# Research Questions

Open questions surfaced during exploration sessions. Each entry needs investigation before the dependent decision can be made cleanly.

---

## Zone adjacency model

**Asked:** 2026-05-18 (map-editor exploration)
**Blocks:** In-game minimap design; LDtk multi-world overworld layout decision
**Dependent artifact:** [seeds/in-game-minimap.md](../seeds/in-game-minimap.md), [notes/map-editor-decision.md](../notes/map-editor-decision.md)

### Question

Do the legacy BNO zones have a canonical adjacency / spatial relationship, or are they only connected via the hexport teleport graph with no implied 2D layout?

### Why it matters

- If canonical adjacency exists → LDtk multi-worlds with GridVania/Free layout can encode it; minimap can show relative placement; future combined-overworld is viable
- If only teleport-graph → minimap shows graph/node view, not 2D layout; multi-world LDtk layout is arbitrary (purely organizational)

### Sources to inspect

- Legacy GML scripts referenced in `docs/extracted-engine/scene-room-model.md`: `0326 zone_room`, `0328 zone_name`, `0336 room_zone`
- Hexport destination map in legacy server GML (find `Script` IDs that resolve hexport targets)
- Per-zone `instances.json` for hexporter/hexsling/hexbridge placements that hint at directional intent (e.g., "north exit of Prairie_Flats" if such patterning exists)
- Any out-of-engine lore / community map of BN Online

### Resolution form

Document with one of:

- Canonical adjacency table (zone × zone × direction)
- Hexport-graph-only verdict (no implied 2D)
- Hybrid (some zones have canonical neighbors; others are pure teleport endpoints)
