The Forbidden Woods
The second area is a wood west of the starting valley, as big as the valley itself at 192 by 192 units. It is made fresh each time you walk in from a camp, but it always holds the same things:
| Contents | Count |
|---|---|
| Bands of creatures | 4 |
| Creatures in all (4 of them elites) | 64 |
| Chests | 12 |
| Camp finds | 24 |
| Set pieces | 8 |
| Monuments | 4 |
| Forks where a wrong turn bends back | 6 |
The rule behind it is to lay the route first, then place content only on ground you can reach. A winding trail runs west to a lake, and the things that matter are checked rather than hoped for: the dock is reached on foot, the boss island only by canoe, the counts are exact and the Monuments run east to west.
Testing the rules before the engine
The first stage of code was written, and the game engine has not compiled it. The rules that decide the layout contain no engine types, though, so they could be run outside it. Across 500 seeds there were 0 failures and 500 different layouts, the same seed always gave the same Woods, and building one took about 25 ms.
Running them found and fixed five real faults:
- the whole heart of the Woods was unreachable behind the lake;
- an island check counted corner cells;
- a canoe could start on dry land;
- set pieces were crowded out;
- one check was stricter than the design.
The game's own terrain forced one more decision. It hangs a solid cliff face three cells deep under every terrace, so a trail laid over terraces would be cut. The generator keeps a flat valley-floor band round every trail, cuts stairs up to the terraces, and adds side trails to anything not yet reachable. It also carries a port of the game's terrain code, and a test compares the port with the real one cell for cell. The number the stage exists to find, how long a 192 by 192 Woods takes to build in the editor, is not measured yet. The starting valley takes about 6.3 seconds.
The first Woods will be plain: the game's own terrain, trees, stairs and road surface, with set pieces and the boss slot as named boxes.
Passing the checks is not approval
The art workshop produced a large draft set: 33 static images, two 47-tile bog atlases, 1,920 character-pose frames and 1,808 boat and occupant frames. The technical checks were clean. A pixel check found and fixed a three-pixel clip on one fish icon, static exports have no clipped edges, animation exports have no empty cells, and both bog atlases passed 256 local adjacency contexts with zero edge mismatches.
An independent reviewer then went through all 78 animation contact boards and still rejected the set. Material detail was below the standard of the existing buildings, some paddle directions were hidden, and dock support was unproven. The workshop's own note says it plainly: export checks are not final art approval. The existing buildings remain the measure, and rejected drafts earned no completion credit.
That accounting shows in the scorecard too. When the Woods and its art were counted as unbuilt scope, the game's own completion estimate dropped, because new unfinished work was added, not because anything was lost. A larger balloon-field layout with branching routes (128 by 112 units against 64 by 48 before) and a bear for its valley, with 568 frames across eight animations and eight directions, are previews awaiting approval.
