2026-09-11 — jayverse-game
Source:
../features/jayverse-game.md§1b (settlement-flow visualization) + jay's direction to reach it through an in-street warp gate.
Settlement-flow visualization, entered through a street "space-jump" gate
- Cause: jay asked for a second game feature — a graphical, entity-by-entity view of how a payment settles (Visa/Mastercard rail next to the on-chain rail, user → blockchain) — and then specified it should be reached through a gate inside the existing autonomous-agent game, like a space jump, not as a separate page. jay approved building it standalone first; Rabbit-menu integration waits for his review.
- Reasoning: settlement is a flow of entities, so a 2D SVG stepped diagram reads far clearer (and is faster to test) than forcing it into 3D; the existing r3f street stays the "who decides" world, and this is the "who moves the money" world, joined by a portal. A stepped, read-only replay matches the design doc's MVP scope.
- Change (in
jayverse-game):lib/settlement.ts— stations (card rail: cardholder→merchant→acquirer→network→issuer; seam: JIT stablecoin→USD conversion; on-chain: wallet→facilitator→contract→finality), 6 steps, each carrying what the user feels vs what runs underneath, and per-station trust + failure mode.components/SettlementFlow.tsx— the SVG diagram: two lanes, faint base topology + animated active edges, glowing active stations, play/step/restart controls, click-a-station inspector.components/Gate.tsx— a glowing warp gate at the far end of the street (pulsing torus + label), click to enter.components/SpaceJump.tsx— a ~1.1s CSS starline-warp + flash transition, played in and out.- Wired into
Scene.tsx(renders the gate) andGameClient.tsx(warp state → shows the overlay). app/settlement/page.tsx— standalone route for isolated testing.
- Result:
npx tsc --noEmitclean;pnpm buildsucceeds (routes/,/street,/settlement);pnpm dev(:3050) serves all three 200 and/settlementrenders. Not yet integrated into Rabbit's Game menu — that is a git submodule import, pending jay's test + approval. Design docjayverse-game.md§1b updated with the gate-access and status notes. (Minor aside:next start -p 3050bound :3000 in one check;pnpm devbinds :3050 correctly, which is the path jay uses.)
Iteration — game-style space scene, steps list, return tunnel, and Jay the host
- Cause: on review, jay asked for four changes: the settlement diagram should be game style, like a spaceship travelling the planets; the "what the user feels" line should be a list with the step being done highlighted; the settlement space needs a tunnel back to the agent street; and — revising the earlier "separate gate page" idea — the agent street itself is the gate page, with a host named Jay introducing the gates, so the street shows two figures (Jay + agent).
- Change (in
jayverse-game):SettlementFlow.tsxrebuilt as a space scene: entities are planets (radial-gradient bodies, orbit rings, active-glow pulse), faint space routes + a bright comet trajectory, and a spaceship that glides planet→planet each step (CSS-transitioned transform, rotates to face its destination) over a starfield. Added the steps list (all six "feels", current highlighted, past ✓, click-to-seek) and a wormhole "tunnel to the street" (rotating rings) that callsonBack.- New
Jay.tsx— host character (distinct orange), bob + waving arm + a hop on each new line, and a cycling speech balloon (emoji + text) introducing the agent and the gate; placed on the entrance sidewalk inScene.tsx. - Fixed a z-index bug where the gate's drei
Htmllabel bled over the settlement overlay: overlays now sit above drei's huge z-index, andHtmllabels are pinned to a lowzIndexRange.
- Result:
tscclean,pnpm buildOK,pnpm dev(:3050) serves/,/street,/settlement(markers "spaceship tour", "tunnel to the street", the steps list all present). Still standalone — Rabbit Game-menu submodule import waits for jay's test + approval.
Polish — bigger settlement text, human Jay, fixed dialogue board
- Cause: jay: settlement text was too small; Jay should look human; and his lines should sit on a fixed board while the balloon shows only "blah blah blah".
- Change: bumped SettlementFlow font sizes (planet names, lane labels, steps, detail, inspector)
and gave the SVG more height. Rebuilt
Jay.tsxas a human figure (head with hair + eyes, torso, two legs, a still arm and a waving arm). Moved Jay's dialogue to a fixed board rendered inGameClient(bottom-center, large text;lib/jay-lines.tsis the shared source, line index cycles there and passes to Jay for his hop); Jay's balloon now shows only italic "blah blah blah" chatter. - Result:
tscclean,pnpm buildOK, all routes 200. Doc §1b updated. Still standalone, pending jay's test + approval before the Rabbit submodule import.
Polish — concrete merchant PoC + EN/KO toggle
- Cause: jay: make the settlement PoC more understandable (with a merchant), and add an Eng/Kor toggle.
- Change: rewrote
lib/settlement.tsscenario to a concrete, relatable story — Mina buys a $20 hoodie from an online store (the merchant) — with plainer step text, and added Korean fields (nameKo/roleKo/trustKo/failKo,feelKo/detailKo,labelKo).SettlementFlow.tsxgained an EN / 한국어 toggle and renders every label/step/planet/inspector string in the chosen language. - Result:
tscclean,pnpm buildOK, routes 200 (/settlementshows the merchant scenario). (Jay's street dialogue stays EN for now.) Still standalone, pending jay's test + approval.