traversal-systemlisted
Install: claude install-skill Firzus/agent-skills
# Traversal System
Build the traversal layer above `character-controller`. `traversal-system` owns
affordance discovery, authored world facts, candidate scoring, verb and cost policy,
progression valves, and the stamina economy. `character-controller` owns Mover
modes, collision, replay, final displacement, and `Movement Outcome`; it consumes
typed `Traversal Request` and authorized `Traversal Lease` data. A traversal or
gameplay-resource authority owns persistent stamina and commits confirmed
consumption. `mount-system` owns creature-mount lifecycle, control handoff, and
movement.
References: BotW/TotK and Genshin (the systemic-climbing school), broadened with
the parkour/momentum tradition (Mirror's Edge, Titanfall 2, Spider-Man) and vehicle
traversal design (Death Stranding, TotK, Sea of Thieves).
## The architecture rule
**Traversal is a dialogue between world markup and player verbs.**
```
WORLD SIDE climbable-by-default markup (BotW) OR authored+telegraphed routes
(parkour); runtime shape-sweep probing; volumes (water/updraft/
current/ladder); anchors; readability cues
VERB SIDE composable modules (the Capabilities pattern); each declares its
required world facts, immutable request, optional lease, costs,
presentation, interrupt policy, and expected outcomes
EXECUTION `character-controller` revalidates the active contact and resolves
modes/influences through Mover; traversal consumes the outcom