Actor
Agent / worker / operatorA named entity with a job, capabilities, and current state. Select its character to inspect and direct it.
A JRPG-inspired design system for SaaS, AI agents, and automations. Characters become assistants. Equipment becomes tools. Actions, dependencies, and results become things you can see and operate in a world.
Walk, collect context, equip your party, and recover a patch. Operate an AI harness through a character.
Enter the field ↗Walk through Fernhaven with a dinosaur assistant. Hatch an individual companion, buy gear at the outfitter, and take a mission from the town board.
Enter the town ↗Queue party orders. Pass evidence between agents. Watch waiting work resume when its input arrives.
Gather the party ↗The keeper moves through the town. The hatchery reveals companions with persistent colors, markings, and proportions; the shop sells tools; the board assigns missions; camp manages routines. Inventory (I) and Character (C) open only when needed. The field stays a playable world.
The world is the working surface. A focused command panel exposes the next action; inventory, settings, and evidence appear when requested. Six primitives connect the scene to the application.
A named entity with a job, capabilities, and current state. Select its character to inspect and direct it.
search.ts→ contextA meaningful resource you can approach, target, collect, or inspect. Objects retain a useful identity.
Choose an actor, choose an action, then its target. Preview the consequence before execution.
Changes what an actor can do or how it runs. Wings change duration. A charm changes retry behavior.
Movement, labels, and marks reveal what is happening. Completion follows verified work.
Open the character’s dashboard for exact values, history, and artifacts. The metaphor has an inspectable truth.
A readable field and focused game screens. Fieldwork and Relay use smooth 2D art. Fernhaven uses an orthographic 3D town, textured dinosaur skin, warm lighting, and parchment screens. Modern type keeps exact controls legible.
The original studies use midnight, blue, and parchment. Fernhaven uses warm paper, fern green, and amber over a sunlit world. Selection and status always have a text label.
One family. Regular body, medium labels.
10–12px metadata · 14–16px content · 26–36px game titles. Large editorial type belongs outside the game.
The field fills the game. A destination reveals its own screen; I and C open inventory and character. Thin borders group exact settings. Closing a screen returns you to the same place.
The system is useful when the game makes a relationship easier to understand. These are the rules each study exercises.