FOUR SIDES THAT ARE BOXES. Forbidding windows to overlap now does two jobs with one switch: the edges of the screen set limits exactly the way another window does, and a window cannot be dragged off the map at all. Allow overlapping again and the walls are simply gone. Her words for why: gotta make sure you keep them safe.
A strip along the bottom is reserved the same way, for the row of controls
that will live there, and the line above it is drawn brightly while it bites
and faintly while it does not -- an edge a person cannot see is an edge they
will think is a bug. The strips are kept as widths rather than as a rectangle,
because a rectangle would have to be recomputed every time the screen changed
size, and a thing that must be recomputed to stay true will one day be stale.
Two small rules fell out and are worth knowing. A wall never offers a swap,
since there is nothing on the other side of one to swap with. And a window
already outside the walls is free to come home and free to stay: it gets out
there by being dragged out while overlapping was allowed, and hauling it back
would mean deciding it was in the wrong.
Her picture of a window shattering into star-shaped and square-shaped glitter
falling in cosmic whorls is written into the ticket and is NOT built. She
withdrew it in the same breath. It is kept because it is a picture rather than
a specification, and should she want it, the shape of it is there.
GEAR, A PACK, AND DRESSING. Three new pieces, each tested with no graphics
anywhere.
A piece of gear is a slot, a name, and bonuses in one to three attributes at
once -- hers, and a widening of the design rather than a contradiction of it.
That design had one ladder per attribute so that climbing one never asks a
question and only the choice between ladders does; a piece on two ladders asks
which of the two the wearer cares about more, which is a better question,
because a hero who has spread their sliders now has something to find that
suits them rather than two things that each suit half of them. What a piece is
worth to somebody is every bonus times their share in the matching attribute,
so an attribute they give nothing to contributes nothing.
The pack is a grid of cells, each holding a piece or a definite emptiness
rather than an absence, because a grid whose length depends on how full it is
cannot be walked or drawn without asking how full it is first. Its arithmetic
lives with it rather than with the drawing, since the drawing and the mouse
both need to know where the fifth cell is and two copies of one sum is how a
click lands a square away from what it looked like it hit.
Dressing is one rule that produces both halves of what she asked for. Every
slot is decided afresh, from everything the hero has, against the weights they
have this second. Move nothing and the same piece wins again; move a slider
and a piece that was second becomes first. What is worn stays worn on a tie,
because two things worth the same are not an improvement on each other and
swapping between them would be motion mistaken for progress. The exchange is
one for one into the cell just emptied, so a full pack stays full and nothing
is dropped.
THE BAR, AND A BUG WORTH FIVE PARTS PER QUINTILLION. The priority bar holds
the dividers between the attributes rather than the shares themselves, so a
drag moves weight between exactly two neighbours and the shares add to one
because they are the gaps in a line of length one. Nothing has to be made to
add up; it cannot fail to.
The dividers sit at whole steps out of a highly divisible total, and that is
not tidiness. Her rainbow dot is the colours of every attribute tied for the
largest. Held as fractions, five even shares are five slightly different
numbers, because a fifth is not a number a computer has and four subtractions
of nearest-fifths drift apart in their last bits. One of them came out very
slightly the largest, and the dot drew as a flat blue circle. Whole steps make
equal gaps into equal integers and level means level again. A tolerance would
have been the other way and is worse twice over: it has to be chosen, and it
makes equality true of A and B and of B and C but not of A and C, which is not
something a sort or a grouping can be built on.
A SECOND BENCH to try all of it on, with a strip of controls along the bottom.
The rainbow dot opens a character sheet; the button opens the pack. Roll a new
pack, hover a square for a label -- which appears in the opposite quadrant
from the cursor, so it never sits under the mouse or falls off an edge -- drag
a divider, and press the key to watch the hero change their mind. The older
bench gained the same bar and the same strip.
Her puzzle question is settled and written down: some rooms carry one, not all
of them, until it is more comprehensive.
Stickers this patch: 22 gold stars, 10 apples, 1 frowny face, no worms.
All time the same. The frowny is still the one for a second window; inventory
counts as the second of the five, and three more take it off.