the boss
- clear a marked elite that guards the final route
Pathing rule:
- always guarantee one readable critical route to the objective
- layer optional temptation branches for recovery, relics, or events
- avoid any presentation that implies the player can jump freely between arbitrary rifts
Prototype Mapping¶
For the current WPF prototype, the first three realms cycle through:
- Submerged Archive
- Sunblasted Ruin
- Machine Sanctuary
This gives the shell immediate realm identity without requiring new saved-run schema or authored realm metadata yet.
Future Work¶
- add authored realm metadata so biome choice is data-driven rather than index-cycled
- promote concept backgrounds into final official screen assets once the map canvas layout is locked
- introduce a fourth mixed-reality Rift biome where incompatible realities overlap in one map frame without losing route readability