π¦ West Coves
REAL UEFN island for west-coves must be a water-course archipelago: a sheltered lobby lagoon (Marooned Town dock) with player spawn pads + a matchmaking-portal return link to AweShucks Town, then a looped boat channel threading mangrove gates, sea-stack pillars, Kraken's Cove and
What you'll be able to do
- Coastal Race
Lessons
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1
Shout into the Void: print/log debugging
Student can instrument any Verse script with Print statements and read the output log to trace game flow and diagnose bugs.
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2
Readable Code Is Debuggable Code: naming conventions
Student can apply Verse naming conventions (PascalCase functions, descriptive vars, _device suffixes) so bugs are visible on read.
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3
Crow's Nest Constants: immutable bindings
Student can declare constants and immutable data bindings and explain why config values should never be mutable.
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4
Maybe Treasure, Maybe Nothing: returning and unwrapping option types
Student can return ?t from a function and safely unwrap it with if-then binding and the ? operator.
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5
The Skull Brig: failure contexts and the <decides> operator
Student can write failable functions with <decides><transacts> and call them inside if-contexts so failures roll back instead of crashing.
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6
Sunken Deck Salvage: array indexing is failable
Student can index arrays inside failure contexts and never write an out-of-bounds crash again.
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7
Racer Roster: adding and removing from arrays
Student can grow, shrink, and rebuild arrays (concat, slice-around-index) to maintain a live roster.
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8
Sea-Stack Pillars: your shared helper module
Student can extract reusable functions into a module and import it from any file β the SOLID layering habit every later zone uses.
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9
Async 101: Sleep, loop, and the countdown
Student can write <suspends> functions using Sleep() in loops to build countdowns and repeating timers without blocking the game.
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10
Marooned Town: fire-and-forget with spawn
Student can launch independent async tasks with spawn{} and knows when spawn is right vs. awaiting inline.
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11
All Boats Together: sync waits for everyone
Student can run tasks in parallel with sync{} and use all results once every branch completes.
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12
Kraken's Cove: race β first task wins, losers cancelled
Student can use race{} to run competing tasks where the first to finish cancels the rest β the timeout pattern.
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13
First Across the Line: rush keeps the losers running
Student can choose between race and rush β rush returns the first result but lets remaining tasks continue.
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14
The Timing Toolbox: spawn/sync/race/loop together
Student can combine all four concurrency primitives into one game-timing structure and pick the right tool per job.
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15
Mermaid Lagoon: await events, never poll
Student can subscribe to and await device/custom events instead of loop-polling state, and can define a custom event(t) signal.
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16
Mangrove Channel Gates: trigger_device as checkpoint sensor
Student can wire trigger_device TriggeredEvent into Verse with agent payloads to detect exactly who passed a gate.
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17
Firefly Cove at Dusk: PlayerAddedEvent and the join lifecycle
Student can handle players joining mid-session (PlayerAddedEvent + GetPlayspace().GetPlayers()) and initialize per-player state.
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18
Hidden Cove Ambush: elimination_result and EliminatedEvent
Student can subscribe to fort_character EliminatedEvent, read elimination_result (who/by-whom), and drive game logic from eliminations.
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19
Treasure Cove Phases: the game state machine
Student can model game flow as an enum-state machine with async phase functions and event-driven transitions (LobbyβCountdownβRacingβPodiumβReset).
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20
The Rusty Barnacle: Inkbeard's NPC behaviour state machine
Student can author npc_behavior Verse with an internal state machine (idle/patrol/chase) and attach it to an NPC spawner.
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21
Crystal Grotto Lens: first-person camera for spectators
Student can push/pop a gameplay_camera_first_person_device onto an agent's camera stack from Verse to change perspective at runtime.
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22
Checkpoint Gate Prefab: async behaviour in Scene Graph components
Student can write a custom component whose OnSimulate runs async logic (pulse animation + trigger await) and package the gate entity as a reusable prefab.
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23
CAPSTONE β Coastal Race: ship it
Student assembles all 22 lessons into a complete playable boat-race mode with lobby, synced start, checkpoints, storm timeout, eliminations, kraken NPC, podium, and persistent win tracking.