diff --git a/docs/how/architecture-plan.txt b/docs/how/architecture-plan.txt index de596c1..12046a7 100644 --- a/docs/how/architecture-plan.txt +++ b/docs/how/architecture-plan.txt @@ -2,10 +2,10 @@ architecture plan — designing for programmability ==================================================== where we are and where we're going. we have a working telnet MUD with -procedural terrain, movement, viewport rendering, effects. combat, persistence, -session modes, editor, in-world programming — all ahead of us. this doc -captures what we should get right in the foundation so those features don't -require rewrites. +procedural terrain, movement, viewport rendering, effects. we've built the +command system, game loop, mode stack, content loading, entity model, combat, +persistence, and editor mode. in-world programming remains ahead. this doc +captured what we needed to get right in the foundation — most of it is done. the core lesson from studying the ecosystem: the things that lasted (LPC mudlibs, MOO worlds, evennia typeclasses) all share one trait — game content