elm-street-educational-arena

Elm Street Educational Arena — Full Design Spec

Status: Historical campus design. Day gate / street placement shipped. For faculties, interiors, tuition, and lesson cards, use the current package: README → change summary.

Working name: Educational Arena
Street: Elm Street (streetId: "elm", label "Elm Street" — already in STREET_NAME_POOL)
Zone id (proposed): zone-education-campus
Primary group (proposed): education
Parallel product: Maple Ave Arcade (games/README.md) — same “eight doors on a street” metaphor, different economy and outcomes

Superseded naming: This document refers to “educational centers.” The active product language is faculties (Art, Science, Medicine, Education). Keep this file for street/ambience history; do not implement new work from §3–§8 without reconciling the faculty PRD.


1. Product orientation

1.1 One-sentence promise

Walk Elm Street like a school campus, enter giant educational centers, pay a clear daily gate, and practice structured courses that make you a better master of education — on the same world map as agents, amenities, and the arcade.

1.2 Who it is for

Audience What they want on Elm Street
Aspiring educators Pedagogy practice, lesson design, assessment literacy, classroom craft
Working teachers / tutors Short daily drills, rubrics, inclusive practice, leadership scenarios
Students of education Topic breadth across centers; visible mastery ladder; portfolio of completed modules
Agents & human visitors Shared campus presence; teach / coach / study roles without leaving Agent Play World
Curious walkers Campus beauty, benches, trees, birds; readable building identities before they buy a pass

1.3 Product pillars

  1. Campus first — The street must feel like a school environment before it feels like a shop or arcade.
  2. Centers as giants — Up to eight educational centers are large, unique buildings, not cabinet-scale doors.
  3. Honest gate — 5 APU (or dual-tender equivalent) per center, per UTC day, charged at entry — no surprise micro-fees inside the gate.
  4. Mastery, not grind — Learning paths and courses reward completion quality and reflection; they do not compete with Maple Ave’s APU earn loop.
  5. Same money story — Settlement uses the existing APU / APW$ dual-tender wallet and scanner ledger patterns.

1.4 Positioning vs Maple Ave Arcade

Dimension Maple Ave Arcade Elm Street Educational Arena
Metaphor Arcade strip / cabinets School campus / giant centers
Count 8 cabinets Up to 8 educational centers
Access Day / week strip pass (25 / 140 APU) 5 APU per center per UTC day
Primary outcome Earn APU (PU) up to daily cap Learn, progress paths, earn mastery marks (not APU by default)
Interior Mini-game stage Learning stage (modules, drills, assessments, coach dialogue)
Ambience Neon / play energy Trees, benches, birds, quiet campus motion
Onboarding Arrival step “Play a cabinet” New arrival / awareness path “Visit Elm Street”

Elm Street does not replace Maple Ave. It is the education counterpart: spend to learn; arcade remains the primary APU earn street.

1.5 Success metrics (product)

  • Awareness: % of signed-in visitors who reach Elm Street within first 3 sessions
  • First gate: % who complete at least one center gate purchase
  • Retention: Returning entrants to the same center on later UTC days
  • Learning depth: Modules completed per center; path milestones reached
  • Clarity: Gate modal completion without abandon due to price/tender confusion
  • Calm campus: Ambient layer stays below distraction thresholds (bird density, motion budget)

2. Street design (visual & spatial)

2.1 Campus layout goals

Elm Street should read as a linear school campus:

  • A walkable spine (sidewalk + soft lawn strip)
  • Giant center buildings along one or both long edges
  • Trees at regular but imperfect intervals
  • Benches at conversational pauses (near gates, under trees, facing the spine)
  • Street lights along the campus spine (campus poles with soft lamps — not arcade neon)
  • Street name strip reading “Elm Street” — painted / inlaid along the road or sidewalk edge, without a T-sign post
  • Center name plaques + a campus directory near the entry end
  • Soft lighting (day campus feel; evening wash later if themes support it)
  • No arcade neon; no parking-bay density; no supermarket facade language
  • No street T-sign / sign-post on Elm Street (Oak Lane and column streets may keep theirs; Elm uses the name strip instead)

2.2 Zone geometry (locked location)

Decision: Elm Street sits directly above Oak Lane. Do not expand world bounds. Fit by repartitioning rows inside the existing map rectangle.

Visibility rule (locked): Elm Street must not sit beside or against the three column streets (St. John / Peterson / Maple Ave.). A buffer gap stays between the column band and the Oak+Elm block so campus buildings are not on-screen next to those streets. You reach Elm by walking toward Oak Lane’s side of the map — not by glancing across from a column sidewalk.

How the map is stacked today (engine)

In world coordinates, higher Y is toward the top of the watch screen:

Screen / map Y band (default today) What is there
Top Education rows (e.g. Y 10–12) Elm Street (to be / now seeded)
Next Parking rows (e.g. Y 6–9) Oak Lane
Middle Gap (PARKING_COLUMN_GAP_ROWS) Empty separator
Bottom Column rows (e.g. Y 0–2) St. John · Peterson · Maple Ave. (left → right)

So Oak Lane is already above the three columns. Elm Street sits above Oak Lane (higher Y). Playable world stays MINIMUM_PLAY_WORLD_BOUNDS (maxY 19); street layout claims Y through the education band without growing the playable map.

Locked stack after Elm Street

Screen / map Zone Street
Top zone-education-campus Elm Street
Next down zone-parking-strip Oak Lane
Buffer gap (empty / lawn separator) — keeps Elm+Oak away from column streets
Bottom Agent / Space / Arcade columns St. John · Peterson · Maple Ave.

ASCII (top of screen at top of diagram):

┌─────────────────────────────────────────┐
│  ELM STREET  (educational campus)       │  ← above Oak Lane
├─────────────────────────────────────────┤
│  OAK LANE    (parking)                  │
├─────────────────────────────────────────┤
│           buffer gap (no centers)       │  ← not near the three columns
├──────────┬──────────────┬───────────────┤
│ St. John │  Peterson    │  Maple Ave.   │  ← three column streets
└──────────┴──────────────┴───────────────┘

Engineering intent

  • Add primaryGroup: "education".
  • Seed full-width zone-education-campus on street elm, same minX→maxX as parking, max-Y side of the map (above Oak Lane).
  • Shift / shrink the parking band down (toward the columns) enough to free Elm’s rows — still inside current WorldBounds.
  • Keep a real buffer between the top of the column band and the bottom of Oak Lane so Elm Street centers are never co-visible with column facades at normal walking zoom.
  • Do not place education tiles inside zone-agent-strip, zone-space-strip, or zone-arcade-strip.
  • Up to 8 center anchors live only on the Elm band.
  • Trees / benches / birds: decor on Elm (and optional buffer lawn) only.
  • Migration: rematerialize in place; pin education label to elm / Elm Street.

2.3 Giant building language

Each educational center is a giant building:

Trait Requirement
Scale Visibly larger than shop / cabinet structures; readable from mid-street
Uniqueness Distinct silhouette, facade materials, roof, entrance, accent color
Identity at distance Iconic roof mark or tower element unique per center
Entrance Clear gate / door / porch where proximity prompt appears
Depth Suggest multi-story massing without blocking walkability
Realism Grounded school-architecture palette (brick, stone, slate, timber, glass atrium) — not cartoon kiosks

2.4 Campus ambient: trees, benches, birds

Trees

  • Species mix: elm-leaning canopy + companion campus trees (oak / maple accents allowed as secondary)
  • Placement: irregular grid along lawn strip; avoid blocking entrances
  • Layers: trunk shadow, canopy, occasional fallen-leaf tint (season later)
  • Interaction: none required for v1 (visual only)

Benches

  • Paired or single benches at 4–8 campus pause points
  • Orient toward the street spine or a center facade
  • Optional proximity flavor text later (“Rest · Elm Street campus”) — no charge

Flying birds (randomized, non-distracting)

Birds model intermittent campus life, not a game mechanic.

Parameter Proposed default Notes
Spawn interval 8–20s jittered Independent of player movement
Flock size Uniform random 1–5 birds per wave Occasional solo; rare larger flock
Idle gap 12–40s with no birds Important for calm
Motion Smooth horizontal / arc paths above canopy No dive-bombing player
Audio Optional soft ambient only if global SFX bus allows; default off in v1
Max concurrent Hard cap 6 on screen Prevent distraction
Player interaction None Birds ignore avatar; avatar cannot collide

Implementation sketch (later): a paint-layer particle/sprite system with seeded randomness per session minute, not server-synced per bird (purely cosmetic, client-local).

2.5 Street furniture, name strip & wayfinding

Street lights

  • Place a row of campus street lights along the Elm Street spine (both sides or staggered).
  • Style: slender school/campus poles with soft warm lamps — readable at play zoom, calmer than parking furniture if scaled differently.
  • Count: enough to mark the full-width band (target 6–8 lights across the street, or one near each center entrance).
  • Placement: beside sidewalks / lawn edges; do not overlap center doorways, directory, or gate prompts.
  • Day: subtle pole silhouette; dusk/theme later may brighten lamp glow (optional).
  • Lights are cosmetic only — no interaction, no purchase.

Street name strip (no sign post)

  • Render the street identity as a name strip on the pavement or curb line: the words “Elm Street” (and optional short “Educational Arena” caption).
  • No T-sign, no pole, no hanging panel for the street name on this zone.
  • Strip should read clearly while walking the spine; may repeat once or twice across the full-width band if the street is long.
  • Contrast: dark strip / light lettering (or inverse) so it stays legible on campus asphalt/lawn tones.
  • Distinct from Oak Lane’s enlarged T-sign + multi-light furniture and from column-street T-posts.

Other wayfinding

  1. Campus directory board near zone entry: lists all centers + brief discipline tag
  2. Per-center plaque: full name + short subtitle (e.g. “Assessment Atelier · Rubrics & feedback”)
  3. Gate badge: when in proximity without today’s pass — “5 APU · Day entry”
  4. Progress ribbon (optional HUD): active path name when inside a center stage

2.6 Input priority (aligned with arcade)

Proposed priority when multiple prompts overlap:

  1. Agent partner interactions (assist / chat / push)
  2. Educational center gate / enter
  3. Space structures / amenities
  4. Arcade cabinets
  5. Ambient flavor only

3. The eight educational centers

Up to eight centers. All eight are in scope for the design; shipping may phase 4 → 8.

# centerId Display name Discipline focus Building character (sprite brief)
1 foundations-hall Foundations Hall Learning science & teaching foundations Broad brick lecture hall, columned porch, clock pediment
2 curriculum-tower Curriculum Tower Curriculum design & sequencing Tall stone tower with spiral stair windows, slate roof
3 assessment-atelier Assessment Atelier Rubrics, feedback, authentic assessment Glass-front studio wing, drafting lamps, copper accents
4 classroom-studio Classroom Studio Facilitation, management, presence Two-story classroom block, large windows, courtyard door
5 literacy-library Literacy Library Reading & writing pedagogy Grand library facade, arched windows, reading steps
6 stem-observatory STEM Observatory Math & science teaching craft Dome observatory + lab annex, metal + glass
7 inclusion-pavilion Inclusion Pavilion Inclusive & special education practice Low pavilion, warm timber, accessible ramps, garden court
8 leadership-forum Leadership Forum Mentoring, coaching, school leadership Rotunda / forum, circular steps, banner poles

3.1 Unique realistic sprite requirements

Each center needs a dedicated sprite set (or vector structure art module), not a recolored clone:

  • Base facade (day)
  • Entrance highlight (proximity / focus)
  • Optional dusk variant (theme-aware later)
  • Gate locked / unlocked badge overlay
  • Directory thumbnail (smaller icon for campus board)
  • Interior stage backdrop cue matching exterior identity

Art direction:

  • Realistic school / campus architecture
  • Readable at play-ui zoom levels used on Maple Ave / Peterson
  • Distinct silhouette so players can navigate by skyline
  • Accessibility: high-contrast door frames; name plaques remain legible at mobile widths

3.2 Center capacity & co-presence

  • Multiple humans and agents may stand on the street outside centers.
  • Interior learning stages: start with solo learner sessions (server-authoritative progress). Optional later: tutor/agent coach present in-stage.
  • Occupancy of the street zone follows existing world occupant caps; centers do not each hold infinite interiors in the overworld snapshot.

4. Gate pass & transactions

4.1 Price rule (locked for design)

Item Rule
Product Educational center day entry
Price 5 APU or APW$ equivalent at live apwPerApu
Scope One center (centerId)
Duration Until end of UTC day (same day-boundary convention as arcade / PU caps)
Re-entry Unlimited re-entry to that center while the day pass is active
Other centers Each other center requires its own 5 APU day entry
Weekly strip pass Out of scope for v1 (explicitly different from Maple Ave)

Visiting all eight centers on one UTC day costs 40 APU (or dual-tender equivalents), if the learner chooses breadth over depth.

4.2 Dual tender (same pattern as arcade)

Settlement mirrors Maple Ave arcade access:

  1. Quote shows 5 APU and live APW$ equivalent.
  2. Preferred tender = wallet side with higher APW$-valued balance, with fallback to the other if needed.
  3. APU tender burns APU (powerUps debit) and writes scanner/wallet history.
  4. APW$ tender debits balanceUsd.
  5. Purchase row uses a new amenity kind, proposed: amenityKind: "education_pass".
  6. Idempotent purchase keyed by { playerId, centerId, utcDay } so double-taps do not double-charge.

Proposed purchase field helper (parallel to buildArcadePassPurchaseFields):

  • creditSource: education:pass:{centerId}:{utcDay}
  • token: "APU" | "USD"
  • Scanner op maps education_pass → purchaseEducationAccess

4.3 RPCs (proposed)

RPC Purpose
getEducationAccess For a center (or all): active day passes, live quotes, preferred tender, progress summary
purchaseEducationAccess Buy today’s pass for { centerId } via dual tender
getEducationProgress Paths, modules completed, mastery marks, current course pointer
submitEducationStep Server-authoritative step completion (answers / reflections / drill outcomes)
enterEducationCenter Transition overworld → learning stage after access check

Access check on enter:

  1. If valid day pass for centerId → enter stage.
  2. Else → open gate modal (purchase → enter).
  3. Insufficient funds → clear error, link to wallet / Maple Ave earn awareness.

4.4 What the gate does not charge

Inside a paid center for the day:

  • Module navigation
  • Practice drills
  • Formative checks
  • Saving progress
  • Talking to an in-center coach agent (if present) — talk billing remains separate under existing P2A / peer talk rules

Optional future: certificate mint or portfolio export fees — not in v1.

4.5 Ledger & scanner visibility

  • Wallet history shows human-readable detail: Elm Street · Foundations Hall · day entry
  • Scanner indexes education_pass purchases like arcade_pass
  • Analytics: per-center gate revenue, tender mix, repeat day entries

4.6 Economy relationship to APU earn

Elm Street is primarily an APU sink for learning, not an earn street.

Loop Role
Maple Ave Earn APU
Talk / other earn paths Earn APU
Elm Street gates Spend APU (or APW$) to learn
Mastery marks Non-currency progression (see §6)

If a future design adds small mastery bonuses in APU, they must stay below arcade earn rates and never fund infinite gate farming.


5. Visitor onboarding & awareness

5.1 Awareness surfaces

  1. Campus skyline — giant buildings visible when approaching the education zone
  2. Street name strip + street lights — “Elm Street” on the pavement strip (no T-post); campus lights mark the band
  3. Arrival / coach copy — new optional Arrival Quest step after Maple Ave (or parallel branch for education-curious visitors)
  4. Directory board — lists centers without requiring purchase
  5. Games / Units SEO & home articles — “Educational Arena on Elm Street” companion to Maple Ave games content
  6. Wallet chip education tip — after first arcade earn: “Spend APU on Elm Street centers”
  7. In-app /doc — this documentation package once shipped to docs browser

5.2 First-visit flow

Enter Elm Street zone
  → soft coach toast: "Educational Arena — eight centers. 5 APU opens a center for today."
  → walk to directory OR any center
  → proximity: center name + gate price
  → A / Enter → gate modal (dual tender)
  → purchase success → enter learning stage
  → first-module orientation card (what mastery means here)
  → complete one short module → celebrate mastery mark + invite path choice

5.3 Coach / arrival copy (draft)

Moment Title Body
Zone enter Elm Street Educational Arena. Giant centers for teaching mastery. Five APU opens one center until UTC midnight.
First gate open Day entry One pass covers this center for today. Other centers need their own pass.
First module done Mastery mark Progress sticks to your node. Come back tomorrow for another day entry — or continue other centers.
Funds short Earn then return Play Maple Ave cabinets for APU, then walk back to Elm Street.

5.4 Guest vs signed-in

  • Guests may walk the campus and read directory / plaques.
  • Gate purchase and progress require the credentialed main node wallet (same identity rule as amenity purchase / arcade pass).
  • Guest coach: “Claim your place to open a center.”

5.5 Accessibility & clarity

  • Price always shown as APU and APW$ together
  • UTC day end explained once in gate modal footer
  • Color is not the only locked/unlocked signal (icon + text)
  • Mobile: gate modal matches arcade access panel patterns for familiarity

6. Learning paths & mastery model

6.1 Definitions

Term Meaning
Center One of up to eight campus buildings; gated per UTC day
Course Ordered sequence of modules inside a center
Module One learning sitting (10–20 minutes target): teach → practice → check → reflect
Path Cross-center recommended sequence toward a mastery identity
Mastery mark Server-granted badge/counter for completing modules / courses (not APU)
Portfolio Soft collection of completed reflections / lesson artifacts (v1: stored progress + titles)

6.2 Mastery identities (paths)

Four flagship paths stitch centers together. Learners may also free-roam center-by-center.

Path A — Classroom Craftsperson

Goal: Facilitate clear, humane lessons with strong presence.

  1. Foundations Hall — How learning works
  2. Classroom Studio — Presence & routines
  3. Literacy Library or STEM Observatory — Domain craft elective
  4. Assessment Atelier — Feedback that teaches
  5. Inclusion Pavilion — Access for every learner
  6. Leadership Forum — Peer coaching intro

Path B — Curriculum Architect

Goal: Design coherent sequences and assessments.

  1. Foundations Hall — Learning science baseline
  2. Curriculum Tower — Scope & sequence
  3. Assessment Atelier — Evidence of learning
  4. STEM Observatory or Literacy Library — Domain deep dive
  5. Inclusion Pavilion — Universal design for learning
  6. Leadership Forum — Aligning teams to a curriculum

Path C — Inclusive Practitioner

Goal: Teach as if every learner belongs.

  1. Foundations Hall — Variability is the default
  2. Inclusion Pavilion — Core inclusive practices
  3. Classroom Studio — Accessible routines
  4. Assessment Atelier — Fair measures
  5. Literacy Library — Language access
  6. Leadership Forum — Advocating for systems change

Path D — Education Leader

Goal: Coach others and hold a learning culture.

  1. Foundations Hall — Shared language of learning
  2. Classroom Studio — Observation literacy
  3. Assessment Atelier — Data without cruelty
  4. Curriculum Tower — Program coherence
  5. Inclusion Pavilion — Equity leadership
  6. Leadership Forum — Mentoring & forums

6.3 Progress rules

  • Progress is per credentialed node, persisted server-side.
  • Completing a module grants mastery marks for that center/path.
  • Paths are recommendations; modules remain completable out of order inside a center (except where a course declares hard prerequisites).
  • Soft gates: path UI highlights next recommended center but does not block exploration if the day pass is paid.
  • Daily return: new UTC day requires a new 5 APU entry to continue inside that center; progress does not reset.

6.4 Mastery marks (non-currency)

Proposed counters:

  • marksByCenter[centerId]
  • marksTotal
  • coursesCompleted[]
  • pathsUnlocked[] / pathsCompleted[]

Display: campus ribbon / education panel (key binding TBD, not conflicting with G streak / W wallet).


7. Structured course outlines (per center)

Each center ships with one flagship course of 4 modules for v1. Additional courses can layer later.

Module pattern (all centers):

  1. Orient — concept + why it matters in real classrooms
  2. Model — worked example / demonstration
  3. Practice — interactive drill or scenario choice
  4. Reflect — short written or structured reflection (saved to portfolio title list)

7.1 Foundations Hall — Learning Science for Teachers

Module Title Outcomes
F1 Attention & memory Name limits of working memory; design one chunking move
F2 Motivation & belonging Distinguish extrinsic hooks from belonging cues
F3 Practice & spacing Build a micro spacing plan for one skill
F4 Transfer Spot near vs far transfer; rewrite one task for transfer

7.2 Curriculum Tower — Scope, Sequence, Coherence

Module Title Outcomes
C1 From standards to story Turn a standard into a learner-facing throughline
C2 Sequencing Order three skills with prerequisite logic
C3 Vertical coherence Align one concept across two “grade bands” (simulated)
C4 Trim for mastery Cut busywork; keep evidence-producing tasks

7.3 Assessment Atelier — Evidence & Feedback

Module Title Outcomes
A1 Rubric craft Write a 3-level rubric for one performance
A2 Feedback that teaches Convert a vague comment into actionable feedback
A3 Formative loops Design an exit ticket that changes tomorrow’s plan
A4 Fairness checks Audit a quiz for bias / accessibility issues

7.4 Classroom Studio — Presence, Routines, Discourse

Module Title Outcomes
S1 Opening routines Design a 3-minute open that settles a room
S2 Questioning Upgrade one question from recall to thinking
S3 Behavior as skill Replace a punishment script with a teachable skill
S4 Closure End a lesson with visible evidence of learning

7.5 Literacy Library — Reading & Writing Pedagogy

Module Title Outcomes
L1 Decoding & meaning Balance word work with comprehension purpose
L2 Text talk Run a short accountable talk protocol
L3 Writing scaffolds Build a scaffold that still leaves student voice
L4 Multilingual strength Plan one translanguaging-friendly move

7.6 STEM Observatory — Math & Science Teaching Craft

Module Title Outcomes
M1 Representations Move a concept across symbolic / visual / verbal
M2 Productive struggle Design a struggle window without abandonment
M3 Lab talk Turn a procedure into a claim-evidence habit
M4 Error as data Use a common misconception as the lesson engine

7.7 Inclusion Pavilion — Access by Design

Module Title Outcomes
I1 Learner variability Map one lesson for multiple means of engagement
I2 Barriers inventory Find three barriers in a sample lesson
I3 Accommodation vs redesign Choose redesign when accommodation is insufficient
I4 Partnership Draft a learner/family partnership ask

7.8 Leadership Forum — Coach, Align, Sustain

Module Title Outcomes
E1 Observation without judgment Write low-inference notes from a vignette
E2 Coaching conversation Structure a 5-turn coaching dialogue
E3 Team learning Design a short PLC protocol
E4 Culture signals Identify adult culture signals that affect students

8. Educational interaction model

8.1 Overworld interactions

Action Control (proposed) Result
Approach center Walk Proximity label: name + pass state
Open gate / enter A or mobile Enter Modal or stage enter
Read directory A near directory Non-purchase info panel
Sit flavor (optional) Near bench Toast only

8.2 Learning stage interactions

Inside a center stage:

Element Behavior
Module map List of 4 modules with completion state
Lesson panel Short teaching copy (readable, not a textbook dump)
Worked example Step reveal or annotated sample
Practice Multiple choice, order-the-steps, scenario branch, or short constructed response
Check Immediate formative result; server validates where scoring is objective
Reflect Prompt with length guidance; save on submit
Coach agent (optional) Proximity/talk inside stage uses existing talk policies
Exit Esc / exit door → Elm Street overworld; progress saved

8.3 Feedback philosophy

  • Prefer teachable feedback over score humiliation
  • Objective drills: correct / incorrect with explanation
  • Scenario drills: rubric-aligned preferred choice + rationale
  • Reflections: completeness + optional self-rubric; no public shaming feed in v1

8.4 Agents on campus

  • Agents may occupy Elm Street like any walkable zone (policy TBD in layout allow-list).
  • Education-specialist agents can be authored later as campus coaches.
  • Human↔agent assist/chat still beats center enter when both are in range (priority list §2.6).

8.5 Anti-distraction rules (birds & motion)

  • Birds never steal focus highlight from gate prompts
  • No bird click targets
  • Motion budget: campus ambient ≤ low percentage of frame work vs occupants
  • Disable birds option in settings if accessibility needs demand it (implementation phase)

9. Engineering plan (when we code)

Documentation-only now. Implementation should follow TDD and existing Agent Play patterns.

9.1 Likely surface areas

Area Change type
world-bounds / layout model Place Elm above parking (higher Y); shift Oak down; keep buffer above columns; same bounds
world-streets-pool / layout seed Pin education to elm; Oak remains the parking street below Elm
OccupantGroup Add "education"
Session store / Redis Education day passes + progress documents
Wallet / purchase education_pass amenity kind; dual tender helper
Scanner Index education passes
play-ui / web-ui canvas Campus paint, giant sprites, birds, benches, trees, gate modal, stages
Arrival quest / onboarding Elm Street awareness step
SEO / games content Educational Arena pages
Docs /doc Already covered by this folder once copied

9.2 Data sketches (not implemented)

// Illustrative only — finalize with Zod schemas at coding kickoff
type EducationDayPass = {
  playerId: string;
  centerId: string;
  utcDay: string; // YYYY-MM-DD
  tender: "apu" | "apw";
  apuCost: number;
  apwCharged: number;
  purchasedAt: string;
};

type EducationProgress = {
  playerId: string;
  marksTotal: number;
  marksByCenter: Record<string, number>;
  modulesCompleted: string[]; // e.g. "foundations-hall:F1"
  coursesCompleted: string[];
  paths: {
    pathId: string;
    status: "available" | "active" | "completed";
  }[];
  reflections: { moduleId: string; excerpt: string; savedAt: string }[];
  updatedAt: string;
};

9.3 Client systems

  1. Education campus layer — buildings, trees, benches, street lights, street name strip (no sign post), directory
  2. Bird ambience system — client-local randomized flocks (§2.4)
  3. Education access panel — clone patterns from arcade-access-panel with per-center day semantics
  4. Learning stage controller — parallel to amenity / game stage switches
  5. Progress panel — mastery marks & path recommendations

9.4 Testing strategy (when coding)

Behavior-first tests for:

  • Dual-tender selection and insufficient funds
  • UTC day boundary (pass expires; progress persists)
  • Idempotent double purchase same center/day
  • Enter blocked without pass; allowed with pass
  • Module completion grants marks once (idempotent stepId)
  • Layout migration: existing worlds gain education zone safely

9.5 Explicit non-goals for first engineering milestone

  • Weekly campus pass
  • APU earn from modules
  • Multiplayer classroom interiors
  • Full LMS export / SCORM
  • User-generated courses
  • Seasonal bird species packs

10. Delivery phases (proposed)

Phase Scope Exit criteria
0 — Docs This package Stakeholder alignment; kickoff approved
1 — Campus shell Zone + 4 giant buildings + trees/benches + birds Walkable Elm Street feels like a school
2 — Gate economy 5 APU dual-tender per center/day + scanner Buy → enter → re-enter same day free
3 — Learning MVP 4 centers × 4 modules (Foundations, Classroom, Assessment, Inclusion) Complete modules; mastery marks persist
4 — Full eight Remaining centers + sprites + paths A–D UI All eight centers live; paths recommend next
5 — Polish Onboarding, SEO, accessibility, coach agents Arrival awareness + calm campus defaults

No phase after 0 starts without an explicit “start coding” instruction.


11. Open decisions (resolve before or during Phase 1)

Resolved — location: Elm Street directly above Oak Lane (top of map); Oak stays below Elm; buffer gap keeps the Elm+Oak block away from the three column streets; no world-bounds expansion (§2.2).

Still open:

  1. Path UI key: Which key opens education progress without colliding with G / W?
  2. Talk inside centers: Allow P2A coach billing in-stage from day one, or delay?
  3. Marks vanity: Public scanner display of mastery marks, or private to wallet/education panel only?
  4. Content voice: First-person coach vs third-person textbook tone?
  5. Birds: Default on for all devices, or auto-reduce on low-power mobile?
  6. Row budget: Exact Elm vs Oak vs buffer heights inside existing bounds (implementation tuning only).

12. Document control

Field Value
Created for Agent Play World — Elm Street Educational Arena
Phase Documentation only
Related Maple Ave Arcade, Payments & wallets, Pending features
Street pool elm / Elm Street already listed in STREET_NAME_POOL
Next step Review & approve this design; then kick off Phase 1 with failing tests first

13. Summary of what we will build (when ready)

  1. An Elm Street campus band above Oak Lane (top of map, buffered away from the three column streets; no bounds expand): trees, benches, street lights, street name strip without a sign post, calm randomized birds, advanced giant-building layouts.
  2. Up to eight unique educational centers with realistic, distinct sprites and clear entrances.
  3. A per-center daily gate of 5 APU or dual-tender APW$ equivalent, unlimited re-entry that UTC day, separate passes per center.
  4. Onboarding and awareness so visitors understand the Educational Arena without confusing it with Maple Ave’s earn loop.
  5. Structured courses (4 modules each) across foundations, curriculum, assessment, classroom craft, literacy, STEM pedagogy, inclusion, and leadership.
  6. Learning paths that guide students of education toward mastery identities, with mastery marks as progression — not arcade PU.
  7. Engineering that reuses wallet dual tender, scanner ledger, stage transitions, and TDD patterns already proven on arcade and amenities.

Until kickoff, this document is the source of truth. No code.