Whitepages
Public builder vault for TriptokForge: platform architecture, creator vision, branding, member experience, and UEFN systems, with staff-only appendices for deploy and operations.
This page is intentionally public. Internal runbooks for deploy, ops, repo privacy, approval-day handoff, workspace audit, and staff-bot management stay hidden until staff/admin login through /ops.
Platform Overview
Fortnite esports platform with island generation, live channels, social features, and authenticated player dashboards.
What is live now
- Epic Games OAuth flow is wired and ready for approved production keys.
- Island Forge generates UEFN terrain from uploaded audio analysis and writes each run into a named output folder with PNG, JSON, manifest, and Verse package artifacts.
- Channels provides a multi-category embedded guide with suggestions.
- Arena now has a dedicated A-Frame spectator deck at
/arenawith leaderboard, theater, and ops-rail concepts. - The member hub already exposes a telemetry deck, stat cards, ticker rails, and ecosystem radar as the base for the future immersive room.
- Community and feed routes support social posts, updates, and member identity.
- Oracle Autonomous Database stores members, posts, islands, and channels.
- OCI Object Storage serves public media and generated assets.
Live at triptokforge.org. The platform is operating on Oracle now; Epic brand approval is the remaining gate for final production login credentials.
Member Hub
Logged-in player room, telemetry wall, and data surface map for the Bloomberg / JARVIS style dashboard vision.
Experience target
The long-term member experience is not a flat profile page. It is a room: one wall for generated island previews, another wall for player cards and earned status, and one main screen for a live telemetry deck with charts, heatmaps, ticker rails, and ecosystem cards.
- Island wall: grid of generated island PNGs, recent runs, and named build folders.
- Player wall: Epic identity, locker skin, room theme, tickets, platform role, and earned badges.
- Main screen: large TV-style telemetry with stat cards, chart stacks, live rail updates, and cross-platform readiness indicators.
- Room styling: premium workshop / hero-lab language rather than a generic account dashboard.
Data surfaces we can actually use
- Epic login identity: account identity and session state from Epic authentication.
- Platform data: islands, uploads, tickets, channels, announcements, room theme, admin state, and other data we store in Oracle.
- Public Fortnite surfaces: public shop, cosmetics, and published-island analytics once a real island code is live.
- Keyed Fortnite stat lookups: player stat snapshots when the external Fortnite stats key is configured.
- Product-side EOS data: stats, achievements, and progression for products we own and wire ourselves, not arbitrary third-party Epic games.
| Surface | Can show in member hub | Notes |
|---|---|---|
| Epic account identity | Yes | Use for authenticated member identity and session-aware UI. |
| Oracle platform records | Yes | Best source for islands, uploads, room state, tickets, activity, and custom achievements. |
| Public Fortnite feeds | Yes | Shop, cosmetics, and later island analytics can enrich the main screen. |
| External keyed Fortnite stats | Yes | Good for snapshot stat cards and trend visuals when the key is present. |
| All saved data across other Epic games | No | Do not design around this. That data is not generally exposed just because the user logged into Epic on our site. |
Epic login does not equal universal access to every player save profile across Epic games. The correct model is: Epic identity + TriptokForge platform data + approved public Fortnite data + product-specific services we explicitly integrate.
Dashboard build order
- Stabilize the current member telemetry deck and keep all current cards sourced from real Oracle or Fortnite endpoints.
- Add an island gallery wall inside the member room using the player's generated previews and saved metadata.
- Add a player-card rack for badges, earned events, hub role, linked systems, and future TriptokForge-native achievements.
- Upgrade the center screen into an immersive chart deck: deltas, heatmaps, activity timeline, ranked ladders, and event cards.
- Add richer 3D or faux-3D panels only after the data rails are real and readable.
Reference note: templates/whitepages/MEMBER_HUB_ROADMAP.md
Audio Vault
Winamp-inspired member audio deck that scans stored directories, omits short clips, and rotates the active skin every 22 minutes.
This lane searches the saved audio library plus the tracked storage roots for longer-form audio and exposes a stream-safe catalog directly inside WhitePages. Tracks shorter than 0:45 are filtered out before they ever reach the deck.
The visual language is tied to the same rotating skin manifest that feeds the shared member audio player across the rest of the site, so the vault and the site chrome stay in sync instead of feeling like separate tools.
The full vault scan is intentionally gated. Sign in through Epic or Ops to search the server audio directories and stream longer-form tracks from inside WhitePages.
System Architecture
Product systems that power member identity, creator tools, live channels, and generated world outputs.
Public system map
- Member identity: Epic-auth login, member profile fabric, role surfaces, and progression-aware dashboards.
- Creator tools: Island Forge, asset processing, scene packaging, and other member-facing generation flows.
- Community layer: channels, broadcasts, news, social posts, and community-facing discovery surfaces.
- World outputs: generated terrain packages, media assets, previews, and downloadable run artifacts.
Detailed hosting, repo, deploy, and route ownership notes stay in the staff appendix instead of the public reference layer.
Game Stack
WhitePages guide for the browser MMORPG, the resource stack, and the repo split between docs and runtime.
What we are building
The current game direction is a browser MMORPG with a neon hub city, raid zones, loot collection, inventory, skills, shops, bank, extraction flow, and a polished delivery-quest vertical slice called Shinobi Post. The playable runtime lives in triptokforge-platform; WhitePages explains the structure, the approved tooling, and the resource pool behind it.
Game loop
- Open the launcher and connect the MMO shell.
- Move through the hub.
- Interact with shops, the bank, and the raid gate.
- Collect loot and manage inventory.
- Use abilities, fight enemies, and extract from raids.
- Keep the profile and world state synchronized through the server.
Approved resources
- Browser runtime: Phaser, PixiJS, Matter.js, Box2D, and Tiled.
- Safe art pools: Kenney, OpenGameArt, Time Fantasy, Oryx Design Lab, AmbientCG, and Polyhaven.
- Audio: GameSounds and Freesound.
- C++ reference pool: SDL, SFML, Box2D, doctest, Catch2, googletest, microui, GuiLite, lvgl, filesystem, and portable-file-dialogs for future tools or exporters.
- 3D / debug references: Three.js devtools-style scene inspectors for future scene and launcher tooling.
Implementation notes, repo topology, and internal build documentation stay in the staff appendix so the public page stays product-facing instead of backend-facing.
WhitePages should explain the live game, the approved tooling, and the repo split. It should not be a second runtime, and it should not drift away from the actual build.
Prismatic Town
The original life-sim family: four modes, one persistent world, and a clean reference shelf for the approved stack.
The four launch modes
- Prismatic Haven: companion care, feed / clean / rest / play, and growth.
- Spraypaint District: town building, decoration, and home styling.
- Shinobi Courier JDM: delivery routes, parkour, weather, and rewards.
- Companion Grove: social ecosystem, seasons, bond, and persistence.
Reference shelf
The full shelf lives in templates/whitepages/PRISMATIC_TOWN.md. It tracks the approved and study-only repos and references we used while designing the family.
| Lane | How to use it | Why it matters |
|---|---|---|
| Runtime | Kaboom + Phaser | Kaboom is the quick prototype lane, Phaser is the larger browser-game lane. |
| Asset pools | Kenney + OpenGameArt | Safe starter art for towns, tiles, and top-down characters. |
| Structure | rpgjs/template + Phaser templates | Helps us scaffold the browser game and keep the code organized. |
| Reference only | pokeyellow, MapleStory, Neopets, Tamagotchi | Use for route pacing, town flow, and care-loop ideas, not copied content. |
The life-sim family should feel like a real ecosystem: each mode has a distinct job, but they all share the same player profile, town state, companion state, and seasonal data.
Database Schema
Oracle Autonomous Database tables currently powering identity, content, channels, and generated assets.
| Table | Key columns | Purpose |
|---|---|---|
members | epic_id, display_name, skin_img | Epic-authenticated users. |
island_saves | epic_id, island_name, oci_key | Generated islands and asset metadata. |
audio_tracks | epic_id, track_name, oci_url | Uploaded tracks for forge generation. |
announcements | title, body, pinned | Admin news and site messaging. |
posts | caption, embed_url, likes | Social feed content. |
channels | name, category, embed_url | Live guide channels and categories. |
Live Channels
Guide architecture, moderation flow, and current front-end state after the Jinja template migration.
- The channels page now renders from
templates/channels.htmlinstead of building HTML inside Python. channels_page.pynow only normalizes embeds and groups channel data for the template.- The page keeps the current holo/JARVIS visual treatment while becoming easier to maintain.
- The player stage now keeps a comfortable default size and supports saved drag-resizing on desktop.
- Scopes now mirror the news curation model with Fortnite, Builders, Arena, Signal, Community, and Chill rails.
- Channel suggestions submit through
POST /api/suggest_channelfor review.
Catalog refreshes should prefer official replay, playlist, and /videos feed URLs over weak raw handles, with the Oracle seed script acting as the source of truth for the live channel catalog.
Arena Deck
Dedicated esports spectator environment built as a roamable A-Frame page under the main esports section.
/arenais now the first real arena surface instead of only a note inside/esports.- The room layout is theater screen front and center, leaderboard wall on the left, and concession counter behind the seating.
- The scene uses procedural stand-ins for speed while the right-rail asset locker points to Fab and Megascans source packs for future swaps.
- The right rail should grow into tournaments, replay lab, broadcast booth, team garage, and prize vault subsections.
Reference note: templates/whitepages/ARENA_ROADMAP.md
Epic OAuth
Brand approval remains the final production gate. The app is already configured to read everything from environment variables.
When Epic approves the production setup, populate the approved client ID, client secret, deployment ID, and base URL in the systemd environment, then restart islandforge.
Current handoff
- The login flow fails safely when secrets are missing instead of using hardcoded values.
- The current Flask website login uses only the approved client ID, client secret, deployment ID, and exact callback URL.
- The production base URL drives the redirect base for login and logout.
- The callback path must exactly match the value approved by Epic for the production app.
- The login app belongs to the Epic Account Services / Developer Portal lane, not Fortnite Creator Portal publishing.
Reference notes: templates/whitepages/EPIC_APPROVAL_RUNBOOK.md, templates/whitepages/EPIC_LOGIN_READY_CHECKLIST.md, and templates/whitepages/EPIC_CONTACT_MATRIX.md
Epic Branding
Use Epic marks narrowly, factually, and only from the official asset pack. Epic is part of how TriptokForge got here, but it is not the site's primary brand.
Use the local Epic shield pack in files/photos/epicgames/epicgames-logos/ or refresh it from Epic's brand portal before public use.
Use Epic marks only on Epic-specific surfaces like login, approval guidance, or compliance notes. Do not let the Epic mark replace the TriptokForge lockup.
Cross-check the live brand portal and Epic policy before shipping any new usage, especially after domain approval or any change to the auth flow.
Implementation rule
- Do not put Epic marks into the main site lockup, favicon, or footer identity stack.
- Keep Epic marks on factual Epic-related UI and compliance surfaces only.
- Use the official disclaimer and policy language required by Epic where that fan-content boundary applies.
TriptokForge should look like TriptokForge. Epic branding can confirm platform relationship and approval context, but it should not visually read as co-ownership or a site re-skin.
ColorsTheForce Profile
In-house AI moderator/operator profile for announcements, member guidance, platform summaries, and future moderation assistance.
What it is
- Display name:
ColorsTheForce - Badge:
AI Moderator - Owner: TriptokForge
- Language: American English
- Core domains: Fortnite, UEFN, games media, code, creator operations, human communication, and moderation
How it should be operated
- Use the dedicated
/opsstaff console with either an admin account or a linked bot-operator account. - Do not create a fake public human-style password for it.
- Allow manual post, edit, and draft generation through admin.
- Require human approval for destructive or high-impact actions.
Compliance boundary
- It can be knowledgeable about Epic, Fortnite, Nintendo, and Microsoft ecosystems.
- It must not claim to be an official representative of Epic, Nintendo, or Microsoft.
- It must remain clearly labeled as an in-house AI moderator owned by TriptokForge.
Post-only AI moderator with admin-triggered drafts, admin approval before publish, and a clearly labeled public profile.
Reference notes: templates/whitepages/COLORSTHEFORCE_PROFILE.md and config/bot_profiles.example.json
Verse Architecture
Tarkov-Lite systems in Verse for UEFN using immutable player data and stateful UI overlays.
Core patterns
- Immutable data: build fresh player records instead of mutating shared state.
- UI state: store HUD references per player for reliable cleanup and redraw.
- Material encoding: compress rarity and element into deterministic inventory slots.
- Persistence: keep long-term player progression compatible with seasonal updates.
- Death penalty: preserve risk and extraction tension as a core loop.
- World layout: keep the 32 farm plots in one coastal social cluster near town, then push biome escalation outward.
Verse File Reference
Primary files tracked for the current extraction MMO systems.
Island Forge
Audio-to-heightmap and Verse package workflow for UEFN island generation.
Upload a track in Forge. The audio pass extracts sub-bass, bass, midrange, presence, brilliance, BPM, and duration, then maps those values into terrain signals.
Choose world size, water, wrap, farm direction, cluster density, and Fortnite chapter theme before you generate. Large worlds change the UEFN import procedure because World Partition becomes mandatory.
Each run is saved locally as outputs/WorldName#N/ with heightmap.png, preview.png, layout.json, manifest.json, placement_plan.json, generated Verse data files, and a verse_package.zip when available.
Use the saved run folder as the handoff bundle. Import the heightmap, follow the World Partition note when the chosen size requires it, then place the generated Verse files and bind builtin Fortnite assets in-editor using the generated slot names and gallery hints.
Current target layout keeps all 32 farm plots in one shared coastal hub near town, with coherent Fortnite prefab kits assigned biome by biome instead of random prop mixing.
The package is now intended to be theme-aware and concrete: the selected Fortnite chapter changes biome material guidance, gallery recommendations, landmark inspirations, foliage slot bindings, and placement-plan output instead of only changing a label.
The important contract is now explicit: changing world scale changes the downstream UEFN steps. If Forge flags World Partition, the player needs to enable it before import instead of trying to brute-force the landscape into a default island.
Reference note: templates/whitepages/FORGE_AUDIO_WORLD_MODEL.md
If the selected world scale exceeds roughly 1km on the widest axis, enable Streaming and World Partition in UEFN before importing the generated heightmap. Keep the direct square landscape lane at or below 2017 x 2017. The same warning is repeated in Forge, layout.json, and the generated package README.
Forge Runbook
- Open
/forge, upload an audio track, and let the analysis complete so the terrain weights reflect the real file instead of defaults. - Name the world and choose the Fortnite chapter theme you want the asset manifest to target.
- Set world scale, resolution, water level, wrap, farm direction, and cluster density. Keep the direct square landscape lane at or below
2017 x 2017. If the Forge streaming flag appears, plan to enable World Partition in UEFN before import. - Press Generate. Confirm the run saved into
outputs/WorldName#N/and download or open the generated files from the Forge locker. - In UEFN, create or open the target island. For worlds above roughly 1km on the widest axis:
Edit -> Project Settings -> World -> Enable World Partition, thenWorld Settings -> Enable Streaming. - Import
heightmap.pngthrough Landscape Mode -> Import from File using the recommended Forge resolution. Usepreview.pngas a visual reference andlayout.jsonfor metadata, town center, and plot positions. - Copy the generated Verse files into your project or extract
verse_package.zip. Keep the generated files together withasset_manifest.json,landscape_config.json, andplacement_plan.json, then build Verse in UEFN. - Bind the generated Verse slots to builtin Fortnite gallery and prop assets inside UEFN from the Fortnite content browser. The generated package documents supported builtin content-browser hints; it does not require custom shipped assets.
- Treat the generated Verse files as data modules and binding scaffolds. The package tells UEFN what to place and what slots to wire; the editor still owns the final builtin asset binding, placed Verse device, and any project-specific runtime spawn logic.
- Launch a session, validate streaming cells, town placement, plot spacing, and coastline readability, then iterate by regenerating the next numbered run folder instead of overwriting the old one.
Roadmap Now / Next / Later
Short-term execution order for site polish, platform readiness, and deeper game systems.
player_data, keep player_repository atomic, and keep deployment predictable from GitHub main to Oracle.Tarkov-Lite Vision
Persistent extraction MMO inside Fortnite with risk, insurance, progression, and evolving world systems.
Players stage from a safe hub, run extraction zones for materials and kills, and decide whether to bank progress or press deeper for better loot.
Economy loop
- Grow or gather materials, then sell or craft around rarity and element value.
- Kill enemies to earn drops, XP, and quest progression.
- Extract safely to keep the run. Die and the carry risk becomes real.
- Use insurance tokens to protect the most important item in a run.
- Level up into harder zones, more systems, and higher-end cosmetics.
Game Systems
Core gameplay systems that define the extraction loop and long-term progression.
Death penalty
- Lower stacks create full-loss pressure and teach early caution.
- Higher-stack players still take meaningful loss while keeping late-game progression viable.
- Insurance creates decision tension instead of full safety.
Material economy
- Five primary material families keep collection readable.
- Eighteen elements and multiple rarity bands support broad crafting depth.
- A deterministic slot and value model keeps UI and storage simpler.
Zone Tiers
Progression path from onboarding to endgame risk.