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Open Questions
Dominik Burger edited this page Jun 6, 2026
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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). What's still open (blocks the next features — see docs/REQUIREMENTS.md §4):
- Q10 — Run-loss penalty. Death currently loses the active team (vault safe); confirm or change.
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Q11 — PvP design
[RESOLVED]: interactive turns; AI-resolved with a deterministic engine fallback; triggered on contact and by landing a spirit chain (thrower gets first-turn initiative); winner loots the loser's active team. Live by default (PVP_ENABLED=falseto disable). Open tuning: contact-trigger may be too forced vs chain-only — see design note. - Q12 — Disconnect/reconnect (blocks reconnection): grace period to resume a round, and whether abandoning counts as a death (anti-rage-quit).
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Persistence is coded but inert until a Railway Postgres is provisioned +
DATABASE_URLset; until then profiles reset on redeploy.
Tamer's Quest — game-logic wiki. This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11). Pair with docs/IMPLEMENTATION_PLAN.md and docs/REQUIREMENTS.md in the repo.
Tamer's Quest Game Logic Wiki
- Home
- Onboarding and Title
- Multiplayer and Networking
- Movement and Sprint
- Monsters Stats and Elements
- Combat and Taming
- Spirit Chains
- Progression
- Map and Biomes
- Extraction Round
- Rendering and HUD
- Open Questions
Legend
[CURRENT] implemented
[PLANNED] vision
[OPEN] undecided