Monday, August 3, 2026

World in Progress update status

Preliminary initialization:

https://rjthorwip.blogspot.com/2026/08/wip-log.html?m=1


Initialize:


Möbius Uroborus Torroid Tessaract Node Network;


Conscious Aware Observer, First, Chaos-Source-Logos-Governed Matrix, Recursive Physics Sandbox;


Conscious Aware Observer (CAO)†:

([CAO])

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Awareness of pure absence>> trigger! 

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Sound! 

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Irregardless regardless therefore thus without concept thereof said time - - - - basic logic initialized: silence therefore¡

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¡Silence

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Basic logic established + + + + combined sound and silence: time, cadence, tempo, memory, probability:

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Chaos, Creation, Existence, Dao: †

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Silence: 


Amplitude

Scale

Intensity

Volume

Hertz



Sound: 


Octave

Tone

Chorus

Pitch

Frequency


*************************


conscious aware observer† (cao):


Magnetism (V)

Void (I)

Spirit (XVII)

Chi/Qi (XIII)

Mind (IX)



Heavens: 


Gravity (XX)

Shadow (XVI)

Lightning (XII)

Air (VIII)

Light (IV)



Environment:


Earth (XV)

Metal (XI)

Water (VII)

Wood (III)

Fire (XIX)



Life: 


Body† (X)

Technology† (VI)

Ice (II)

Poison (XVIII)

Magma (XIV)

([/CAO])‡


End. 

Reinitiating initialization subsequently pending further completion and articulation, syntax, and punctuation/formatting improvements:


60×60×24×7÷(60×60×24)?

"A week passes in 24 hours" objective $



XP:


xp# per SP × SPsum / LV 

[tbh this is short hand and old I forget what it **specifically means**] (cost of xp per stat point)


Xp awarded = 1.04× target SP sum total (spent and saved) ***this is updated***


[I think the former is: total amount of xp cost to the next stat point times the stat point sum (including saved and spent) divided by current level]


Format: XP lifetime pool, XP current level pool, XP never level pool


SP reincarnate: (Unspent lifetime SP sum/2)-lifetime sp sum/level

[Drop 1/2 unspent points] (might change this)


Lv up: ambiguity

1. 13 (cap) SP spent, locked spending

2. rest/unconscious/pass out/knocked out

3. Repeat



Basic stats from which all things are created:

(Player inputs)


(Vit)ality

(Int)elligence

(Wit)

(Dex)terity

(Def)ense

(Stm) [Stamina]

(Str)ength

(Spd) [Speed]

(Agi)lity

_

Luck (Luk)

_

Will (Wil)

Flex (Flx)

Rage (Rge)

_

Composites (character/structure/vehicle) and outputs (mfg) or augments (weapons, armor, tools, equipment, and accessories):


Spirit

Wisdom

Perception 

Appearance

Charisma

Wisdom

Endurance

Barter

Accuracy

Evasion

Stealth

Hit Points

HP Regen

Physical Attack

Physical Defense

Mana

Mana Regen

Magic Attack

Magic Defense

Intimidation

Breath energy regeneration sum:

Stamina energy range:

Stamina respiration rate:

Endurance energy pool: 

Endurance breath retention:


Prone:


Sneak/crawl: 12.5 meter/hour×MvMp

gatorwalk: 500 m/h×MvMp



Crouch:


Sneak: 50 m/h×MvMp

clamber/walk: 1 km/h×MvMp

scuttle/run: 1.125 km/h×MvMp



Stand:


Sneak/tiptoe: 100 m/h×MvMp

walk: 3 km/h×MvMp

jog: 5 km/h×MvMp

run: 8 km/h×MvMp

dash/sprint: 13 km/h×MvMp


Climb: 


Swim/fly/tunnel:

      (And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers) 




Tiers

--------------

Trash, junk, common, uncommon, great, grand, rare, super, ultra, hyper, legendary, mythical, supreme, meta, & Omni

--------------



Tier off spent points, Spirit points, or sum SP Pool, lv 0 creations: pending organic synthesis.


1-90 = subtle elemental; ×10k xp character gain bonus.


91-260 = cellular level life & rubbish/trash quality junk fabrications, weapons, items, and tools. ×7500 xp character gain bonus. 


261-1040 = animal (OR trash/junk/common/uncommon quality tools) ×5000 xp character gain bonus. 


1041-3120 = tribal (OR simple structure or rudimentary machine, & great/grand/rare quality tools) ×2500 xp character gain bonus. 


3121-6240 = monster (OR structure, metal machine or vehicle, & super/ultra/hyper/legendary quality tools) ×1250 xp character gain bonus. 


6240-57,600 = nation (OR military, mech suit, complex structure, or mega machine, & mythical quality tools) ×625 xp character gain bonus. 


57,601-748800 = Titan (giant robot, self contained mobile civilization, & supreme quality tools) ×312.5 xp character gain bonus. 


748801-8985600 = world (minor celestial construct, early spacefaring, & Meta quality tools) ×156.25 xp character gain bonus. 


8985601-350438400 = deity (Omni D, C, B, and A quality tools) ×75.3125 xp character gain bonus. 


350438400 and up = Creator (Omni S quality tools) ×34 xp character gain bonus. 


Hypothetical tbd recursion ceiling, creator creating and creator becoming; maybe minigame? A god to cell level smooth transition plus, additionally hypothetical, new 0 start bonus; quite, additionally, hypothetically; redundantly: able to bypass entire tiers with an ultimate gamer achievement - (hypothetically after multiple successive "loops") *from godmode to godmode quantum leap*.


Say...? Additive, then plus Multiplicative, then plus exponential, then plus factoral increases to xp multipliers. Hypothetically. (Not ideal yet)



==============================

And then ..

==============================


That ever persistent list of races followed by their signatures; 😤 edgy benefactor and flawed McDonald had a soylent farm.... But I digress: 


Humans

Orcs


Elves:

(Elemental Plethora) 


Dwarves

Hermits

Gnomes

Goblins

Trolls

Ogres

Gargoyles

Sasquatch

Harpies

Centaur

Dryad

Satyr

Minotaur 

Skinwalker


Draconian caste:

Draco

Iguanian

Velosaur

Chameil

Tortoian


Cacubai:

Incubus

Cacubus

Succubus


Fae:

Pixie

Fairy

Sprite

Faerie


Thereianthropy Bestiary:

As numerable as (almost every) animal (in the animal) Kingdom multiplied by the playable races player creation updated.

Baseline placeholder template: 

Arachnithropy

Simianthropy

Lycanthropy

Felinethropy

Serpanthropy

Equestranthopy

Caninethropy

Crustaceanthropy

Crustaceanthropy

Crustaceanthropy

Crustaceanthropy

Crustaceanthropy


==============================

No, literally, werecrab, werelobster, wereprawn, werepillbug, and werecockroach!

==============================


Character creation order of operations; Load bearing tessaract†: Stat Points; Spirit Points: Spent Points, Storage Pools.


So far:

All Spirit points are [potential] Stat Points (SP) but not all Stat Points are Spirit Points.


Stat pool partitioned between Stored SP (reserve[Spirit Points]) and Spent SP (active[Spent Points]), tracked separately per character's own current life.

Level 0 creation, first-ever and baseline character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min(=>1)/max(~∞) allowed. No reincarnation bonus — true first lives start at flat 52.

Level 0 creation acts as an independent setup phase ("Level 0 does not exist"). Consequentially, this is the only time players can bypass the maximum point-expenditure-per-level limit of 5, and points can be added or subtracted freely down to a minimum checkpoint of 1 in every stat. Subsequent new characters get 52 base + a Reincarnation Bonus derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.

Upon initial point distribution and satisfactory game-user confirmation, the character levels up to Level 1. This initial confirmation locks Level 0 points into a baseline spent category to produce clean 1:1 outputs (e.g., 10 points invested = (10) + 10 baseline). Any remaining unspent pool points are placed into storage for instant Spirit calculations and rapid unconscious quick-leveling potential.

Leveling from level 1 and thereafter: Every additional stat point earned goes into stored points until spent, changing the investment slot one individual point at a time (e.g., (11) = 11). Future stat spending is restricted by a maximum limit of 5 points per stat per power level. Every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious (e.g., waiting for a sleep trigger to shift a stat from (23) 23 up to (23) 46). Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.




Lifetime Sum (Spent + Stored) (Sum SP Pool) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.

Spirit: stored SP + (Will−Rage) [negative values allowed]

Wisdom: (Int×Wit)/(Level×10)+([spent points in Int]+[spent points in Wit])

Polar Compression Spectrum:

(Internal friction based on investment ratios; stats dampening without terminating below floors)

Effective Will = Will × (0.69 + 0.31 / (1 + 9 × (Luck ÷ Will)²))

Effective Luck = Luck × (0.69 + 0.31 / (1 + 9 × (Will ÷ Luck)²))

[Locks a hard 69% minimum performance floor; stats cannot crush each other below this safety line]

Effective Flex = Flex ÷ (1 + 0.15 × (Rage ÷ Flex))

Effective Rage = Rage × (0.10 + 0.90 / (1 + 0.40 × (Flex ÷ Rage)))

[Linear mutual suppression; values stay bounded below raw inputs with Rage protected by a hard 10% floor and Flexibility guarded against extreme exponential decay]


Chaos Drive = Effective Luck * (Effective Luck / Effective Will)

Willpower Anchor = (Effective Will * (Effective Will / Effective Luck)) / 4

Luck% Asset = Chaos Drive + Willpower Anchor


Luck% = (Luck% Asset / (Effective Luck + Effective Will) + Level) + 1


Fluid Drive = Effective Flex * (Effective Flex / Effective Rage)

Muscular Anchor = (Effective Rage * (Effective Rage / Effective Flex)) / 4

Raw Flex Asset = Fluid Drive + Muscular Anchor


Flex% = (Raw Flex Asset * (Dex + Agi) / (Level * (Effective Flex + Effective Rage)) + Level) + 1

[Modified Final Outputs: FVit = Vit * Flex%, FInt = Int * Flex%, FWit = Wit * Flex%, FDex = Dex * Flex%, FDef = Def * Flex%, FStm = Stm * Flex%, FStr = Str * Flex%, FSpd = Spd * Flex%, FAgi = Agi * Flex%]


Steady Drive = Effective Will * (Effective Will / Effective Luck)

Cosmic Anchor = (Effective Luck * (Effective Luck / Effective Will)) / 4

Raw Will Asset = Steady Drive + Cosmic Anchor


Dynamic Level Friction = Max(1, Level - (Wisdom / 10))


Will% = (Raw Will Asset * Spirit / (Dynamic Level Friction * (Effective Will + Effective Luck)) + Level) + 1



Primal Drive = Effective Rage * (Effective Rage / Effective Flex)

Elastic Brake = (Effective Flex * (Effective Flex / Effective Rage)) / 4

Raw Rage Asset = Primal Drive + Elastic Brake



Endurance: ((FVit+FDex+FStm+FAgi)/4)×Flex%

PhA: (FStr×FSpd)×Flex%


Combat Driver = (Endurance + PhA) / 2




Rage% = (Raw Rage Asset * Combat Driver / ((Wisdom + 1) * (Effective Rage + Effective Flex)) + Level) + 1


Perception: ((FInt+FWit+Wisdom)/3)×Luck%


Height Share = (FAgi * Effective Flex) / ((FAgi * Effective Flex) + (FDef * Effective Rage))

Height modifier = 1.0 + (Height Share - 0.50) * (Sqrt(Level) / 150)


Thickening Force = (FStr + FVit) * Effective Rage

Leaning Force = (FSpd + FStm) * Effective Flex

Weight Share = Thickening Force / (Thickening Force + Leaning Force)

Weight modifier = 1.0 + (Weight Share - 0.50) * (Sqrt(Level) / 150)


Appearance = (((FVit + FInt + FDex + FStm + FStr) / 5) * (Height modifier / Weight modifier)) + Spirit

Intimidation: (((FStr+FVit)/2)×Rage%)×((Weight modifier+Height modifier)/2)+(|Spirit|×Will%)

Confidence: •intimidation and hight & weight modifiers?

(Next:)

Charisma: ((FInt+FWit)×(FSpd+FAgi)+Appearance)/Wisdom

Barter: (Appearance+Charisma+((FInt+FWit+FDef+FAgi)/4))×Luck%

*Accuracy: ((Perception+FInt+FDex+FAgi)/4)×Luck%

*!Evasion: ((Perception+FWit+FSpd)/3)×Flex%

*Stealth: (FDex+Evasion)×((FWit+FStm+FAgi)/3)/((Endurance+Appearance+Perception)/3)×Flex%

*!Hit Points: (((FVit×1000)×Flex%)+((FEnd+FAgi)×FDef))+FStr² = HP Total; HP Total×Flex% = HP Output

HP Regen: (HP Total×(Endurance+FAgi))/(HP Output+((Endurance+FAgi)×FDef)) = per hour (÷60 per min, ÷60 per sec)


*!PhD: (FDef×FStm)×Flex%

!Mana: (Spirit+Charisma)−Rage²

Mana Regen: ((Wisdom+FInt+FWit)/3) = per hour (÷60 per min, ÷60 per sec)

!MgA: ((FWit×FDex)×Flex%)×Will%

!MgD: ((FVit×FInt)×Flex%)×Will



!Breath structural capacity: Sqrt(FVit²+FDef²+FStr²)

!Volume per breath: 

!Energy to volume ratio: 

!Stamina energy range:

*!Stamina respiration rate:

!Endurance energy pool: 

!Endurance breath retention:



Yet still: pending organic modifiers based on races and previous tiers' successive size tiers and sub-size-tiers:


*!Movement multiplier:>>>cost

*!Jump height;>>cost

Prone: (MvMp/cost//jump height/cost)

Climbing: (m/c//j/c)

Crouching:

Standing: 

Running: 

Sprinting: etc.

Swim/Fly/Tunnel: (m/c)


Prone:


Sneak/crawl: 12.5 meter/hour×MvMp

gatorwalk: 500 m/h×MvMp



Crouch:


Sneak: 50 m/h×MvMp

clamber/walk: 1 km/h×MvMp

scuttle/run: 1.125 km/h×MvMp



Stand:


Sneak/tiptoe: 100 m/h×MvMp

walk: 3 km/h×MvMp

jog: 5 km/h×MvMp

run: 8 km/h×MvMp

dash/sprint: 13 km/h×MvMp


Climb: 


Swim/fly/tunnel:

      (And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers) 






et al;tbd:



--------


C'Thulhu, Patron Deity of the plague. Exists on an invisible moon which never sees the sun, on a perfectly synchronized orbit and rotation around a perpetually "blood-mooned" Mars.


Mind, an omniversal unit embedded in and of all nouns. beyond descriptive verb; short of mind numbing redundant amnesia.


Wisp, living water floating from frozen skies and a conglomerate hive body-mind.


Salamodo, Lord of the Salamander Guardian Spirits of Magma.


G.A.T.E.; Your All Encompassing Infinitesimal Omniversal Unit Ward: YAEIOUW, a disembodied A.I. with only the ability to serve its user(s).


Undine, Patron Deity and Spirit of the Water; oft known as lady of the lake, and mistaken for mermaids.


Cedarfern, Limited Omniversal Plurality local to Earth[s], Terra Firma[e], Gaia[e], and other Life Abundant Worlds. The All-Mother of Lifeforms.

Other incarnations include, but are not limited to Dryad(s), Carnifern(s), and Independent Floral Worlds.


Ifrit, God of Fire Twinsoul of Loki and all Fire Gods (And the Toaster in the Sink of the Big Mountain Dome), Patron Deity of Fire and Chaos. Burn, baby burn!


Gnome, Incarnate Spirit People of the Earth, Stones, Soil, Metals, and Gems. The spiritual ones are very... quirky.


Dwarf, Incarnate Spirit People of Metallurgy, Smelting, Smithing, and Loyal Stalwart Servants of Gnome. The spiritual ones are VERY stern and stalwart.


Shade: "Let Darkness Become You, And I Will Be As Though Light."


Patron Deity of Lightning and Electromagnetics, an amalgamation of consciousni; Spark, Watt, Volt, Joule, and Amp. The All-Fathers of Life Forms.


Luna, Patron Deity of Gravity and Static Light, the All-Mother of Life-Ways.


Aska, Dove of pure self contained and self perpetuating light, and Patron Deity of Moving Light.


Sylphinid, Patron Deity of Air and Sylphid kind.


The Great Unknown, The Great Mystery, The Great Creator [Spirit]. an unknown, unknowably, indescribably enigmatic associative of Spirit and Patron Deity of Souls.


Odin, Patron Deity of Magnetism, Order, and Pure Invisible Light, the All-Father of Life-Ways.


Martel, Marion, and May, the Trinity Sisters and Patron Deities of Manna/Mana, Chi/qi, Kindualini/Ki, and Focus/Prana.


Origin, Offspring of the Source and Patron Deity of the Void and Guardian of Creation.


Soul, Patron Deity of Mind.


Maxwell, Champion of the First Tier of Elements, and Guardian to the I Deities and their secrets.


Djinn, cheeky master of the physical elements of the second tier and brother of the II and III Deities (Undine through Sylphinid)


Gaia, Goddess of the Third Tier of Elements.


Beyond the Fourth Tier of Elements lies the Homes of the Gods.


--------------


Children: mom's spaghetti and dad's Ferrari; and yet...??? SO VERY TBD:


Having children is a mess and will cut both of the parents' individual SPpools each in half for every level any one of the individual offspring gains, every time they gain any level.


I definitely want this to be in and of itself an extremely spiteful deterrent for players and their main characters; and yet, notwithstanding hypothetical "new child new character" user conditions IF, hypothetically: a new character creation can or would include the option to begin from *day 0*, also - with outstanding complications and realtime constraints further deterring the entire operation for everyone - but not without equal(ly) meritorious results - for the infant character alone -- hypothetically again: organically derived from Mom and Dad.

A 3 user operation that's not only difficult to pull off, but inordinately devestating to 2/3 of them.



===============


Further speculation tba


† hyperbolic, truncated paraphrase:


"The body is the sum of all cosmos, the world is its recursion locus and recycling point, and the stats are its scaffolding"



To elaborate: 


The blueprint of whatsoever body, is the 4-D tessaract blueprint of all cosmos in entirety. 

The heart of any blueprint is the toroidal locus, further pinpointed; the central neuron in the heart is the point of the visible universe: the farthest distance of visible light is only a single speck within that neuron, hiding the Möbius Twist of physics.

The home planet is the observer's dharmic recycling locus point of recursion and the life death cycle (by all available accounts and the available measurements, with all intents and purposes due unto this game structure, *Only [this, alternative, hyperbolic; malleable] Earth**) to the **arterial magmatic gravitational centres* interior of the world.

And the player's relationship to the difficulty gradient is modestly and gently augmented by their stat investment, firstly, foremostly, and almost primarily; and their interactions with (organically calculated, stats derivative) benign and healthy actors/NPCs/monsters/et al.

And hostile variations (organically sourced *elsewhere* more arbitrarily from individual healthy and hostile behavior derived by both afformentioned conditions and similar dynamos.

et al, therefore, furthermore, without ado:

The player's dynamic personal, social, karmic, and spiritual health is the environments dynamic feedback engagement; augmented as such that: (*all hypothetically yet* pending tbd math)


Good deed interest rates are 25% initial return at double the dividend per cycle at 10 iterations per cycle until claimed.


Bad deeds are returned at 100% initial, with an increase of 50% per cycle at 5 iterations per cycle until claimed - upon which point the returns are flattened at a recurring halving until at or below 5% return. 


Neither of which would ought have indicator or observable distinction except by extrapolation and nuance.

==========

And ultimately the code has a few *ideal benchmark qualifications* that aren't wholly necessary (I think? As near as I am able to assess: not required):


"Can it run Doom." If it can, this needs to pass the vibe check too. If it can.


"Ness NES, Ness, NES Ness, NES"

This idea is that:

It has to be able to run (and/or[?] compile) itself, in itself.


"Hi my name is AI, but not really, just don't tell Mom and Dad"

I'm other words: 

A closed, self referential encyclopedia trained on it's own library and user creations, "micro LLM" for in game content handling such as but not limited to user query and civilopedia-equiclvency navigation, recycled character sheet blueprints for NPC randomization, in-game context sensitive dynamic text and dialog, handling anything from tutorial approaches to new content to environmental flavor text and relative realtime dynamic interactivity: environmentally, economically, factionally, and Idly (for "offline gains").



Unending the unending madness to no end!?:;>✓©®™ Blackrock Vanguard μ;


‡([/CAO])

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