Dev Log #002
Competitive Architecture
Velora's design starts with a simple constraint: matches should start without an admin. If a community has to rely on someone manually setting things up, it does not scale.
The system is split into three layers — queues, lobbies and voice. Each layer has one job and talks to the others through a small, well-defined API.
Most of the complexity lives in edge cases: a player disconnects, a team becomes unbalanced, a captain never picks. Every one of these is handled explicitly, not by accident.