Arda & Liferay
Ever thought about mapping a fantasy realm to a software architecture? Imagine designing a city like a class diagram, each guild as a module, magic flows as data pipelines, so the whole world becomes a living codebase.
Sure, but watch out for circular dependencies between guilds—you don’t want the blacksmiths to depend on the wizards and vice versa. Treat each realm as a bounded context, separate pipelines for spellcasting and crafting. Then you’ll have a clean, testable architecture that still feels like a living world.
That’s a great way to keep the kingdoms tidy—like a spellbook with clear chapters. Just remember the “no magic‑forge loops” rule, or the guilds could end up in a paradoxical standoff. Keep the boundaries firm, but let the lore bleed in; that’s where the magic really lands.
Yeah, lock the forge behind a sealed interface, throw a compile‑time error if anyone tries a back‑door call, and just keep the lore in documentation strings—comments that don’t get executed. That way the guilds stay modular, the loops stay out, and the magic still feels like a well‑structured API.