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Open Questions

Dominik Burger edited this page Jun 10, 2026 · 4 revisions

Open Questions [OPEN]

The original architecture questions are resolved: instanced duel (Q1), FFA + PvE with hidden monsters (Q2), AI-resolved combat (Q3), generate-on-empty then ~90% reuse (Q4), Railway hosting (Q5), anonymous+nickname→OAuth (Q6), no status taxonomy (Q7), partial energy reset (Q8), vault-on-defeat (Q9). The gameplay questions below are now resolved too — the only remaining item is operational (persistence env). See docs/REQUIREMENTS.md §4:

  1. Q10 — Run-loss penalty [RESOLVED]: a defeat (death / timeout / abandon) loses the active run team — the same shared loseRunTeam rule in single-player and online — while the vault stays safe (Q9). The team refills from the vault, then starters.
  2. Q11 — PvP design [RESOLVED]: interactive turns; AI-resolved (the deterministic engine is only a transient crash-net, FGT-T1); triggered on contact and by landing a spirit chain. First-turn initiative: a chain throw favors the thrower, a contact duel uses a seeded coin-flip (FGT-T9). Winner loots the loser's active team. Live by default (PVP_ENABLED=false to disable). Open tuning: contact-trigger may be too forced vs chain-only — see design note.
  3. Q12 — Disconnect/reconnect [RESOLVED] (P6-T1): a dropped in-round player keeps their slot for a 120s grace window — reconnecting with the token resumes the round at the current position; no return within 120s counts as a death (loses the active team, per Q10 — anti-rage-quit). The client auto-reconnects.
  4. Persistence is coded but inert until a Railway Postgres is provisioned + DATABASE_URL set; until then profiles reset on redeploy.

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