Vogler's Writer's Journey

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Code Breakdown

Figure 8 Track

We draw the track as a polyline (sampled points) and orient all glyphs by rotating to the tangent (rotate(p.ang)).

// Parametric curve + tangent
x = a * sin(t),  y = (b/2) * sin(2t)

function infinityPoint(tau, a, b) {
  const x = a * sin(tau);
  const y = (b * 0.5) * sin(2 * tau);
  const dx = a * cos(tau);
  const dy = b * cos(2 * tau);
  const ang = atan2(dy, dx); // tangent angle
  return { x, y, ang };
}

4-Behaviors

Seasons = Turtle feeding cycles

Fin Strokes = Distance Measuring

Breath = Religious Timing/Calendar

Blink = Day/Night Cycle

// Parametric curve + tangent
x = a * sin(t),  y = (b/2) * sin(2t)

function infinityPoint(tau, a, b) {
  const x = a * sin(tau);
  const y = (b * 0.5) * sin(2 * tau);
  const dx = a * cos(tau);
  const dy = b * cos(2 * tau);
  const ang = atan2(dy, dx); // tangent angle
  return { x, y, ang };
}

Visual Language

Track Color Season color slowly shifts via four stops using seasonalHue() and wrap-aware lerpHue()

const seasonHue = seasonalHue(seasonCyc); // amber → green → violet → cyan
stroke(seasonHue, …); drawInfinityPolyline(...);


Track Color:
Season color slowly shifts via four stops using seasonalHue() and wrap-aware lerpHue()

const seasonHue = seasonalHue(seasonCyc); // amber → green → violet → cyan
stroke(seasonHue, …); drawInfinityPolyline(...);

An image of MF DOOM's iconic mask is divided into a grid of tiles. When a button is pressed, random hidden tiles are revealed, and newly revealed tiles briefly glow in response to the sound.

revealed[r][c] = true;

Reflection

This project sits somewhere between an instrument, a game, and a piece of interactive visual art.

It asks a simple question:

What if making music wasn’t about building something new — but revealing something that already exists?

By tying sound, touch, and imagery together, the machine transforms rhythm into progress.

Sometimes, the beat isn’t the point. Sometimes, the beat is the key.

Vogler's Writer's Journey

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Vogler's Writer's Journey

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Process

Physical Interface

At the heart of the system is a custom-built controller powered by an Arduino ESP32 Feather housed in a cardboard enclosure.

The interface includes:

  • Four physical buttons
    • Each button triggers a different sound sample and reveals tiles from a specific region of the image.
  • One slide potentiometer
    • The slider controls pitch, shifting the musical mood from low and heavy to sharp and elevated. It also acts as a modifier, changing how the sounds feel without changing how they’re played.

Breadboard with inputs

Full view + Slide Potentiometer

DOOMBOX Exterior Housing

Arduino IDE: Reading the Interface

On the hardware side, the ESP32 reads four buttons and a B10K slide potentiometer. Each loop, it sends their values as a single line of comma-separated data over USB serial.

#define B1 13
#define B2 12
#define B3 27
#define B4 33
#define POT_PIN 32

void loop() {
  Serial.print(digitalRead(B1));
  Serial.print(',');
  Serial.print(digitalRead(B2));
  Serial.print(',');
  Serial.print(digitalRead(B3));
  Serial.print(',');
  Serial.print(digitalRead(B4));
  Serial.print(',');
  Serial.println(analogRead(POT_PIN));
}

Processing: Sound Playback and Pitch Control

In Processing, serial data is parsed and mapped to musical behavior. Each button triggers a drum sample, while the slider controls pitch by adjusting playback rate.

pitchRate = map(potRaw, 0, 4095, 0.5, 2.0);
pitchRate = constrain(pitchRate, 0.5, 2.0);

drums[i].rate(pitchRate);
drums[i].play();

Processing: Image Reveal

An image of MF DOOM's iconic mask is divided into a grid of tiles. When a button is pressed, random hidden tiles are revealed, and newly revealed tiles briefly glow in response to the sound.

revealed[r][c] = true;

Processing: Image Reveal

On the hardware side, the ESP32 reads four buttons and a B10K slide potentiometer. Each loop, it sends their values as a single line of comma-separated data over USB serial.

#define B1 13
#define B2 12
#define B3 27
#define B4 33
#define POT_PIN 32

void loop() {
  Serial.print(digitalRead(B1));
  Serial.print(',');
  Serial.print(digitalRead(B2));
  Serial.print(',');
  Serial.print(digitalRead(B3));
  Serial.print(',');
  Serial.print(digitalRead(B4));
  Serial.print(',');
  Serial.println(analogRead(POT_PIN));
}

Reflection

This project sits somewhere between an instrument, a game, and a piece of interactive visual art.

It asks a simple question:

What if making music wasn’t about building something new — but revealing something that already exists?

By tying sound, touch, and imagery together, the machine transforms rhythm into progress.

Sometimes, the beat isn’t the point. Sometimes, the beat is the key.

Logic be Dammed:
Representing Forces and Nature in Code

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Logic be Dammed:
Representing Forces and Nature in Code

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Logic be Dammed:
Representing Forces and Nature in Code

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.

Logic be Dammed:
Representing Forces and Nature in Code

On Vogler's Writer's Journey

Marcus Thomas

Dec 21, 2024

This week in Storytelling, we were tasked with reading from Book One of Christopher Vogler's Writer's Journey. In particular, we were meant to read a chapter that explained "The Hero's Journey" but used with a framework branched from Joseph Campbell's The Hero With a Thousand Faces called, "The Writer's Journey".

Reflections

If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter.

This particular quote resonated with me greatly, as contrast is something that is something that people evolved to recognize on a lizard-brain level. As designers, contrast is one of the core principles used to make successful designs; and with storytelling, contrast shows us what makes a hero, a hero. I agree that this should be established early on in a story, as even though a hero can be just an Average Joe in the beginning, contrast must be utilized to separate their everyday life from the wonderful journey they are about to embark on.


On The Ordeal -

This is a critical moment in any story, an Ordeal in which the hero must die or appear to die so that she can be born again...The designers of amusement park thrill rides know how to use this principle. Roller coasters make their passengers feel as if they're going to die, and there's a great thrill that comes from brushing up against death and surviving it. You're never more alive than when you're looking death in the face.

I found this example of The Ordeal super exciting, as I'm a big fan of theme parks and experience design. Growing up, I used to love playing Roller Coaster Tycoon, and when I was able to ride the roller coasters that I designed, I would get really amped up to virtually experience how the thrills would feel. Little did I know, what I was trying to recreate was a form of storytelling! The build-up of the first big drop, the loops giving a feeling of floating, the intense spiraling of a corkscrew...all leading to the relief of easing back onto the platform, heart pumping, while thinking to yourself, "what a ride." It's all storytelling. With that correlation in mind, The Ordeal is something that I'll make sure to pay special attention to when crafting products meant to tell a story.

The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely. The order of the stages given here is only one of many possible variations. The stages can be deleted, added to, and drastically shuffled without losing any of their power. The values of the Hero's Journey are what's important.

This quote is what I feel is the heart of this chapter. The Hero's Journey, although as old as human storytelling, is not a static thing. It is a living thing that is meant to be tweaked according to the storyteller, but functions as the skeleton to hold that story together. As a designer, and as a storyteller, frameworks are meant to be used as tools, so we need to be cognizant of their use, while also not being shackled to their original intent & dogma.

Code Breakdown

Classes

  • Hydro – tile grids for water, target, age, barren; column arrays for velCol, noiseCol
    • Builds trunk + branches with Perlin noise and stochastic jitter.
    • Spawns new estuaries on a timer; widens old undammed channels; applies right-side desiccation and water-adjacent recovery.
  • Forest – 2D fields for willow and aspen (0–1). Growth moves toward a cap reduced by barren; blocked under lodges; harvest() does a ring search for richest patch.
  • DamSpans – spans are {row, cL, cR, integrity} across a gap bounded by land. Integrity decays with time and high flow; collapsed spans are removed.
  • Colony, Beaver – array of agents; mortality filter; metrics; per-beaver FSM with vector steering.
  • Lodge – simple sprite; count tied to population

Making the world

Why this order: environment first, then resources, then structures that shape flow, then agents reacting to the current state.

Creates subsystems and enforces the following update order (water → resources → structures → agents).

class World {
  constructor(hud){
    this.hud=hud;
    this.hydro=new Hydro(hud);
    this.forest=new Forest(hud,this.hydro);
    this.dams=new DamSpans(hud,this.hydro);
    this.colony=new Colony(hud,this.hydro,this.dams,this.forest);
    this.lodges=[]; this.updateLodges(true);
  }
  update(){
    this.hydro.update();                     // rivers grow/branch/widen/dry
    this.forest.update(this.lodges,this.hydro); // growth capped by barren
    this.dams.update(this.hydro);            // span decay vs flow
    this.colony.update(this.dams,this.hydro);    // FSM + mortality
    if (this.colony.prunedThisTick){ this.updateLodges(); this.colony.prunedThisTick=false; }
    this.forest.blockUnderLodges(this.lodges,this.hydro);
  }
}

Rivers

The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Beavers “feel” water via noiseCol[c] (stress driver).

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Forests & Barren Tiles

Willows (for building dams) and Aspen (food for the beavers) grow on land toward a cap that shrinks with barren; growth is blocked under lodges and zeroed on water.The simulation starts with building a target river tree (trunk + noisy branches), reveals it over time (slider), then keep it alive with estuaries, widening, and right-side desiccation.

Resulting effects: near water → fertile patches; dry right side → patchy, low-cap growth.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Dams & Bank-to-Bank Spans

Dam Spans exist only across contiguous water segments bounded by land; integrity increases with work and decays with flow.

This prevents the beavers from spam building, and makes dams visually & mechanically legible.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Agents & Interaction: Beavers, Vectors, HUD

Beavers are need-driven agents with vector steering.

Input from the right-side menu allows the user to shape conditions.

regen(){
  this.water=grid(false); this.target=grid(false); this.barren=grid(0); this.growth=0;
  const trunk = walkBranch(2, rows*0.5, cols*0.85, 0, true); paintPath(trunk,5);
  for (let i=0;i<10;i++){ const pC=rand(6,cols*0.7), pR=clamp(noise(i*.3)*rows,2,rows-3);
    paintPath(walkBranch(pC,pR,rand(18,48), coin()?-1:+1,false),3);
  }
}
update(){
  // reveal target → water
  this.growth=min(1,(this.growth||0)+(0.002+hud.get("riverSpeed")*0.02));
  for (let c=0;c<floor(cols*this.growth);c++) for (let r=0;r<rows;r++) if (target[c][r]) water[c][r]=true;

  // desiccate far right → barren land
  for (let c=floor(cols*.75); c<cols; c++) if (random()<0.0008)
    for (let r=0;r<rows;r++) if (water[c][r]){ water[c][r]=target[c][r]=false; barren[c][r]=min(1,barren[c][r]+.4); }

  // estuaries & widening (if undammed & old)
  if (++branchTimer>240){ branchTimer=0; /* spawn small branch from wet pivot; paintPath(...,2) */ }
  // …age water; leak to neighbors when age>180 && !damSpans.hasDamNear(c,r,4)

  recalcColumns(); // sets velCol[], noiseCol[] from wet fraction per column
}

Input & HUD

  • Keys: G generate new river; SPACE pause.
  • Mouse: Left = plant Willow, Shift+Left = plant Aspen; toggle Spawn Mode then Right-click to add a random beaver.
  • Sliders (stacked under descriptions; buttons below sliders—no overlap):
    1. River Creation Speed → reveal rate of Hydro.target
    2. Food Spawn Rate (Aspen) → forest growth term
    3. Building Material Spawn Rate (Willow) → forest growth term
    4. Dam Building Speed → per-action span integrity

This closes the system loop: environment drives needs; agents act; structures reshape the environment; HUD lets you adjust parameters and watch new equilibria emerge.