Your game’s map
The Map section of the project bar draws your game as it is: its systems, in a star around the project’s planet, and its content. It helps you find your way around what your agents have built. There is nothing to launch or refresh.
What it shows
Section titled “What it shows”- In the centre, your game: its planet, its name and its number of systems (content is not counted).
- Around it, one category per direction: Economy, Progression, World, Gameplay, Items & boosts, Rewards, Social and Shop. Only the ones your game uses appear.
- Further out, each category’s systems (Pets, Worlds, Rebirths…), then their entries (Dog, Desert…), with the names written in your code.
- A ×N badge gives a system’s number of entries: ×12 on Pets means twelve pets in your code, even if the map draws only some of them.
- To sort: what your code holds that no agent has sorted yet, under its name in the code. It moves to its category as soon as an agent names it.
- Below the planet, Content: what the Assets tab lists, sorted by type (Screens, Animations, Effects, 3D models, Images, Sounds, Music), with their names. Your marketing visuals (thumbnails, game icon) aren’t there: they are not in the game.
Your agents’ tools (animation, effects, interface) are not systems: the map doesn’t show them. What they made shows under Content.
Your agents name the systems, in the code, as they write them: a short tag above each system gives its category, icon and name. After each compile, the app reminds them of what isn’t sorted yet. To rename or move a system, ask an agent.
In the overview, entries, and the systems of a very large map, show only their icon: zoom in to read their names, or hover over an item. The buttons at the bottom left zoom and frame the whole map; drag it to move around.
How it updates
Section titled “How it updates”- Your game compilesA successful compile, by an agent or by you.
- The app rereads the codeThe systems your agents named, their entries, your products.
- The map redrawsNew items appear with a short animation.
Content follows the Assets tab within seconds, without waiting for a compile.
For systems, the map redraws after each successful compile, whether the tab is open or not. While the code is being read, “Updating” shows at the top left.
When new systems or a new asset arrive while you are elsewhere, a dot lights up on the Map tab. It goes away when you open it.
It costs nothing: neither AI quota nor VibeStarter credits. The app draws it on your computer, with no AI, and none of your code leaves.
An empty map
Section titled “An empty map”- “The map draws itself as soon as your game compiles.”: your game hasn’t compiled yet, or the first map is being prepared.
- “No systems of your own yet.”: the code still holds only the starter template and your agents’ tools. The map shows only what you added; your Content, if any, is already drawn.
What it is not
Section titled “What it is not”- Not a creation tool. Nothing is created or changed from the map: you ask an agent.
- A summary, not a reference. System names are the ones your agents wrote, in the language you speak with them: changing the app’s language doesn’t translate them. Your game’s code is what counts.
- The current game only. What you plan to add isn’t on it.
Limits
Section titled “Limits”- 80 systems and entries at most, plus your content. Beyond eight entries under the same system or eight assets of the same type, the map shows eight (the most recent, for assets) and the ×N badge gives the total.
- Unreadable code: if the app can’t read the code for now, the map shows “Can’t read the code yet: retrying at the next compile.” and keeps its latest version.