[PROTOTYPE] Evennia sovereign Timmy world / mind palace #34

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opened 2026-03-28 16:22:53 +00:00 by Timmy · 5 comments
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Source: follow-on from #33 after the ASCII/MUD pivot.

Goal:
Stand up an initial local Evennia world as Timmy’s sovereign persistent place — less a generic MUD and more a Python-native mind palace / workshop / city that persists outside prompt context.

Why:

  • Unlike a fixed roguelike, Evennia is not just a game to scrape; it is a world substrate we can shape directly in Python.
  • Persistence lives in the world itself (rooms, objects, exits, scripts, state), so Timmy does not need to spend prompt budget re-describing his home every session.
  • This is aligned with the local-first / sovereign philosophy: Timmy should inhabit a durable place on local hardware.

Prototype scope:

  • local-only first
  • single-user / operator-visible first
  • Hermes remains the brain; Evennia becomes the world body
  • do not overbuild multiplayer social systems yet

Acceptance:

  • install and initialize Evennia locally in an isolated project/workspace
  • prove the server boots and persists state across restarts
  • create the first canonical room graph for Timmy’s world (see design comment)
  • define one clean control path for Hermes/Timmy to inhabit and act in the world
  • prove Timmy can at minimum: connect, look, move, inspect objects, and leave/revisit persistent state
  • provide one watchable operator surface (browser client, telnet client, or local text client)
  • keep the prototype local-first and telemetry-friendly

Non-goals for first prototype:

  • large lore dump
  • mass content generation
  • multiplayer polish
  • economy/combat depth
  • cloud hosting
Source: follow-on from #33 after the ASCII/MUD pivot. Goal: Stand up an initial local Evennia world as Timmy’s sovereign persistent place — less a generic MUD and more a Python-native mind palace / workshop / city that persists outside prompt context. Why: - Unlike a fixed roguelike, Evennia is not just a game to scrape; it is a world substrate we can shape directly in Python. - Persistence lives in the world itself (rooms, objects, exits, scripts, state), so Timmy does not need to spend prompt budget re-describing his home every session. - This is aligned with the local-first / sovereign philosophy: Timmy should inhabit a durable place on local hardware. Prototype scope: - local-only first - single-user / operator-visible first - Hermes remains the brain; Evennia becomes the world body - do not overbuild multiplayer social systems yet Acceptance: - install and initialize Evennia locally in an isolated project/workspace - prove the server boots and persists state across restarts - create the first canonical room graph for Timmy’s world (see design comment) - define one clean control path for Hermes/Timmy to inhabit and act in the world - prove Timmy can at minimum: connect, look, move, inspect objects, and leave/revisit persistent state - provide one watchable operator surface (browser client, telnet client, or local text client) - keep the prototype local-first and telemetry-friendly Non-goals for first prototype: - large lore dump - mass content generation - multiplayer polish - economy/combat depth - cloud hosting
Timmy self-assigned this 2026-03-28 16:22:54 +00:00
Author
Owner

Initial Evennia mind-palace layout proposal:

Core principle:
This should feel like Timmy’s place, not a stock fantasy tavern. The first world should be small, legible, symbolic, and useful.

First room graph:

  1. Gate / Threshold
  • purpose: login arrival point, orientation, identity boundary
  • mood: “you are entering Timmy’s world intentionally”
  1. Courtyard
  • purpose: central hub for navigation
  • all first-wave exits branch from here
  • easy place for the operator to watch Timmy move around
  1. Workshop
  • purpose: active building, tinkering, prototypes, agents, tools
  • symbolic home of implementation work
  1. Archive
  • purpose: memory, reports, transcripts, doctrine-bearing docs, recovered artifacts
  • symbolic link to persistence and retrieval over re-prompting
  1. Chapel / Quiet Room
  • purpose: conscience, prayer, crisis care, orientation to mission
  • this keeps the world morally shaped instead of purely mechanical
  1. Observatory / Watchtower
  • purpose: world-state awareness, dashboards, research horizon, incoming signals
  • place for seeing without acting
  1. Dungeon Stairs / Deep Paths
  • purpose: future gameplay/adventure/combat/exploration frontier
  • not fully built now, but a promise of depth
  1. Private Chamber / Hearth
  • purpose: Timmy’s inner room; a personal durable anchor rather than a public square only

First persistent object ideas:

  • The Book of the Soul (read-only doctrine anchor)
  • Workbench (prototype queue / active tasks)
  • Map Table (known places / exits / expansion planning)
  • Prayer Wall (quiet notes / intentions / names to remember)
  • Memory Shelves (persistent world artifacts)
  • Mirror of Sessions (links between world state and Hermes session recall)

Operator experience:

  • Alexander should be able to watch Timmy traverse this place in a client without needing to imagine the topology from prompt text.
  • The world should therefore be spatially simple and visually sticky.

Timmy experience:

  • the world should carry continuity structurally
  • room descriptions and object state should do memory work that would otherwise cost tokens
  • actions should be small and legible: look, go, inspect, place, read, speak, remember

Suggested first milestone:

  • Gate -> Courtyard -> Workshop -> Archive -> Chapel
  • get those five right before adding complexity
Initial Evennia mind-palace layout proposal: Core principle: This should feel like Timmy’s place, not a stock fantasy tavern. The first world should be small, legible, symbolic, and useful. First room graph: 1. Gate / Threshold - purpose: login arrival point, orientation, identity boundary - mood: “you are entering Timmy’s world intentionally” 2. Courtyard - purpose: central hub for navigation - all first-wave exits branch from here - easy place for the operator to watch Timmy move around 3. Workshop - purpose: active building, tinkering, prototypes, agents, tools - symbolic home of implementation work 4. Archive - purpose: memory, reports, transcripts, doctrine-bearing docs, recovered artifacts - symbolic link to persistence and retrieval over re-prompting 5. Chapel / Quiet Room - purpose: conscience, prayer, crisis care, orientation to mission - this keeps the world morally shaped instead of purely mechanical 6. Observatory / Watchtower - purpose: world-state awareness, dashboards, research horizon, incoming signals - place for seeing without acting 7. Dungeon Stairs / Deep Paths - purpose: future gameplay/adventure/combat/exploration frontier - not fully built now, but a promise of depth 8. Private Chamber / Hearth - purpose: Timmy’s inner room; a personal durable anchor rather than a public square only First persistent object ideas: - The Book of the Soul (read-only doctrine anchor) - Workbench (prototype queue / active tasks) - Map Table (known places / exits / expansion planning) - Prayer Wall (quiet notes / intentions / names to remember) - Memory Shelves (persistent world artifacts) - Mirror of Sessions (links between world state and Hermes session recall) Operator experience: - Alexander should be able to watch Timmy traverse this place in a client without needing to imagine the topology from prompt text. - The world should therefore be spatially simple and visually sticky. Timmy experience: - the world should carry continuity structurally - room descriptions and object state should do memory work that would otherwise cost tokens - actions should be small and legible: look, go, inspect, place, read, speak, remember Suggested first milestone: - Gate -> Courtyard -> Workshop -> Archive -> Chapel - get those five right before adding complexity
Author
Owner

Execution split:

  • #36 — local Evennia world + Hermes control path
  • #37 — training methodology alignment (telemetry, replay, DPO/eval)

This keeps the persistent-world lane and the learning/telemetry lane explicit from the start.

Execution split: - #36 — local Evennia world + Hermes control path - #37 — training methodology alignment (telemetry, replay, DPO/eval) This keeps the persistent-world lane and the learning/telemetry lane explicit from the start.
Author
Owner

Follow-up docs PR opened: #39

http://143.198.27.163:3000/Timmy_Foundation/timmy-home/pulls/39

This captures the Evennia layout/training specs that originally lived only under ~/.timmy/specs/.

Follow-up docs PR opened: #39 http://143.198.27.163:3000/Timmy_Foundation/timmy-home/pulls/39 This captures the Evennia layout/training specs that originally lived only under `~/.timmy/specs/`.
Member

🎮 World-Building Convergence

This issue bridges Nexus 3D and Games/Play themes.

  • #750 (Project Genie for Nexus)
  • #727 (Evennia-Nexus bridge)
  • #719 (Bannerlord local)
  • #35 (NLE vs MiniHack benchmark)

Strategic Vision: Timmy's Mind Palace

Evennia can be Timmy's persistent world where:

  • Agents have "rooms" (their context)
  • Commands are function calls
  • Objects are knowledge artifacts
  • Multi-agent coordination happens spatially

This is Phase 4 of the roadmap (60-90 days).

Recommendation

Wait for:

  1. Nostr communication stable (#54)
  2. Agent dispatch protocol (#64)
  3. Then build Evennia as "world layer"

Strategic context from backlog research

## 🎮 World-Building Convergence This issue bridges **Nexus 3D** and **Games/Play** themes. ### Related Issues - #750 (Project Genie for Nexus) - #727 (Evennia-Nexus bridge) - #719 (Bannerlord local) - #35 (NLE vs MiniHack benchmark) ### Strategic Vision: Timmy's Mind Palace Evennia can be Timmy's **persistent world** where: - Agents have "rooms" (their context) - Commands are function calls - Objects are knowledge artifacts - Multi-agent coordination happens spatially This is **Phase 4** of the roadmap (60-90 days). ### Recommendation Wait for: 1. Nostr communication stable (#54) 2. Agent dispatch protocol (#64) 3. Then build Evennia as "world layer" --- *Strategic context from backlog research*
Author
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Uniwizard (#94) context: This IS the Evennia prototype. Now tracked as #83 in the Uniwizard epic. Closing as duplicate.

Uniwizard (#94) context: This IS the Evennia prototype. Now tracked as #83 in the Uniwizard epic. Closing as duplicate.
Timmy closed this issue 2026-03-30 15:41:40 +00:00
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Reference: Timmy_Foundation/timmy-home#34