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7 changes: 7 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,13 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots.
and Ash Underpass blockout; and
`docs/design/28-character-body-and-roster-design.md` defines character,
body, roster, hostile body candidate, voice, memory, and relationship rules.
- Alpha questline, encounter, and UX documentation:
`docs/design/29-alpha-questline-and-encounter-design.md` defines `Check The
Ash Underpass Signal`, the focus cast, quest steps, mission card fields,
Tollkeeper Shell, rewards, failure states, and server-owned event ids; and
`docs/design/30-alpha-ux-flow.md` defines the first alpha UI flow from HUD
through dialogue, Body Hall, facilities, Mission Board, Gate HUD, outcome
report, offline-agent report, and reinhabitation.
- Nakama now has a server-owned prototype Relay Yard facility action lane:
`secondspawn_yard_status`, `secondspawn_yard_action_start`, and
`secondspawn_yard_action_complete` expose Clinic stabilization, Training
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14 changes: 14 additions & 0 deletions ROADMAP.md
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Expand Up @@ -91,6 +91,10 @@ Recommended views:
- [x] Alpha GDD spine documented: playable alpha loop, first 60-minute flow,
Relay Yard scope, Ash Underpass Gate scope, character/body roster rules,
hostile body candidate constraints, UI surfaces, and backlog trace.
- [x] Alpha questline, encounter, and UX flow documented for `Check The Ash
Underpass Signal`, the Tollkeeper Shell encounter, mission card, outcome
report, dialogue flow, Body Hall, Gate HUD, offline-agent report, and
reinhabitation presentation.
- [x] Backend tests for Nakama runtime behavior and model-backed fallback.
- [x] Unity project baseline upgraded to Unity `6000.5.0b9`.
- [x] Local Nakama runtime smoke-tested with the current TypeScript module.
Expand Down Expand Up @@ -257,6 +261,14 @@ prototype.
`docs/design/26-alpha-game-design-document.md`: mission risk, expected TIME,
reward, recommended role, SECOND result, TIME spent, injury, memory,
relationship, and ledger rows.
- [ ] Implement `Check The Ash Underpass Signal` from
`docs/design/29-alpha-questline-and-encounter-design.md`: signal notice,
Yard NPC clue, body check, Gate entry, signal objective, extract-or-push
choice, and outcome report.
- [ ] Replace remaining debug-only core-loop surfaces with the alpha UX flow in
`docs/design/30-alpha-ux-flow.md`: Main HUD, focused dialogue, Body Hall,
facility panel, Mission Board, Gate HUD, outcome report, offline-agent
report, and reinhabitation flow.
- [x] Define the first Town/Yard building slice: clinic, body hall, workshop,
signal tower, mess hall, memorial wall, market stall, and timer rules as
world-simulation time, not pay-to-skip friction.
Expand All @@ -269,6 +281,8 @@ prototype.
- [x] Define the alpha docs/design lane:
`26-alpha-game-design-document.md`, `27-alpha-level-design.md`, and
`28-character-body-and-roster-design.md`.
- [x] Define the alpha questline, encounter, and UX docs:
`29-alpha-questline-and-encounter-design.md` and `30-alpha-ux-flow.md`.
- [x] Add server-owned permanent NPC seed/list and prototype interaction RPCs.
- [x] Add a Unity Play Mode debug panel for permanent NPC seed/list and
NPC-to-NPC interaction smoke testing.
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2 changes: 2 additions & 0 deletions docs/SUMMARY.md
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Expand Up @@ -11,6 +11,8 @@
- [Alpha Game Design Document](design/26-alpha-game-design-document.md)
- [Alpha Level Design](design/27-alpha-level-design.md)
- [Character, Body, and Roster Design](design/28-character-body-and-roster-design.md)
- [Alpha Questline and Encounter Design](design/29-alpha-questline-and-encounter-design.md)
- [Alpha UX Flow](design/30-alpha-ux-flow.md)
- [Game Concept](design/00-game-concept.md)
- [Game Pillars](design/01-pillars.md)
- [Vertical Slice Spec](design/02-vertical-slice-spec.md)
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5 changes: 5 additions & 0 deletions docs/design/02-vertical-slice-spec.md
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Expand Up @@ -52,6 +52,9 @@ Execution references:
and Ash Underpass blockout.
- [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
defines body eligibility, roster roles, and character authoring.
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the first questline and encounter plan.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the alpha UI flow.

---

Expand Down Expand Up @@ -205,6 +208,8 @@ When slice is complete, decision tree:
- Alpha GDD: [26-alpha-game-design-document.md](26-alpha-game-design-document.md)
- Alpha level design: [27-alpha-level-design.md](27-alpha-level-design.md)
- Character and body design: [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
- Alpha questline and encounter design: [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
- Alpha UX flow: [30-alpha-ux-flow.md](30-alpha-ux-flow.md)
- Pillars: [01-pillars.md](01-pillars.md)
- Concept: [00-game-concept.md](00-game-concept.md)
- ADRs (current): [docs/adr/](../adr/)
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19 changes: 12 additions & 7 deletions docs/design/03-systems-index.md
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Expand Up @@ -48,6 +48,11 @@ The first alpha execution spine is:
3. [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
for body eligibility, roster, hostile body candidates, voice profiles, and
character authoring.
4. [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
for the first questline, encounter, Tollkeeper Shell, rewards, and failure
states.
5. [30-alpha-ux-flow.md](30-alpha-ux-flow.md) for the first alpha UX flow and
required player-facing surfaces.

Use these files when creating GitHub issues, technical designs, or Unity
blockout tasks for the alpha.
Expand All @@ -65,8 +70,8 @@ blockout tasks for the alpha.
| 5 | Zone scene management (1 zone vertical slice) | Core | MVP | Prototype | (TDD pending) | NetworkRunner |
| 6 | Combat (ARPG action) | Gameplay | MVP | Not started | [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | Player Controller, Networked state |
| 7 | NPC dialogue and human-believable NPC agent model | Gameplay | MVP | Design | [13-human-believable-npc-agent-model.md](13-human-believable-npc-agent-model.md), [16-npc-society-multi-agent-architecture.md](16-npc-society-multi-agent-architecture.md), [21-permanent-npc-story-characteristics.md](21-permanent-npc-story-characteristics.md) | api.dos.ai model service (phase 2 ready), Profile persistence |
| 8 | Quest system (linear, 3-5 quests slice scope) | Gameplay | VS | Not started | [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | NPC dialogue, persistence |
| 9 | Dungeon instance (1 dungeon, 1 boss) | Gameplay | VS | Not started | [27-alpha-level-design.md](27-alpha-level-design.md), [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Combat, NPC dialogue, Photon |
| 8 | Quest system (linear, 3-5 quests slice scope) | Gameplay | VS | Not started | [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | NPC dialogue, persistence |
| 9 | Dungeon instance (1 dungeon, 1 boss) | Gameplay | VS | Not started | [27-alpha-level-design.md](27-alpha-level-design.md), [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md), [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Combat, NPC dialogue, Photon |
| 10 | Boss LLM dialogue (Convai grounded) | Gameplay | VS | Not started | (TDD pending) | NPC dialogue |
| 11 | AI agent for offline players (server-side) | Gameplay | VS | Prototype | [10-character-profile-agent-memory.md](10-character-profile-agent-memory.md) | NetworkRunner, api.dos.ai model service, intent schema |
| 43 | NPC body embodiment / reinhabitation | Gameplay / Progression | VS | Concept | [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md), [25-core-loop-v1.md](25-core-loop-v1.md), [12-game-design-document.md](12-game-design-document.md) | Actor profiles, SECOND economy, reinhabitation, body lifecycle, auth |
Expand All @@ -86,12 +91,12 @@ blockout tasks for the alpha.
| 20 | Quest progress persistence | Persistence | MVP | Not started | (TDD pending) | Profile, Quest system |
| 21 | Level/stat persistence | Persistence | MVP | Prototype | [14-character-stat-and-relationship-system.md](14-character-stat-and-relationship-system.md) | Profile |
| 22 | Auth (Nakama + DOS Chain wallet, Supabase sidecar if useful) | Persistence | MVP | Prototype | (TDD pending - reuse DOS.Me pattern as identity bridge reference) | Nakama, thirdweb |
| 23 | HUD (combat, level/stats, TIME) | UI | VS | Prototype | (deferred template `_deferred/hud-design.md`) | Combat, Profile |
| 23 | HUD (combat, level/stats, TIME) | UI | VS | Prototype | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Combat, Profile |
| 24 | Inventory UI | UI | VS | Not started | (deferred template `_deferred/ux-spec.md`) | Inventory persistence |
| 25 | NPC dialogue UI | UI | VS | Not started | (deferred) | NPC dialogue |
| 26 | Quest tracker UI | UI | VS | Not started | (deferred) | Quest system |
| 27 | Reincarnation UI | UI | VS | Not started | (deferred) | Reincarnation flow |
| 28 | AI agent activity log UI | UI | VS | Not started | (deferred) | AI agent |
| 25 | NPC dialogue UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | NPC dialogue |
| 26 | Quest tracker UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Quest system |
| 27 | Reincarnation UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Reincarnation flow |
| 28 | AI agent activity log UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | AI agent |
| 40 | Gameplay ledger (reward, BodyTime, combat, quest audit) | Persistence / Meta | MVP | Prototype | [23-gameplay-ledger-technical-design.md](23-gameplay-ledger-technical-design.md) | Profile, TIME / SECOND economy, Combat, Quest |
| 29 | Audio (SFX, ambient, music - placeholder for slice) | Audio | VS | Not started | (deferred template `_deferred/sound-bible.md`) | - |
| 30 | Chat (Nakama channel first, Supabase Realtime sidecar only if useful) | Narrative / UI | VS | Not started | (TDD pending) | Nakama |
Expand Down
8 changes: 8 additions & 0 deletions docs/design/12-game-design-document.md
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Expand Up @@ -32,6 +32,12 @@ The alpha-specific playable target is now split into focused build documents:
- [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
defines the character/body/roster model, body eligibility rules, hostile body
candidates, and alpha roster authoring template.
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the first questline, encounter roles, Tollkeeper Shell, rewards, and
failure states.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the first alpha UX flow
across HUD, NPC dialogue, Body Hall, facilities, Mission Board, Gate HUD,
outcome report, offline-agent report, and reinhabitation.

Use those files as the execution spine for the first alpha. This larger GDD
remains the broad product source, but implementation tasks should reference
Expand Down Expand Up @@ -1578,6 +1584,8 @@ Useful source documents:
- [26-alpha-game-design-document.md](26-alpha-game-design-document.md)
- [27-alpha-level-design.md](27-alpha-level-design.md)
- [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md)

---

Expand Down
19 changes: 16 additions & 3 deletions docs/design/26-alpha-game-design-document.md
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Expand Up @@ -13,6 +13,19 @@ This document defines the first playable alpha target for SECOND SPAWN. It
turns the current design direction into a concrete player loop, content set,
level structure, character model, UI surface list, and backlog map.

Companion execution docs:

- [27-alpha-level-design.md](27-alpha-level-design.md) defines the Relay Yard
and Ash Underpass blockout.
- [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md)
defines body, roster, hostile body, voice, memory, and relationship rules.
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the first questline, encounter roles, Tollkeeper Shell, rewards, and
failure states.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the first alpha UX flow
from HUD to dialogue, Body Hall, Mission Board, outcome, agent report, and
reinhabitation.

Alpha means:

- The core game loop is playable without debug panels.
Expand Down Expand Up @@ -416,7 +429,7 @@ Open backlog items that directly feed alpha design:
| Issue | Design Impact |
| ---- | ---- |
| #143 Gate mission selection | Needs mission card fields from this doc and level design doc. |
| #144 Gate outcome report | Needs reward, TIME, injury, memory, relationship, and ledger fields. |
| #144 Gate outcome report | Needs reward, TIME, injury, memory, relationship, and ledger fields from the UX and questline docs. |
| #145 NPC spacing | Supports readable Relay Yard alpha layout. |
| #146 Animation action registry | Required for talk, attack, hit, death, and weapon stance. |
| #147 Combat target selection | Required for ARPG hit validation. |
Expand All @@ -425,8 +438,8 @@ Open backlog items that directly feed alpha design:
| #150 Auth state UI | Required for clean playtest readiness. |
| #151 WebGL demo lane | Optional alpha distribution lane. |
| #152 Local health check | Required to make agent-driven iteration reliable. |
| #33 First questline | Needs quest beats aligned to this alpha loop. |
| #34 Dungeon and boss plan | Needs the Ash Underpass level design. |
| #33 First questline | Covered by [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md). |
| #34 Dungeon and boss plan | Covered by [27-alpha-level-design.md](27-alpha-level-design.md) and [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md). |
| #29 Time-loot rules | Keep design-only until combat validation and anti-abuse are ready. |

---
Expand Down
8 changes: 8 additions & 0 deletions docs/design/27-alpha-level-design.md
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Expand Up @@ -21,6 +21,14 @@ The level exists to prove the game's core promise, not to show final map scale.
Every space should teach one part of the loop: living NPC bodies, embodiment,
Yard prep, Gate risk, combat, reward, consequence, and continuity.

Quest, encounter, and UX companions:

- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the quest steps, enemy roles, Tollkeeper Shell, rewards, and failure
states for this layout.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines how the player reads the
mission, Gate HUD, dialogue, outcome, and reinhabitation surfaces.

---

## 2. Level Pillars
Expand Down
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