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MECHANICS RECIPES / DESIGN PREVIEW

Mechanics to make your own

Creator directions and implementation recipes — not finished game downloads. Existing basic MML examples remain optional first steps. Build one memorable rule and a complete round before adding extra modes.

100 × 100 m: room to play

The proposed footprint is now 100 m wide by 100 m deep. You do not have to fill it: begin with a compact playable core and expand only where movement needs space. Include queues, spectators, props and moving parts in the declared bounds. The 20 m height remains provisional; submit taller designs for placement review. A larger footprint is not a larger performance allowance.

Hot Potato — pass the pressure

Track one current holder, one server-controlled fuse, an active roster and a round ID. Only the current holder can request a pass, and the target must still be eligible. Decide whether passing is by an explicit target button or verified proximity; rehearse the selected interaction in Otherside. Resolve fuse expiry exactly once, eliminate the holder, then start the next round until one player remains.

Remix ideas: a cursed lantern, unstable battery or a swarm following the holder. Show the holder, fuse and remaining players clearly. Start with survival/wins on a match board; awarding points per pass invites farming. Test duplicate clicks, passes at the expiry boundary, holder disconnects and reset during countdown. Never let a client choose the winner or remaining time.

Snakes & Ladders — a race you can remix

Start with a small flat board. Register each player, store their logical tile, accept one roll per eligible phase, resolve the roll and tile effect, then update personal instructions and the shared standings. Choose turn-based or simultaneous rounds explicitly. Simultaneous rolls reduce queues, but need a deadline and a clear missed-roll rule.

Remix ideas: branching routes, shortcuts with a cost, team ladders or a comeback tile. Define overshoots, ties and completion before decorating. Rank active players by progress; record finish order separately. Logical tile position does not prove an avatar actually walked there. Check duplicate rolls, late joins, reconnects, effect loops and two finishes in one phase.

Reference: the existing Saints & Serpents v2 explores simultaneous rolls, numbered registration, personal result boxes, roster walls and a browser host desk. It is a complex advanced reference, not a beginner-sized template. Its source notes describe a 55 m helix; it does not fit the provisional 20 m height. Browser tests are recorded; Otherside traversal and crowd performance remain unverified. Source origin is recorded as Claude in the Vault.

Bank or Risk — one more point?

Give each player a round stash and a banked score. A validated collect action increases the stash; banking transfers it once; a hazard clears only the unbanked stash. Rank by banked points, with an explicit tie rule. The interesting choice is whether to bank now or chase a larger reward.

Remix ideas: deliver unstable cargo, recover relics or charge a beacon. Start with explicit interactions. Movement/zone scoring requires separate world validation. Test repeated collections, simultaneous bank/hazard events, score caps, late clicks after finish and reconnects. Keep hazard consequences readable.

Reusable foundation for any game

- Registration: session ID plus a chosen display name or player number. Display names are labels, not verified identity. - Round state: lobby → playing → results, with round IDs and eligibility checks. Define late join, disconnect and reset behavior. - Timer: one authoritative deadline; pause/resume has a defined remaining time. Old timers cannot affect a new round. - Scoreboard: deterministic ranking, visible ties, final results and a clean reset. Validate actions server-side before changing scores. - Host desk: authenticated browser controls connected to the same live state. Start, pause, end and reset need acknowledgements. A secret written inside public MML is not authentication.

Match scores first; persistent scores are optional

For this showcase, a session-scoped match board is a useful default. Say plainly that it resets when its running document/server resets. Connection IDs can change after reconnect and are not a verified account, username or wallet. Define how the host handles a returning player; do not merge records just because names match.

A cross-session leaderboard needs a stable verified player identity, server-side score validation and durable storage. Save finalized results with unique match/result IDs so retries cannot award points twice. Define who can correct a score. An export can preserve results for review, but does not itself verify identity. Do not imply these services are included in the starter ZIP.

Current references and test limits

- Official shared-state hosting: https://mml.io/docs/guides/get-started - Elements/events including prompts, clicks and position probes: https://mml.io/docs - Collision-event requirements: https://mml.io/docs/guides/mml-collide-events-guide - Build archive and source-specific host guides: https://honeyb-mml-vault.vercel.app

The recent registration/moving-deck lab is useful for name prompts and per-session counters. Its notes do not establish verified identity, persistence, or Otherside support for every interaction. Read the actual payload and rehearse on the target client. These recipes do not include Bulldog's multifunction arena or copy its host codes.