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7 changes: 7 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -21,6 +21,13 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots.
`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.
- Alpha economy, balance, playtest, art, audio, and content documentation:
`docs/design/31-alpha-economy-balance-and-playtest-plan.md` defines first
alpha TIME, SECOND, reward, reinhabitation, playtest, success metric, and
balance guardrail defaults; and
`docs/design/32-alpha-art-audio-and-content-direction.md` defines alpha
presentation direction, role silhouettes, UI tone, audio categories, dialogue
tone, and content checklist.
- 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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15 changes: 15 additions & 0 deletions ROADMAP.md
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Expand Up @@ -95,6 +95,10 @@ Recommended views:
Underpass Signal`, the Tollkeeper Shell encounter, mission card, outcome
report, dialogue flow, Body Hall, Gate HUD, offline-agent report, and
reinhabitation presentation.
- [x] Alpha economy, balance, playtest, art, audio, and content direction
documented for TIME, SECOND, reward defaults, reinhabitation pressure,
playtest success metrics, visual tone, UI color language, audio placeholders,
and alpha content guardrails.
- [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 @@ -269,6 +273,14 @@ prototype.
`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.
- [ ] Apply the alpha economy and playtest tuning from
`docs/design/31-alpha-economy-balance-and-playtest-plan.md`: TIME warning
thresholds, Gate exposure, partial and full clear rewards, Clinic costs,
first-playtest script, and success metrics.
- [ ] Apply the alpha presentation direction from
`docs/design/32-alpha-art-audio-and-content-direction.md`: modern
system-apocalypse visual tone, role silhouettes, dialog readability,
fallback/error colors, TIME warnings, Gate audio, and alpha content checklist.
- [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 @@ -283,6 +295,9 @@ prototype.
`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] Define the alpha economy, balance, playtest, art, audio, and content
docs: `31-alpha-economy-balance-and-playtest-plan.md` and
`32-alpha-art-audio-and-content-direction.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 @@ -13,6 +13,8 @@
- [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)
- [Alpha Economy, Balance, and Playtest Plan](design/31-alpha-economy-balance-and-playtest-plan.md)
- [Alpha Art, Audio, and Content Direction](design/32-alpha-art-audio-and-content-direction.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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11 changes: 9 additions & 2 deletions docs/design/02-vertical-slice-spec.md
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Expand Up @@ -55,6 +55,11 @@ Execution references:
- [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.
- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
defines alpha economy tuning defaults and playtest success metrics.
- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)
defines alpha presentation, UI tone, audio placeholders, and content
guardrails.

---

Expand Down Expand Up @@ -192,8 +197,8 @@ When slice is complete, decision tree:

| Decision | Phase Blocked | JOY Owner |
| ---- | ---- | ---- |
| SECOND economy (cost per reinhabitation, source, sink) | Phase 5 | JOY (input later) |
| TIME economy tuning (drain, earn, spend, transfer, top-up rules) | Phase 6 | JOY (input later) |
| SECOND live economy beyond alpha defaults | Phase 5 | JOY (input later) |
| TIME economy beyond alpha drain and reward defaults | Phase 6 | JOY (input later) |
| Pioneer Charter first-clear reward resource and duration | Post-slice / Alpha | JOY (input later) |
| Cosmetic NFT integration approach | Phase 7, optional | JOY (input later) |
| Voice NPC vendor | NOT in slice | Defer |
Expand All @@ -210,6 +215,8 @@ When slice is complete, decision tree:
- 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)
- Alpha economy, balance, and playtest plan: [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
- Alpha art, audio, and content direction: [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)
- Pillars: [01-pillars.md](01-pillars.md)
- Concept: [00-game-concept.md](00-game-concept.md)
- ADRs (current): [docs/adr/](../adr/)
Expand Down
9 changes: 7 additions & 2 deletions docs/design/03-systems-index.md
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Expand Up @@ -53,6 +53,11 @@ The first alpha execution spine is:
states.
5. [30-alpha-ux-flow.md](30-alpha-ux-flow.md) for the first alpha UX flow and
required player-facing surfaces.
6. [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
for alpha tuning defaults, reward rules, playtest script, and balance
guardrails.
7. [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)
for alpha presentation, UI tone, audio needs, and content guardrails.

Use these files when creating GitHub issues, technical designs, or Unity
blockout tasks for the alpha.
Expand Down Expand Up @@ -81,7 +86,7 @@ blockout tasks for the alpha.
| 12 | Level/stat progression | Progression | MVP | Prototype | [14-character-stat-and-relationship-system.md](14-character-stat-and-relationship-system.md) | Persistence |
| 13 | Reincarnation flow (death -> SECOND -> new Frame) | Progression | VS | Prototype | [12-game-design-document.md](12-game-design-document.md) | Level/stats, NFT escrow, Persistence |
| 14 | SECOND economy | Economy | VS | Not designed | (GDD pending - JOY input) | DOS Chain integration |
| 36 | TIME / SECOND economy | Economy | VS | Prototype | [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence |
| 36 | TIME / SECOND economy | Economy | VS | Prototype | [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md), [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence |
| 38 | Gate first-clear and Pioneer Charter economy | Economy / Gameplay | Alpha | Concept | [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Dungeon, Combat, Persistence, Rewards, Anti-cheat |
| 15 | NFT inventory (Hunter Frame skin slice scope) | Economy | VS | Not started | (TDD pending) | thirdweb-api MCP, Persistence |
| 16 | NFT escrow (lock on equip, release on unequip) | Economy | VS | Not started | (TDD pending) | NFT inventory, DOS Chain |
Expand All @@ -98,7 +103,7 @@ blockout tasks for the alpha.
| 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`) | - |
| 29 | Audio (SFX, ambient, music - placeholder for slice) | Audio | VS | Not started | [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) | - |
| 30 | Chat (Nakama channel first, Supabase Realtime sidecar only if useful) | Narrative / UI | VS | Not started | (TDD pending) | Nakama |
| 39 | Faction architecture (Great Powers, The Twelve Warlords, local institutions) | Narrative | VS | Design | [22-faction-architecture.md](22-faction-architecture.md) | Story Bible, NPC memory |
| 31 | LLM intent validation (api.dos.ai model service pattern) | Meta / Engineering | MVP | Prototype | [11-npc-agent-brain-architecture.md](11-npc-agent-brain-architecture.md) | LLM provider |
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8 changes: 8 additions & 0 deletions docs/design/12-game-design-document.md
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Expand Up @@ -38,6 +38,12 @@ The alpha-specific playable target is now split into focused build documents:
- [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.
- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
defines alpha tuning defaults, reward rules, playtest script, metrics, and
balance guardrails.
- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)
defines alpha presentation direction, UI tone, audio needs, and content
guardrails.

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 @@ -1586,6 +1592,8 @@ Useful source documents:
- [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)
- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)

---

Expand Down
26 changes: 26 additions & 0 deletions docs/design/26-alpha-game-design-document.md
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Expand Up @@ -25,6 +25,12 @@ Companion execution docs:
- [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.
- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
defines alpha tuning defaults, reward rules, playtest script, metrics, and
balance guardrails.
- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md)
defines alpha presentation direction, UI tone, audio needs, and content
guardrails.

Alpha means:

Expand All @@ -40,6 +46,16 @@ Alpha means:
Alpha does **not** mean content scale, monetization, live operations, guild PvP,
full economy, full voice, or final art.

The alpha design package is complete when the companion docs cover:

- core loop and scope
- Relay Yard and Ash Underpass layout
- character/body roster and hostile body constraints
- questline and encounter plan
- UX flow and player-facing surfaces
- economy, balance, and playtest plan
- art, audio, and content direction

---

## 2. One-Sentence Alpha Pitch
Expand Down Expand Up @@ -86,6 +102,8 @@ The game earns this promise through five visible facts:
| Progression | Current-body level, stats, injury, memory, relationship, and selected account/soul carryover placeholders. |
| Multiplayer | 1-4 player smoke target in alpha, with 4-20 player architecture retained for later validation. |
| Art | Prototype readable, not final. Prioritize silhouettes, nameplates, bubbles, and level readability. |
| Audio | Placeholder but identity-bearing: TIME warning, Gate entry, combat hits, outcome, and body death. |
| Playtest | 30-60 minute comprehension test before adding scale. |

---

Expand Down Expand Up @@ -442,6 +460,9 @@ Open backlog items that directly feed alpha design:
| #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. |

Alpha docs also define issue-ready work for economy/playtest and presentation,
even before a GitHub issue exists for each exact UI/audio task.

---

## 17. Alpha Acceptance Checklist
Expand All @@ -461,6 +482,11 @@ The alpha design is complete enough when:
- [ ] Offline-agent policy or report is visible.
- [ ] All reward, TIME, SECOND, quest, body, and combat changes are
server-authoritative.
- [ ] A tester can explain the core loop in one sentence.
- [ ] A tester can distinguish TIME from SECOND after one mission.
- [ ] A tester remembers at least one NPC/body name or role.
- [ ] Presentation reads as modern system-apocalypse, not generic sci-fi or
generic fantasy.

---

Expand Down
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