ESENRU

Kinhold — project review

29 October 2026 · what exists, how it fits together, what is really missing and the replanned milestones · approved by valravnx on 29 Oct and already moved into the roadmap

1. Summary in one minute

A lot of good pieces have been made in six days, but they are separate pieces: they don't form a game yet. Building, the duel, the mine and the world each live in their own scene, with their own terrain, and almost nothing done in one part is of any use in another.

The three big problems
  1. The world is not the game's world. The map of Kinland (256 × 256 km, rivers, cliffs, forests by species) only exists in its viewer. Building happens on a round flat area (60 m radius), the duel on another flat area, the mine on its own hill. The server knows nothing about the world either.
  2. What you gather is useless. Branches, stone and flint go into the inventory, but works are paid for from a magic reserve of 120 logs and 120 stones. Felling is just the gesture. The inventory and gathered items don't go through the server: online, each player keeps them in their own browser.
  3. The website is going to burst. GitHub doesn't publish sites over 1 GB, and ours already weighs 701 MB after six days (469 MB of it are screenshots). At the current pace, it stops within a few days.

Proposal: before adding more content, a "single game" phase: the character appears in the real world, loaded in chunks and on mobile; there they build, gather, fell and fight; what they gather is what they use; and everything goes through the server. The goal is that a player's first day (the one in the systems document) can be played in full, online and between two. After that, the server with accounts, and then the rest of the systems in the order of the GDD.

2. What exists today

PartStatusWhat it hasWhere it lives
BuildingadvancedAnchored grid, load and cascading dismantling, works with frame, materials and time, scaffolding, pulley, block and tackle, stairs, roofs, chimney, furniture in the v5 style. Wall walk in progress.Building and demo, on a flat area
DueladvancedStrike rose, parries, master strike, feints, bow, shield, wounds with bleeding and healing. Online between two.Duel and demo, on another flat area
Charactershalf doneOwn workshop with MakeHuman: layered clothing, face, body, hair, beard. Beards and cloak are wrong (you said so). Bare feet in progress. No levels of detail.Every part except the mine
Inventory and equipmenthalf doneSlots, belts, backpacks, slowdown, panel with your character. What you carry on your back, on your shoulder or in your hands isn't visible (except the axe).Building and demo, only in the browser
Gathering N0half doneBranches, stone, flint and fibre that grow back over time.Zones placed by hand on the demo's flat area
Craftingnot startedRecipes and stations only in the systems document.—
Worldadvanced as a viewerSeeded map with regions and names, valleys, cliffs with 3D rock, flowing water, waterfalls, forests by species, veins.Only in its viewer, separately
Digging and miningtechnical testThe digging performance test (70 fps on your phone). No support, veins or saving.Its prototype, on its hill, saving nothing
Onlineminimal testServer with author set by the server, building and fighting between two, reconnection, limits, measured with 100 bots, tunnel from home.Syncs building, presence and duel; not the inventory, gathered items or digging
Survival, fauna, farming, land, economy…not startedOnly in the GDD and the systems document (with figures).—
Website and infrastructuregood with a limitWebsite in three languages, lanes A and B, chat in parallel, cloud tests, journal and roadmap. See point 4.GitHub Pages

3. How it fits together (and what doesn't)

In green, what is really connected; in dashed red, what should be and isn't. The red boxes are parts that live separately.

Single demo menu with Build, Duel and Character Building works · inventory · gathering its own flat area Duel fencing · bow · wounds another flat · its armour table Character viewer body · clothing · looks World (map) Kinland · landscape · species only in its viewer Mine smoothed voxels its hill · doesn't save Server works · presence · duel no world or inventory the terrain, the trees and what is gathered rock and veins the server doesn't know the world

What isn't connected, one by one

Why it happened: each part was tested in its own scene to move fast, which was fine for a start. But the GDD already says "a single scene and a single loader for everything" and "the world loads in chunks from the very first terrain". Now it is time to do that, before there are more pieces to move.

4. The urgent part: the website and the repository

GitHub Pages doesn't publish sites over 1 GB and recommends that the repository stays under 1 GB (GitHub Pages limits). Measured today:

  • The website (docs folder): 701 MB. Of that, screenshots 469 MB, playable versions 163 MB and character assets 62 MB.
  • The repository with its history: 789 MB, and every published version makes it grow forever.
  • Every playable version carries all of three.js inside (1.3 to 2 MB each), and there are already 37 of the demo and 34 of building.

Today's change (publishing only the screenshots of the change) slows the growth, but doesn't stop it: every new version keeps adding up. We need to decide how to keep the old versions and old screenshots without losing them (see point 9).

5. The current roadmap: what is extra and what is missing

What is extra or duplicated

What is in the wrong place

What is missing (you asked for it or the GDD asks for it, and it has no task)

6. What is really needed

The systems document already has the proof that everything fits together: a player's first day. Today not a single step of that day can be played in the place where it should happen:

Step of the first dayWhat existsWhat is missing
Appear in a shirt, barefoot, in your regionInventory clothing; bare feet in progressAppearing in the real world, by region
Thirst: find a river and drinkRivers in the map viewerThe world in the game; thirst (survival)
Fibre → cord → beltGathering fibre; belts in the inventoryCrafting (recipes)
Flint and stone → knapping stone → flake and axeGathering flint and stoneStations and recipes
Branches → wood carrier, campfireGathering branches; wood carrier in the inventoryCrafting; campfire
Boundary stone and branch shelter as a bedBoundary stone; hutsWorks paid for with what you carry; shelter and bound bed
Hunt a hare and roast it—Fauna, butchering, cooking
Fell a young tree → log bench → N1Felling gestureReal felling, logs, bench

That is why the proposal orders the milestones to reach that day in the real world, online and between two, before anything else. It is what turns the pieces into a game that you and your partner can really test.

7. Proposal: replanned milestones

Nothing that has been made is thrown away. It is reordered and connected. Tasks marked "comes from" already exist in another milestone and are moved.

Phase 0 — Clear the way (first of all)

  • The website stays under 1 GB, according to what you decide (point 9). Without losing any version.
  • Close what is open: wall walk (A) with its free version number, bare feet (B), and the online test to review.
  • Tidy the code before connecting, in one session: a single random module, the model library moved to the common scene, a single online client, the map viewer with the current characters. Without changing anything that is visible.
  • Visual review rule in the working rules: before showing anything, close-up screenshots next to the reference and the list of what is still wrong. If it looks worse than v5, it isn't shown.

Phase 1 — A single game: the first day, in the world and between two

Milestone A · The game in the real world new

  1. Plan: how other games load terrain in chunks with levels of detail (and in a separate thread), and measure map viewer v13 on mobile.
  2. Terrain in chunks around the player, with levels of detail, measured on mobile. (comes from World and Art)
  3. The demo in the world: you appear in an accessible spot of the region you choose and walk through Kinland with the game camera; the flat area goes.
  4. The world's trees, grass and rocks in the game (the seven species), in the v5 style.
  5. Building in the world: the grid on the real terrain, and levelling with the round brush for foundations. (levelling comes from Digging)
  6. What is gathered comes from the place: branches in the forest, flint in limestone, stone on slopes and in rivers, fibre in clearings and riverbanks.
  7. The server knows the world: the same seed, it checks positions and works against the terrain and stores only what changed per chunk.
  8. The duel in the world: fight anywhere, without a separate scene.
  9. Full review and publication.

Milestone B · Equipment and carrying reordered — the existing one, with this first:

  1. Objects on the ground (already in the roadmap).
  2. Real felling on the world's trees (it falls, the stump stays, it grows back), cross-cutting and splitting.
  3. Works with what you carry: the magic reserve goes; "+ Materials" now fills the test chest.
  4. Inventory and gathering through the server (new): online, what you carry is stored by the server.
  5. What you carry is visible on the character, plus the carrying animations.
  6. Drag sledge and wheelbarrow. Review.

Milestone C · Stations and crafting — the existing one, as it is (N0 and N1), and through the server.

Milestone D · Survival to be planned — thirst (drinking from the river), hunger, cold and tiredness with their warnings; campfire; shelter and bound bed; death with half lootable; 2 h day and 1 h night; hares to hunt and roast (the minimum of fauna the first day asks for).

Goal of phase 1: the two of you play the whole first day in Kinland, online, from mobile and PC. That is the big review point.

Phase 2 — Make it last: server and accounts

  • Server and accounts: sign-up, character creation (looks, sex and region), persistent world that doesn't reset, versioned saves, hosting chosen by you.
  • Administration and security (the basics to open it to more people): logs, admin powers, cheat detection, bans.
  • Land and boundary stone (the first part of the land milestone): claiming, exclusion radius, upkeep and decay. It is what protects what you've built while you're away.

Phase 3 — Fill the world (in the order of the GDD)

  • Digging and mining in the world, with the map's layers and veins (what's left of the milestone, without levelling). Proposal: that the lanes can handle it too.
  • World, part two: water up close with meanders and fords, swimming, riverbanks and coasts by rock, bridges, named districts, paths by use, weather, and each region's own style.
  • Duel, part two: a single armour table, the duel with what you wear and hold, strikes in five directions.
  • Fauna and hunting · Farming and seasons · Siege, fire and upkeep · PvP and offline protection · Families, vassalage and alliances · Economy and travelling NPCs · Horses · Mounted and ranged · Navigation · Cartography.
  • More pieces: what's left (decoration, and the stone walls with crane when N3 arrives).

In parallel the whole time: art

Beards and cloak redone, bare feet, clothing customisation (dyes, coat of arms), character levels of detail, the 39 extra animations, polish of hands and wounds. It is work that doesn't clash with the rest and a fixed lane can handle it.

8. Way of working

9. What valravnx decided (29 Oct)

  1. The new order, as it is: phase 0, phase 1 (the first day in the real world and between two), phase 2 (server and accounts) and then the rest.
  2. The website under 1 GB: the old playable versions move to GitHub «releases», downloadable, without deleting any; the recent ones stay on the website, and the old screenshots are redone smaller. The releases are created by a GitHub action, because it can't be done from the sessions.
  3. The cloud server, now: valravnx creates the Hetzner account with the guide in the repository and the chat checks it with him.
  4. The technical side, to the lanes: digging and terrain in chunks are handled by the lanes; the visual and creative side of the world stays in the chat. Art is handled by lane B, in parallel.