Web portal — for game designers¶
/admin/design/* is the content cockpit. Designers iterate on
items, creatures, quests, achievements, classes, races, spells,
phases, dungeons, calendar events, loot tables, localisation
strings and mods without touching the operator-facing realm /
account / patch surface.
Design vs admin¶
The designer tree is gated by the same gm_level >= 3 extractor as
admin, but the layout is separate so a designer
focused on rebalancing items doesn't have to navigate around realm
admin and vice versa. Both share the database browser
when an entity isn't covered by a dedicated page.
Game-scoped vs cluster-scoped¶
Most designer surfaces are scoped to a game (cluster.games.id).
The page picks up the active game from a header dropdown; switching
the game switches the catalogue. A few entities (mods, base content,
i18n strings) are cluster-wide and operate independently of the
selected game.
What's in this section¶
- Items —
item_templateeditor with full tooltip preview. - Creatures & NPC AI — creature templates, smart AI scripts, NPC personalities for the LLM bot.
- Quests — quest templates, objectives, rewards, chains.
- Achievements — achievements + categories + criteria.
- Classes & races — chrclasses + chrraces editor including starting spells and skills.
- Spells & talents —
spell_template+ talent trees. - Phases & rollout — content-phase pipeline + per-realm overrides.
- Dungeons, raids, BG & arenas — dungeon templates, raid lockouts, BG / arena maps.
- Calendar & seasonal events — recurring events (Hallow's End, Brewfest, Children's Week) + ad-hoc operator events.
- Loot & profession tuning —
*_loot_templatetables + recipe tuning across professions. - Localisation strings — every translatable string (in-game, GlueXML, web).
- Mods & base content — modular content authoring
workflow +
cluster.base_contentbaseline.
Iteration loop¶
- Edit an entity in the designer surface. Changes go to the draft / staging tables for the active game.
- The patch builder (under admin) groups draft changes into a patch.
- Patch flows
draft → published → preload → active; onactive, the world workers reload the affected tables in place and the next character to interact with the entity sees the new value.
No restart required for typical content edits — the world workers
listen on the patch-scheduler NATS subjects and hot-reload the
affected world.*_template tables as patches activate.