Define world zones using simple geometry. Divide space before adding systems.

The world is spatial state. Before we add encounters, battles, or stores, we define WHERE things happen. Space comes before mechanics.

Ami — Combat Risk Engine

Create Manhattan Zone (large area, gray plane) and Camp Zone (smaller safe area, blue/green plane). Two distinct colored areas that represent danger and safety.

Ida — Economic Growth Engine

Create 14 rectangular lots in a grid layout. Each lot is a visible colored block representing a buildable plot of land.

Ami: Create two distinct zones with different colors:

// Manhattan zone — large, gray, dangerous const manhattan = new THREE.Mesh( new THREE.PlaneGeometry(80, 80), new THREE.MeshStandardMaterial({ color: 0x666666 }) ); manhattan.rotation.x = -Math.PI / 2; scene.add(manhattan); // Camp zone — small, safe, blue-green const camp = new THREE.Mesh( new THREE.PlaneGeometry(15, 15), new THREE.MeshStandardMaterial({ color: 0x44aa88 }) ); camp.rotation.x = -Math.PI / 2; camp.position.set(-30, 0.01, -30); scene.add(camp);

Ida: Create 14 lots in a grid using a loop:

for (let i = 0; i < 14; i++) { let lot = new THREE.Mesh( new THREE.BoxGeometry(5, 0.1, 5), new THREE.MeshStandardMaterial({ color: 0x00ff00 }) ); lot.position.set((i % 7) * 6, 0, Math.floor(i / 7) * 6); scene.add(lot); }
  • Create clearly visible spatial zones with different colors
  • Position zones in logical layout
  • Walk between all zones to test visibility
  • Verify zones are distinguishable from each other
  • Document zone coordinates for next lesson
  • Checkpoint

    You can walk between zones/lots. Each zone is visually distinct.

    No buildings. No detailed streets. No textures. Just colored blocks defining space.

    Zones too small — hard to walk to and easy to miss.

    Zones overlapping — makes detection impossible later.

    Not keeping track of zone coordinates — you'll need exact boundary values for Day 10's zone detection.

    Ask "Why define space before mechanics?" Answer: because WHERE something happens determines WHAT can happen. Manhattan vs Camp. On-lot vs off-lot. Space is state.