From 4d7f2012c1c283c64407ec26f9aec23368ad6336 Mon Sep 17 00:00:00 2001 From: JOY Date: Tue, 26 May 2026 07:29:11 +0700 Subject: [PATCH] docs: align alpha hub naming --- ROADMAP.md | 51 ++++++------ docs/SUMMARY.md | 2 +- docs/design/00-game-concept.md | 22 ++--- docs/design/01-pillars.md | 18 ++-- docs/design/02-vertical-slice-spec.md | 16 ++-- docs/design/03-systems-index.md | 30 +++---- docs/design/12-game-design-document.md | 66 +++++++-------- ...-openclaw-agent-connection-architecture.md | 4 +- .../20-demo-lore-and-story-direction.md | 2 +- .../21-permanent-npc-story-characteristics.md | 6 +- docs/design/22-faction-architecture.md | 14 ++-- .../24-pick-me-up-reference-analysis.md | 32 ++++---- docs/design/25-core-loop-v1.md | 82 +++++++++---------- docs/design/26-alpha-game-design-document.md | 54 ++++++------ docs/design/27-alpha-level-design.md | 76 ++++++++--------- .../28-character-body-and-roster-design.md | 14 ++-- ...29-alpha-questline-and-encounter-design.md | 18 ++-- docs/design/30-alpha-ux-flow.md | 6 +- ...alpha-economy-balance-and-playtest-plan.md | 16 ++-- ...2-alpha-art-audio-and-content-direction.md | 36 ++++---- docs/design/33-alpha-production-backlog.md | 20 ++--- docs/design/34-alpha-acceptance-matrix.md | 20 ++--- docs/design/35-alpha-content-and-copy-pack.md | 22 ++--- .../37-ai-npc-backend-client-roadmap.md | 16 ++-- .../38-alpha-design-decision-register.md | 12 +-- .../39-alpha-stats-and-skills-design.md | 4 +- .../40-soul-skill-carryover-and-sync.md | 4 +- docs/design/41-alpha-asset-shortlist.md | 20 ++--- docs/design/42-alpha-visual-budget.md | 16 ++-- .../design/43-alpha-material-shader-recipe.md | 8 +- .../44-alpha-body-rig-action-compatibility.md | 6 +- .../45-alpha-backlog-execution-packets.md | 8 +- .../45-inventory-and-equipment-system.md | 64 +++++++-------- docs/design/47-alpha-execution-tracker.md | 6 +- ...48-art-direction-and-asset-buying-guide.md | 36 ++++---- docs/design/49-dayton-demo-region-design.md | 17 ++-- .../53-ai-npc-believability-evaluation.md | 6 +- docs/setup/agent-handoff.md | 6 +- docs/setup/github-project-tracking.md | 2 +- docs/setup/play-mode-smoke-checklist.md | 4 +- 40 files changed, 432 insertions(+), 430 deletions(-) diff --git a/ROADMAP.md b/ROADMAP.md index 9c0bc8b6..3ba32f15 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -92,7 +92,7 @@ Recommended views: the regional power layer, and local institutions such as Vinh Hai Civic Registry. - [x] Alpha GDD spine documented: playable alpha loop, first 60-minute flow, - Relay Yard scope, Ash Underpass Gate scope, character/body roster rules, + The Garden 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 @@ -153,7 +153,7 @@ Recommended views: - [x] `ZoneTest_Hub` enters Play Mode with a Fusion-spawned local player. - [x] `ZoneTest_Hub` has expanded ground coverage and a state-authority out-of-bounds reset for networked player bodies that fall below the test pad. -- [x] Relay Yard permanent NPC prototypes use deterministic spawn slots, +- [x] Garden permanent NPC prototypes use deterministic spawn slots, spacing-clamped patrol radius, stable low-jitter offsets, and local separation tuning so the current 13 NPC prototype roster does not start or idle as one clump. @@ -211,8 +211,8 @@ Recommended views: 5 days. - [x] BodyTime earn, spend, drain, zero-time death, and reinhabitation debug controls exist in Play Mode for smoke testing. -- [x] The first server-owned normal-play TIME spend sink exists as the Relay - Yard `emergency-supply-cache` action. Nakama defines and applies the TIME +- [x] The first server-owned normal-play TIME spend sink exists as the + legacy-internal `emergency-supply-cache` Garden action. Nakama defines and applies the TIME cost, rejects dead or underfunded bodies, records the BodyTime ledger event, and returns the prepared-supply result. - [x] Actor profile registry exists for NPC-like actors, including body, stats, @@ -297,8 +297,8 @@ Recommended views: instead of sending every body through the same generic attack command. - [x] Prototype ranged attacks render local visual-only arrow, bolt, or spell tracers while the actual training hit result remains Nakama validated. -- [x] Nakama has the first server-owned Relay Yard facility action lane: - Clinic stabilization, Training Yard focus drill, and Signal Tower sweep can +- [x] Nakama has the first server-owned Garden facility action lane: + Clinic stabilization, Training Lane focus drill, and Signal Mast sweep can be started and completed through validated RPCs, then surfaced from the Unity Body Lifecycle debug panel. - [ ] Real Fusion-validated combat damage, enemy rewards, loot drops, @@ -351,7 +351,7 @@ remember, build relationships, join Gate missions, and change after outcomes. ### Client Feature Lanes -- [ ] C1: Add a Relay Yard roster view for important NPC Frames, current state, +- [ ] C1: Add a Garden roster view for important NPC Frames, current state, TIME, injury, and relationship hints. Track in [#138](https://github.com/DOS/Second-Spawn/issues/138). - [ ] C2: Stabilize focused RPG-style NPC dialogue with locked facing, typing @@ -367,8 +367,8 @@ remember, build relationships, join Gate missions, and change after outcomes. ## Vertical Slice - Current Milestone -Goal: one playable AI NPC Town / Relay Yard, one player-inhabitable NPC-like -body, 5-10 permanent roster NPC Frames, one useful Yard facility action, one +Goal: one playable AI NPC Town / Garden, one player-inhabitable NPC-like +body, 5-10 permanent roster NPC Frames, one useful Garden facility action, one Gate mission, BodyTime MVP, reinhabitation MVP, and a visible offline-agent prototype. @@ -385,22 +385,23 @@ prototype. combat body visual using the existing visual prefab catalog. Track in [#174](https://github.com/DOS/Second-Spawn/issues/174). - [ ] Add a proper hub NPC prefab using the prototype NPC brain contract. -- [x] Define the Relay Yard / living roster MVP from the Pick Me Up reference +- [x] Define The Garden living roster MVP from the Pick Me Up reference analysis: roster inspection, light training/repair, mission selection, offline-agent risk policy, and post-mission report. - [ ] Implement Core Loop V1 from `docs/design/25-core-loop-v1.md`: AI NPC - Town, spend SECOND to inhabit NPC, Town/Yard Life, Choose Risk, Gate Mission, + Town, spend SECOND to inhabit NPC, Town/Garden Life, Choose Risk, Gate Mission, Outcome Report, Repair / Remember / Build, Offline Agent, and Death or Next Decision. - [x] Redesign the player entry loop around AI NPC world embodiment: a player account spends SECOND to inhabit an eligible NPC-like body, body death loses that body, and continued play requires inhabiting another eligible body while selected account/soul progress survives. -- [ ] Add the first Relay Yard personalization slice: trophy placement, +- [ ] Add the first Garden personalization slice: trophy placement, memorial wall, clinic/rest corner, visitor notes, and NPC reactions, with no construction timers or pay-to-win furniture. - [ ] Build the alpha level blockout from `docs/design/27-alpha-level-design.md`: - Central Yard, Clinic / Body Hall, Training Yard, Signal Tower, Gate Apron, + Central Garden Court, Clinic / Body Hall, Training Lane, Signal Mast, Ash + Underpass Apron, Ash Underpass threshold, corridor, signal split, Toll Plaza arena, and return point. - [ ] Implement the alpha character/body roster contract from @@ -413,7 +414,7 @@ prototype. 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 + Garden 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, @@ -445,13 +446,13 @@ prototype. `docs/design/44-alpha-body-rig-action-compatibility.md`. - [ ] Build alpha work in the milestone order from `docs/design/33-alpha-production-backlog.md`: A0 stabilization, A1 Body - Hall, A2 Relay Yard facility loop, A3 Mission Board, A4 Gate combat, A5 + Hall, A2 Garden facility loop, A3 Mission Board, A4 Gate combat, A5 outcome/economy, A6 offline-agent report, and A7 presentation readiness. - [x] Track alpha execution with an A0-A7 milestone scoreboard and evidence pack template in `docs/design/47-alpha-execution-tracker.md`. - [ ] Verify alpha readiness against `docs/design/34-alpha-acceptance-matrix.md`: body identity, NPC context, - TIME, SECOND, Yard action, mission risk, Gate consequence, outcome report, + TIME, SECOND, Garden action, mission risk, Gate consequence, outcome report, server authority, LLM safety, smoke scripts, and evidence pack. - [ ] Use `docs/design/35-alpha-content-and-copy-pack.md` as the first-pass source for UI labels, interaction hints, focus NPC answers, mission card, @@ -466,15 +467,15 @@ prototype. `docs/design/40-soul-skill-carryover-and-sync.md`: skill origin labels, carryover rules, lock reasons, simple soul-body sync, and server-validated effective execution. -- [x] Define the first Town/Yard building slice: clinic, body hall, workshop, +- [x] Define the first Town/Garden 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. - [ ] Implement the GDD V1 first 30-minute demo flow: body embodiment, one - grounded NPC conversation, one useful Yard facility action, one Gate run, + grounded NPC conversation, one useful Garden facility action, one Gate run, one SECOND reward, one SECOND spend, one outcome report, and one offline agent policy/return report. -- [x] Implement the first useful Yard facility action set in Nakama and expose - it in Play Mode debug controls: Clinic, Training Yard, and Signal Tower. +- [x] Implement the first useful Garden facility action set in Nakama and expose + it in Play Mode debug controls: Clinic, Training Lane, and Signal Mast. - [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`. @@ -497,7 +498,7 @@ prototype. examples, and scalable PC/Web/mobile quality tiers. - [x] Define the art-direction buying contract for Asset Store scouting: medieval assets are props or Gate pieces only, not the world identity; buy - one coherent humanoid family, one visual probe, one Yard prop pack, one Gate + one coherent humanoid family, one visual probe, one Garden prop pack, one Gate pack, and one shader test before broader purchases. - [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 @@ -529,7 +530,7 @@ prototype. optimistic concurrency for current sensitive body and economy writes, with inventory and deeper relationship splitting tracked under ledger expansion. - [x] Add the first append-only Nakama gameplay ledger for BodyTime, reward, - combat, quest, contested-loot, Yard, reincarnation, and agent-decision events + combat, quest, contested-loot, Garden, reincarnation, and agent-decision events so snapshots are auditable in the prototype HUD. - [ ] Expand gameplay ledgers to cover SECOND transfers, inventory mutations, PvP time-loot, dungeon clears, admin corrections, and shard export. @@ -588,7 +589,7 @@ prototype. in [#249](https://github.com/DOS/Second-Spawn/issues/249). - [x] Add BodyTime meter MVP with one earn source and one spend sink. - [x] Move the first spend sink away from client-supplied amount input by adding - a server-owned Yard action that spends TIME and produces an inspectable + a server-owned Garden action that spends TIME and produces an inspectable supply-prep result. - [x] Add reinhabitation placeholder flow: death -> SECOND token check -> another body with current-body reset. @@ -623,7 +624,7 @@ prototype. - [x] Add one Hunter NFT skin equip placeholder with DOS Chain escrow design still server-authoritative. - [x] Design the alpha inventory and equipment system for body carry inventory, - account/soul stash, Yard stash, Gate temporary loot, equipment slots, + account/soul stash, Garden stash, Gate temporary loot, equipment slots, death/reinhabitation loss rules, and server-owned LLM-safe mutation boundaries. The design now also includes custody lifecycle states, hostile / monster / boss body equipment rules, starter item definitions, starter @@ -631,7 +632,7 @@ prototype. inventory policy fields. - [x] Implement the first server-owned inventory RPC slice: item definitions, item instances, body carry inventory, equipment loadout, account stash, - Yard stash, run loot, equip/unequip, pickup, stash move, consumable use, + Garden stash, run loot, equip/unequip, pickup, stash move, consumable use, salvage, run loot claim, and inventory mutation ledger rows. - [x] Add the first Unity HUD inventory prototype for the backend slice: body carry summary, equipped item summary, material summary, current loadout, and diff --git a/docs/SUMMARY.md b/docs/SUMMARY.md index a58155a5..4ec6eaff 100644 --- a/docs/SUMMARY.md +++ b/docs/SUMMARY.md @@ -49,7 +49,7 @@ - [Deferred Advanced Body Progression](design/04-cultivation-system.md) - [Story Bible](design/17-story-bible.md) - [Demo Lore and Story Direction](design/20-demo-lore-and-story-direction.md) -- [Dayton Demo Region Design](design/49-dayton-demo-region-design.md) +- [Dayton Demo Region Design (Historical)](design/49-dayton-demo-region-design.md) - [Dayton Real-Map Slice Design](design/50-dayton-real-map-slice-design.md) - [The Garden Hub Design](design/51-the-garden-hub-design.md) - [Permanent NPC Story and Characteristics](design/21-permanent-npc-story-characteristics.md) diff --git a/docs/design/00-game-concept.md b/docs/design/00-game-concept.md index f7c71e89..476a2a06 100644 --- a/docs/design/00-game-concept.md +++ b/docs/design/00-game-concept.md @@ -7,7 +7,7 @@ ## Elevator Pitch -> An AI NPC world where the player spends SECOND to inhabit one eligible NPC-like body, lives through that body in a Town or Relay Yard, risks TIME in Gate missions, builds the settlement, and loses the body on death. Selected account and soul-layer progress survives, but continuing play means spending SECOND to inhabit another eligible body. +> An AI NPC world where the player spends SECOND to inhabit one eligible NPC-like body, lives through that body in a Town or Garden hub, risks TIME in Gate missions, builds the settlement, and loses the body on death. Selected account and soul-layer progress survives, but continuing play means spending SECOND to inhabit another eligible body. --- @@ -30,7 +30,7 @@ The world exists before the player arrives. It is a society of AI NPC bodies with names, jobs, memories, relationships, stats, TIME, injuries, voices, and local history. A real player account spends SECOND to inhabit one eligible NPC-like body, then lives with the consequences of that body's strengths, flaws, duties, and social ties. -The current body can fight in Gates, work in the Town, build the Relay Yard, talk to other NPCs, and operate through a bounded AI agent when the player is offline. Death is meaningful because the body is lost. It is not a normal respawn. The account can continue only by spending SECOND to inhabit another eligible body, with only explicitly designed account and soul-layer progress surviving. +The current body can fight in Gates, work in the Town, build The Garden, talk to other NPCs, and operate through a bounded AI agent when the player is offline. Death is meaningful because the body is lost. It is not a normal respawn. The account can continue only by spending SECOND to inhabit another eligible body, with only explicitly designed account and soul-layer progress surviving. The fantasy is "you become someone already living in the world, and that life continues even when you log off." @@ -70,7 +70,7 @@ Ecosystem extension: a user's OpenClaw agent can also connect into SECOND SPAWN ### Core Mechanics (3-5 systems generating the dynamics) 1. NPC body embodiment and reinhabitation via SECOND. -2. Town / Relay Yard building, care, recovery, and personalization. +2. Town / Garden building, care, recovery, and personalization. 3. Gate-based top-down ARPG combat with mission risk, extraction, and loot. 4. LLM-driven NPC dialogue and NPC-to-NPC society behavior with server-validated intent. 5. Offline AI agent policy for the currently inhabited body. @@ -82,7 +82,7 @@ Ecosystem extension: a user's OpenClaw agent can also connect into SECOND SPAWN | Need | How This Game Satisfies It | Strength | | ---- | ---- | ---- | -| **Autonomy** | Choose which eligible body to inhabit, which Town/Yard work to prioritize, which Gates to risk, and what the offline agent may do | Core | +| **Autonomy** | Choose which eligible body to inhabit, which Town/Garden work to prioritize, which Gates to risk, and what the offline agent may do | Core | | **Competence** | Level/stat growth gives a clear early ladder; combat skill ceiling comes from the final movement/combat controller after prototype validation | Core | | **Relatedness** | NPCs remember the player and the body separately; Town relationships, guilds, and agent-to-agent socialization persist across sessions | Supporting | @@ -98,17 +98,17 @@ Ecosystem extension: a user's OpenClaw agent can also connect into SECOND SPAWN ## Core Loop ### Moment-to-Moment (30 sec) -Talk, inspect, move, dodge, attack, kite, protect an NPC ally, or make a small Town/Yard decision. The camera remains top-down and combat remains ARPG-readable. +Talk, inspect, move, dodge, attack, kite, protect an NPC ally, or make a small Town/Garden decision. The camera remains top-down and combat remains ARPG-readable. ### Short-Term (5-15 min) -Choose a body, talk to nearby NPCs, assign a light Yard task, enter a small Gate encounter, loot SECOND or materials, and return with an outcome report. +Choose a body, talk to nearby NPCs, assign a light Garden task, enter a small Gate encounter, loot SECOND or materials, and return with an outcome report. ### Session-Level (30-120 min) Complete one Gate run or Town objective chain, update relationships and memories, improve a facility or decoration, stabilize injuries, decide whether to risk the same body again, and set offline agent policy before logout. ### Long-Term Progression - Current-body level, stat, injury, relationship, and role growth -- Town / Relay Yard facilities, decor, routines, and safety +- Town / Garden facilities, decor, routines, and safety - Account and soul-layer carryover still to be designed - NFT skin or cosmetic collection if the economy supports it - Guild + faction reputation @@ -116,7 +116,7 @@ Complete one Gate run or Town objective chain, update relationships and memories ### Retention Hooks - **Curiosity**: AI agent activity log (what did your character do while you slept?) -- **Investment**: body history, Town/Yard growth, relationship state, level/stat progress, and owned cosmetics +- **Investment**: body history, Town/Garden growth, relationship state, level/stat progress, and owned cosmetics - **Social**: guild obligations, zone friend agent encounters - **Mastery**: combat, dungeon clears, TIME tradeoffs, and build choices @@ -182,7 +182,7 @@ See [docs/ARCHITECTURE.md](../ARCHITECTURE.md) for system diagram + critical inv ### Design Risks - AI agent offline play may feel either invisible (player doesn't notice progress) or invasive (agent does things player wouldn't choose) -- Level/stat progression may feel generic if body choice, Town/Yard state, combat, and reinhabitation do not create meaningful decisions +- Level/stat progression may feel generic if body choice, Town/Garden state, combat, and reinhabitation do not create meaningful decisions - TIME may feel oppressive if drain is constant, or invisible if it only appears at death - LLM NPCs may feel chatbot-like if they don't ground in world state (location, quest progress, faction) @@ -212,7 +212,7 @@ See [docs/ARCHITECTURE.md](../ARCHITECTURE.md) for system diagram + critical inv See [02-vertical-slice-spec.md](02-vertical-slice-spec.md). -**Core hypothesis**: A solo player can spend SECOND to inhabit an eligible NPC body, talk to grounded AI NPCs, improve a small Town/Yard state, risk TIME in one Gate, earn or spend SECOND once, and understand body loss within 30 minutes of first play. +**Core hypothesis**: A solo player can spend SECOND to inhabit an eligible NPC body, talk to grounded AI NPCs, improve a small Town/Garden state, risk TIME in one Gate, earn or spend SECOND once, and understand body loss within 30 minutes of first play. --- @@ -221,4 +221,4 @@ See [02-vertical-slice-spec.md](02-vertical-slice-spec.md). - [ ] JOY review and refine this concept doc (especially monetization line + open questions) - [ ] Finalize [01-pillars.md](01-pillars.md) (preview pillars listed above need design tests added) - [ ] Build vertical slice per [02-vertical-slice-spec.md](02-vertical-slice-spec.md) -- [ ] Per-system GDDs as systems are designed (advanced body progression deferred in [04-cultivation-system.md](04-cultivation-system.md); TIME / SECOND economy started in [08-time-as-currency.md](08-time-as-currency.md); NPC body embodiment, Town/Yard building, combat, AI agent, reinhabitation, NFT escrow, LLM NPC pending) +- [ ] Per-system GDDs as systems are designed (advanced body progression deferred in [04-cultivation-system.md](04-cultivation-system.md); TIME / SECOND economy started in [08-time-as-currency.md](08-time-as-currency.md); NPC body embodiment, Town/Garden building, combat, AI agent, reinhabitation, NFT escrow, LLM NPC pending) diff --git a/docs/design/01-pillars.md b/docs/design/01-pillars.md index 3ebee162..e5c72591 100644 --- a/docs/design/01-pillars.md +++ b/docs/design/01-pillars.md @@ -7,7 +7,7 @@ ## Core Fantasy -SECOND SPAWN is an AI NPC world first. The world already contains NPC-like bodies with jobs, memories, relationships, stats, TIME, and local history. A player spends SECOND to inhabit one eligible body, lives through that body's constraints and social ties, risks TIME in Gates, helps build the Town or Relay Yard, and loses the body on death. The account can continue only by spending SECOND to inhabit another eligible body, with selected account and soul-layer progress carrying forward. +SECOND SPAWN is an AI NPC world first. The world already contains NPC-like bodies with jobs, memories, relationships, stats, TIME, and local history. A player spends SECOND to inhabit one eligible body, lives through that body's constraints and social ties, risks TIME in Gates, helps build the Town or Garden hub, and loses the body on death. The account can continue only by spending SECOND to inhabit another eligible body, with selected account and soul-layer progress carrying forward. --- @@ -172,9 +172,9 @@ SECOND SPAWN is an AI NPC world first. The world already contains NPC-like bodie --- -### Pillar 6: Town / Yard as living base +### Pillar 6: Town / Garden as living base -**One-Sentence Definition**: The Town or Relay Yard is not a menu hub; it is the player's social, strategic, and emotional base where NPCs live, recover, work, argue, remember, and help build facilities. +**One-Sentence Definition**: The Town or Garden hub is not a menu hub; it is the player's social, strategic, and emotional base where NPCs live, recover, work, argue, remember, and help build facilities. **Target Aesthetics Served**: Fellowship (NPCs feel present), Autonomy (player chooses what to build and assign), Discovery (facility state reveals stories and opportunities) @@ -186,18 +186,18 @@ SECOND SPAWN is an AI NPC world first. The world already contains NPC-like bodie | ---- | ---- | ---- | | **Game Design** | Buildings and decor should change NPC routines, recovery, access, safety, or mission prep | A Clinic upgrade speeds injury recovery and unlocks medical dialogue. | | **Engineering** | Facility state, assignments, and timer metadata are server-owned and inspectable | Nakama persists facility level, assigned NPCs, start time, finish time, and reward state. | -| **Narrative** | The Yard is where consequences come home | Wounded NPCs comment from the Clinic; memorials keep dead bodies visible. | +| **Narrative** | The Garden is where consequences come home | Wounded NPCs comment from the Clinic; memorials keep dead bodies visible. | | **Economy** | Timers can represent world work, but SECOND should not default to pay-to-skip | Better NPC skill, materials, helpers, and agent work reduce timer pressure. | #### Serving This Pillar -- Facilities such as Clinic, Body Hall, Training Yard, Workshop, Signal Tower, Mess Hall, Memorial Wall, Dormitory, Market Stall, Defense Post, Archive, and Trophy Rack. +- Facilities such as Clinic, Body Hall, Training Lane, Workshop, Signal Mast, Mess Hall, Memorial Wall, Dormitory, Market Stall, Defense Post, Archive, and Trophy Rack. - Wait timers are deferred, not banned. They represent world-simulation time when used. - The player always has other meaningful actions while a timer runs. #### Violating This Pillar - Mobile-style pay-to-skip friction as the primary monetization pattern. - Cosmetic-only base-building that NPCs never notice. -- Production chains that turn the Yard into a spreadsheet and bury the AI NPC fantasy. +- Production chains that turn the Garden into a spreadsheet and bury the AI NPC fantasy. --- @@ -226,7 +226,7 @@ When pillars conflict, use this priority order. Higher-priority pillars win when | 3 | **Reinhabitation, not respawn** | Critical to identity and death loop; time expiration and body death depend on this remaining meaningful. | | 4 | **TIME is life, SECOND is money** | Signature MetaDOS lineage mechanic; must support death pressure without overpowering the rest of the game. | | 5 | **LLM as world citizen** | This delivers the AI agent feel + NPC depth; without it, both pillar 2 and the discovery aesthetic suffer. | -| 6 | **Town / Yard as living base** | Gives non-combat players meaningful actions and makes body loss visible in the world. | +| 6 | **Town / Garden as living base** | Gives non-combat players meaningful actions and makes body loss visible in the world. | **Resolution Process**: 1. Identify which pillars are in tension @@ -243,7 +243,7 @@ When pillars conflict, use this priority order. Higher-priority pillars win when | ---- | ---- | ---- | | **Autonomy** | AI agent 24/7 | Player chooses what to delegate to agent vs play actively | | **Competence** | Reinhabitation + TIME / SECOND economy + Server-authoritative | Level/stat progression is the early mastery measure; time tradeoffs and server-validated combat make skill-based wins real | -| **Relatedness** | LLM as world citizen + AI agent + Town / Yard as living base | NPCs remember player and body state; agents bridge social distance across timezones; the Yard makes relationships visible | +| **Relatedness** | LLM as world citizen + AI agent + Town / Garden as living base | NPCs remember player and body state; agents bridge social distance across timezones; the Garden makes relationships visible | All three SDT needs covered. @@ -251,7 +251,7 @@ All three SDT needs covered. ## Pillar Validation Checklist -- [x] **Count**: 6 pillars after the Town/Yard direction; this is above the original target but acceptable while the design is still separating signature systems +- [x] **Count**: 6 pillars after the Town/Garden direction; this is above the original target but acceptable while the design is still separating signature systems - [x] **Falsifiable**: each makes a testable claim - [x] **Constraining**: each forces saying no to specific common patterns - [x] **Cross-departmental**: design / engineering / narrative / security tables filled diff --git a/docs/design/02-vertical-slice-spec.md b/docs/design/02-vertical-slice-spec.md index 0f167991..00047609 100644 --- a/docs/design/02-vertical-slice-spec.md +++ b/docs/design/02-vertical-slice-spec.md @@ -14,7 +14,7 @@ Can a solo player, in their first 30 minutes of unguided play in a single zone, understand that SECOND SPAWN is an AI actor world where they spend SECOND to inhabit an eligible body, risk that body's TIME in a Gate, improve a -Town/Relay Yard, and see offline-agent continuity? Can a 1-person team (JOY + +Town/Garden, and see offline-agent continuity? Can a 1-person team (JOY + AI agents) build this slice at representative quality in 3-6 months on the chosen tech stack (Unity 6.5 beta + Photon Fusion 2 + Nakama OSS + api.dos.ai model service + thirdweb)? @@ -30,7 +30,7 @@ This is two questions in one: **is the design loop fun?** AND **is the architect | **Zone** | 1 small open area + 1 hub town | | **Body embodiment** | Player spends test SECOND to inhabit one eligible actor body from a small body roster. V1 can use safe town NPC bodies first, while the rules allow future monster, enemy, elite, or boss bodies if server-flagged `inhabitable`. | | **Character class** | 1 combat body kit with 1-2 tuned weapon archetypes | -| **Town / Relay Yard** | 1 small hub with Body Hall plus one useful facility action | +| **Town / Garden** | 1 small hub with Body Hall plus one useful facility action | | **Dungeon instance** | 1 (single instance with 1 boss encounter) | | **Gate first-clear record** | Concept-only slice surface: one server-owned clear log or badge if dungeon validation exists; no in-game royalty payout yet | | **Boss with LLM dialogue** | 1 (Convai-driven, grounded in zone state) | @@ -49,7 +49,7 @@ Execution references: - [26-alpha-game-design-document.md](26-alpha-game-design-document.md) is the alpha execution version of this scope. -- [27-alpha-level-design.md](27-alpha-level-design.md) defines the Relay Yard +- [27-alpha-level-design.md](27-alpha-level-design.md) defines The Garden 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. @@ -83,17 +83,17 @@ The slice should teach the game by doing, not through a lore wall. | Beat | Target Time | Player Action | Proof | | ---- | ---- | ---- | ---- | -| Arrival | 0-3 min | Player enters the Relay Yard and sees named NPC bodies with roles, TIME, status, and one Yard need. | AI NPC world is legible. | +| Arrival | 0-3 min | Player enters The Garden and sees named NPC bodies with roles, TIME, status, and one Garden need. | AI NPC world is legible. | | Embodiment | 3-6 min | Player spends test SECOND to inhabit one eligible actor body. | The player understands this is not avatar creation. | -| Grounded talk | 6-10 min | Player talks to a nearby NPC who references the current body, Yard, or Gate. | NPC context and memory are visible. | -| Yard action | 10-14 min | Player starts or inspects one facility action such as Clinic recovery, Training Yard drill, Workshop repair, or Signal Tower scout. | Town/Yard is a playable system, not just scenery. | +| Grounded talk | 6-10 min | Player talks to a nearby NPC who references the current body, Garden, or Gate. | NPC context and memory are visible. | +| Garden action | 10-14 min | Player starts or inspects one facility action such as Clinic recovery, Training Lane drill, Workshop repair, or Signal Mast scout. | Town/Garden is a playable system, not just scenery. | | Gate run | 14-22 min | Player enters one Gate room, fights, spends visible TIME, earns SECOND, and extracts. | Combat, TIME, and reward loop works. | | Outcome | 22-26 min | Player sees earned SECOND, TIME spent, injury/state, memory, and relationship changes. | Consequence is readable. | | Continuity | 26-30 min | Player sets offline-agent policy or sees a simulated return report. Optional tutorial death shows reinhabitation. | Offline-agent and body-loss hooks are clear. | The slice passes only if a player can explain the loop in one sentence: -> I entered an existing body, risked its TIME, changed the Yard, earned SECOND, +> I entered an existing body, risked its TIME, changed the Garden, earned SECOND, > and could lose that body. --- @@ -174,7 +174,7 @@ The slice is considered "done" when ALL of the following are true and verified b ### Process (verifiable in repo state) - [ ] All slice work merged to `main` via PR with `code-review` skill pass before merge. - [ ] All ADRs that the slice motivated are written in `docs/adr/` (current count: 4; expect 6-10 by slice complete). -- [ ] Per-system GDDs in `docs/design/` for Combat, AI agent, reinhabitation, TIME / SECOND economy, optional NFT escrow, LLM NPC, and Town/Yard. (TIME / SECOND is drafted; advanced body progression is deferred.) +- [ ] Per-system GDDs in `docs/design/` for Combat, AI agent, reinhabitation, TIME / SECOND economy, optional NFT escrow, LLM NPC, and Town/Garden. (TIME / SECOND is drafted; advanced body progression is deferred.) - [ ] Vertical Slice Report (`02-vertical-slice-report.md`) written with build velocity, playtest data, recommendation. --- diff --git a/docs/design/03-systems-index.md b/docs/design/03-systems-index.md index 67b8a9fc..9eb9ca9c 100644 --- a/docs/design/03-systems-index.md +++ b/docs/design/03-systems-index.md @@ -11,14 +11,14 @@ SECOND SPAWN is a hybrid MMO + Agent-Roster Action RPG. The mechanical scope spans: - ARPG core (combat, movement, minimal controller baseline first; Opsive UCC evaluated after baseline) -- Core Loop V1: AI NPC Town -> spend SECOND to inhabit NPC -> Town / Yard Life +- Core Loop V1: AI NPC Town -> spend SECOND to inhabit NPC -> Town / Garden Life -> Choose Risk -> Gate Mission -> Outcome Report -> Repair / Remember / Build -> Offline Agent -> Death or Next Decision -- Living roster and Relay Yard preparation loop inspired structurally by Pick +- Living roster and The Garden preparation loop inspired structurally by Pick Me Up, without copying gacha monetization or heavy SLG base-building -- Yard personalization and social/decor loops for non-combat players, kept as +- Garden personalization and social/decor loops for non-combat players, kept as light identity, morale, clue, trophy, memorial, and visitor systems -- Town/Yard building as settlement progression. Wait timers are deferred, not +- Town/Garden building as settlement progression. Wait timers are deferred, not banned, and may later represent world-simulation time for building, recovery, body prep, scouting, crafting, and offline-agent work. - Multiplayer networking (Photon Fusion 2 dedicated server) @@ -43,7 +43,7 @@ The first alpha execution spine is: 1. [26-alpha-game-design-document.md](26-alpha-game-design-document.md) for playable alpha loop, scope, UI surfaces, content inventory, and backlog trace. -2. [27-alpha-level-design.md](27-alpha-level-design.md) for Relay Yard and Ash +2. [27-alpha-level-design.md](27-alpha-level-design.md) for The Garden and Ash Underpass level design. 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 @@ -93,7 +93,7 @@ The first alpha execution spine is: character and environment requirements, reject criteria, and Unity 6.5 URP import evaluation. 19. [45-inventory-and-equipment-system.md](45-inventory-and-equipment-system.md) - for body carry inventory, account/soul stash, Yard stash, temporary Gate + for body carry inventory, account/soul stash, Garden stash, temporary Gate loot, equipment slots, custody lifecycle states, hostile / monster / boss body equipment rules, starter item definitions, death loss rules, UI flows, AI inventory policy hooks, and server authority. @@ -119,8 +119,8 @@ blockout tasks for the alpha. | 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 | -| 41 | Relay Yard / living roster loop | Gameplay / Meta | VS | Concept | [33-alpha-production-backlog.md](33-alpha-production-backlog.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md), [25-core-loop-v1.md](25-core-loop-v1.md), [24-pick-me-up-reference-analysis.md](24-pick-me-up-reference-analysis.md), [37-ai-npc-backend-client-roadmap.md](37-ai-npc-backend-client-roadmap.md) | Actor profiles, NPC memory, TIME / SECOND economy, Gate missions, AI agent policy | -| 42 | Yard personalization and decor | Gameplay / Social | VS | Concept | [25-core-loop-v1.md](25-core-loop-v1.md) | Relay Yard, actor profiles, NPC memory, outcome reports, inventory, social visits | +| 41 | The Garden living roster loop | Gameplay / Meta | VS | Concept | [33-alpha-production-backlog.md](33-alpha-production-backlog.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md), [25-core-loop-v1.md](25-core-loop-v1.md), [24-pick-me-up-reference-analysis.md](24-pick-me-up-reference-analysis.md), [37-ai-npc-backend-client-roadmap.md](37-ai-npc-backend-client-roadmap.md) | Actor profiles, NPC memory, TIME / SECOND economy, Gate missions, AI agent policy | +| 42 | Garden personalization and decor | Gameplay / Social | VS | Concept | [25-core-loop-v1.md](25-core-loop-v1.md) | The Garden, actor profiles, NPC memory, outcome reports, inventory, social visits | | 37 | OpenClaw-connected NPC bridge (user-owned agents as NPC actors) | Gameplay / Meta | Alpha | Concept | [10-character-profile-agent-memory.md](10-character-profile-agent-memory.md) | Auth, Nakama, api.dos.ai model service, NPC dialogue, LLM safety | | 12 | Level/stat progression | Progression | MVP | Prototype | [40-soul-skill-carryover-and-sync.md](40-soul-skill-carryover-and-sync.md), [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md), [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 | @@ -160,7 +160,7 @@ blockout tasks for the alpha. | Category | Description | Count | | ---- | ---- | ---- | | **Core** | Foundation systems everything depends on | 5 (NetworkRunner, Controller, Camera, Input, Zone management) | -| **Gameplay** | The systems that make the game fun | 10 (Combat, NPC dialogue, Quest, Dungeon, Boss LLM, AI agent, OpenClaw-connected NPC bridge, NPC body embodiment, Relay Yard / living roster loop, Yard personalization and decor) | +| **Gameplay** | The systems that make the game fun | 10 (Combat, NPC dialogue, Quest, Dungeon, Boss LLM, AI agent, OpenClaw-connected NPC bridge, NPC body embodiment, The Garden living roster loop, Garden personalization and decor) | | **Progression** | How the player grows over time | 2 (Level/stats, Reincarnation) plus gameplay-linked body embodiment | | **Economy** | Resource creation and consumption | 6 (SECOND, TIME / SECOND economy, Pioneer Charter, NFT inventory, NFT escrow, Loot) | | **Persistence** | Save state and continuity | 6 (Profile, Inventory, Quest, Level/stats, Auth, Gameplay ledger) | @@ -212,8 +212,8 @@ blockout tasks for the alpha. 26. SECOND economy (#14) - depends on: DOS Chain integration, Reincarnation 27. AI agent for offline players (#11) - depends on: NetworkRunner, api.dos.ai model service, intent schema, Combat, TIME / SECOND economy 28. NPC body embodiment / reinhabitation (#43) - depends on: Actor profiles, SECOND economy, reinhabitation, body lifecycle, auth -29. Relay Yard / living roster loop (#41) - depends on: Actor profiles, NPC memory, TIME / SECOND economy, Gate missions, AI agent policy -30. Yard personalization and decor (#42) - depends on: Relay Yard, actor profiles, NPC memory, outcome reports, inventory, social visits +29. The Garden living roster loop (#41) - depends on: Actor profiles, NPC memory, TIME / SECOND economy, Gate missions, AI agent policy +30. Garden personalization and decor (#42) - depends on: The Garden, actor profiles, NPC memory, outcome reports, inventory, social visits 31. Gate first-clear and Pioneer Charter economy (#38) - depends on: Dungeon, Combat, Persistence, Rewards, Anti-cheat ### Presentation Layer (depends on features) @@ -248,9 +248,9 @@ blockout tasks for the alpha. | Gate first-clear and Pioneer Charter economy (#38) | Economy + Anti-cheat | First-clear rewards can become exploit magnets or feel unfair if autonomous agents claim them while players sleep | Start with non-economic first-clear records; require server clear logs, caps, expiry, and human-led eligibility for economic Charters | | Photon Fusion 2 dedicated server (#1) | Technical | Solo dev capacity to run dedicated infra | Slice uses Photon Cloud free 20 CCU; production migration is post-slice | | Convai SDK in Unity (#7) | Technical | 3rd-party SDK may not test against Unity 6.5 beta | Have phase 2 fallback (`api.dos.ai` / api.dos.ai model service + custom LLM) ready in design | -| Relay Yard / living roster loop (#41) | Design + Scope | The game can drift from action RPG into heavy SLG or hero-collector management | Keep Yard actions short, mission-first, and consequence-focused; no construction timers or pay-to-win roster pulls | +| The Garden living roster loop (#41) | Design + Scope | The game can drift from action RPG into heavy SLG or hero-collector management | Keep Garden actions short, mission-first, and consequence-focused; no construction timers or pay-to-win roster pulls | | NPC body embodiment / reinhabitation (#43) | Design + Economy | SECOND-paid body entry can feel like pay-to-play if framed poorly, or too punishing if every death blocks play | Present it as in-world embodiment cost, keep free/earned paths designable, and separate real-money monetization from the core rule | -| Yard personalization and decor (#42) | Design + Monetization | Decor can become pay-to-win, spreadsheet production, or distracting scope creep | Keep decor cosmetic, social, memory, clue, morale, and light-utility only; timers deferred, no mandatory power, no PvP advantage | +| Garden personalization and decor (#42) | Design + Monetization | Decor can become pay-to-win, spreadsheet production, or distracting scope creep | Keep decor cosmetic, social, memory, clue, morale, and light-utility only; timers deferred, no mandatory power, no PvP advantage | --- @@ -279,8 +279,8 @@ Aligned with [02-vertical-slice-spec.md](02-vertical-slice-spec.md) build phases | 17 | SECOND economy (#14) | Phase 7 | M | JOY input required first | | 18 | AI agent for offline players (#11) | Phase 8 | XL | Highest-risk system | | 19 | NPC body embodiment / reinhabitation (#43) | Phase 8 | L | Account spends SECOND to inhabit eligible NPC body; death requires new eligible body | -| 20 | Relay Yard / living roster loop (#41) | Phase 8 | L | Keep light: roster, policy, mission select, and reports | -| 21 | Yard personalization and decor (#42) | Phase 8 | M | Start with trophies, memorials, clinic/rest corners, visitor notes, and NPC reactions | +| 20 | The Garden living roster loop (#41) | Phase 8 | L | Keep light: roster, policy, mission select, and reports | +| 21 | Garden personalization and decor (#42) | Phase 8 | M | Start with trophies, memorials, clinic/rest corners, visitor notes, and NPC reactions | | 22 | UI cluster (#23-#28) | Throughout phases 2-8 | XL | Build incrementally | | 23 | Audio placeholder (#29) | Phase 9 | S | Slice-quality only | | 24 | Chat (#30) | Phase 9 | M | Nakama channel first, Supabase sidecar only if useful | diff --git a/docs/design/12-game-design-document.md b/docs/design/12-game-design-document.md index 77b00a02..088dd733 100644 --- a/docs/design/12-game-design-document.md +++ b/docs/design/12-game-design-document.md @@ -26,7 +26,7 @@ The alpha-specific playable target is now split into focused build documents: - [26-alpha-game-design-document.md](26-alpha-game-design-document.md) defines the playable alpha loop, UI surfaces, alpha content set, acceptance checklist, and backlog trace. -- [27-alpha-level-design.md](27-alpha-level-design.md) defines the Relay Yard +- [27-alpha-level-design.md](27-alpha-level-design.md) defines The Garden blockout, Ash Underpass Gate flow, room sequence, encounter roles, and level readability rules. - [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md) @@ -148,7 +148,7 @@ The player fantasy is to enter an AI NPC world by spending SECOND to inhabit someone who already lives there. That body has a name, role, relationships, stats, TIME, and history before the player arrives. The player does not start as a blank avatar. They borrow a mortal life, risk it in Gates, improve the -Town or Relay Yard around it, and lose that body if it dies. +Garden hub around it, and lose that body if it dies. The player should feel: @@ -166,7 +166,7 @@ The player should feel: - The player enters a living NPC body rather than creating a blank avatar. Spending SECOND to inhabit a body is the start of play and the cost of continuing after death. -- Their Relay Yard is a lived-in place with trophies, memorials, recovery +- Their Garden hub is a lived-in place with trophies, memorials, recovery corners, NPC routines, and social visits that reflect what the roster has survived. - The world is dangerous because all gameplay state is server-authoritative and consequences persist. @@ -199,7 +199,7 @@ Likely turn-offs: | Priority | Pillar | Meaning | | ---- | ---- | ---- | | 1 | Server-authoritative gameplay | The public open-source game assumes attackers can read the code. The server owns movement, combat, inventory, TIME / SECOND economy, reinhabitation, and world state. | -| 2 | AI agent 24/7 | When the player is offline, the character and Yard can keep acting through a bounded AI agent with the same capability and rate-limit constraints. | +| 2 | AI agent 24/7 | When the player is offline, the character and Garden can keep acting through a bounded AI agent with the same capability and rate-limit constraints. | | 3 | Reinhabitation, not respawn | Death destroys or retires the current body. The player continues by spending SECOND to inhabit another eligible NPC-like body with partial account/soul continuity and meaningful reset. | | 4 | TIME is life, SECOND is money | TIME is the life medium bodies need to live. SECOND is the unit and currency used to measure, store, transfer, spend, and reward that medium. | | 5 | LLM as world citizen, not chatbot | LLM-driven NPCs and agents are grounded in world state, emit structured intent, and never mutate authoritative game state directly. | @@ -229,7 +229,7 @@ as the mandatory setting spine. The game can still reuse the best concepts from the DOS/MetaDOS stack: TIME, SECOND, and mortal Frames. The first player-facing world should be understandable without knowing MetaDOS. -The immediate setting is an AI NPC society organized around Towns, Relay Yards, +The immediate setting is an AI NPC society organized around Towns, Garden hubs, Gates, body contracts, and SECOND. Player accounts enter this world by spending SECOND to inhabit eligible NPC-like bodies. Towns compete over Gates, bodies, TIME, SECOND, and survival infrastructure. If MetaDOS continuity is used later, @@ -373,7 +373,7 @@ This timeline is inherited from the MetaDOS GDD and adapted for SECOND SPAWN: Gates, Frame yards, clinics, militias, and local SECOND flow when central authority is weak. They are modern cát cứ, not noble houses. - Local institutions: Zone-specific authorities such as Vinh Hai Civic - Registry, the AMB Clinic, the Relay Yard, and local Gate offices. They create + Registry, the AMB Clinic, The Garden hub, and local Gate offices. They create daily life and paperwork, but they are not Great Powers by default. - AMB cocoon and life-time monitor: The MetaDOS-era technology that let humans remain in controlled pods while operating Hunter Frames and seeing remaining @@ -481,7 +481,7 @@ document remains readable. Short form: ```text -AI NPC Town -> Spend SECOND to Inhabit NPC -> Town / Yard Life +AI NPC Town -> Spend SECOND to Inhabit NPC -> Town / Garden Life -> Choose Risk -> Gate Mission -> Outcome Report -> Repair / Remember / Build -> Offline Agent -> Death or Next Decision ``` @@ -491,7 +491,7 @@ AI NPC Town -> Spend SECOND to Inhabit NPC -> Town / Yard Life The first playable demo should prove one compact fantasy: > I paid SECOND to enter a real NPC body, talked to people who knew that body, -> improved the Yard, risked TIME in a Gate, and came back with consequences. +> improved the Garden, risked TIME in a Gate, and came back with consequences. This is the V1 implementation bible until a more detailed per-system spec replaces it. @@ -500,10 +500,10 @@ replaces it. | Minute | Player Experience | Systems Proved | | ---- | ---- | ---- | -| 0-3 | Account enters the Relay Yard and sees 5-10 named NPC bodies with jobs, level, TIME, and status. | Actor profiles, NPC roster, HUD | +| 0-3 | Account enters The Garden and sees 5-10 named NPC bodies with jobs, level, TIME, and status. | Actor profiles, NPC roster, HUD | | 3-6 | Player spends test SECOND to inhabit one eligible NPC body. The UI frames this as embodiment, not avatar creation. | Body embodiment, SECOND spend, profile binding | -| 6-10 | Player talks to two nearby NPCs. They mention the current body's role, one Yard need, and one Gate risk. | Grounded NPC chat, memory/context, relationship surface | -| 10-14 | Player starts or inspects one Yard action: Clinic recovery, Training Yard drill, Workshop repair, Signal Tower scouting, or Memorial Wall entry. | Town/Yard state, facility UI, optional timer metadata | +| 6-10 | Player talks to two nearby NPCs. They mention the current body's role, one Garden need, and one Gate risk. | Grounded NPC chat, memory/context, relationship surface | +| 10-14 | Player starts or inspects one Garden action: Clinic recovery, Training Lane drill, Workshop repair, Signal Mast scouting, or Memorial Wall entry. | Town/Garden state, facility UI, optional timer metadata | | 14-22 | Player enters one short Gate room, fights 1-2 enemy types, spends visible TIME, earns SECOND from one objective, and extracts. | Combat MVP, TIME drain, SECOND reward, server validation | | 22-26 | Outcome report shows earned SECOND, TIME spent, body injury/state change, NPC memory, and one relationship update. | Ledgers, memory write, relationship update | | 26-30 | Player sets offline-agent policy and sees a simulated return report. If the tutorial includes death, the player sees reinhabitation cost and body-loss messaging. | Offline agent policy, activity log, reinhabitation UX | @@ -513,7 +513,7 @@ spend. Test SECOND is enough. #### V1 Body Embodiment Rules -- New accounts start in the Relay Yard as an account/soul profile, then bind +- New accounts start in The Garden as an account/soul profile, then bind into one eligible actor body. - Eligible bodies are world-owned actor bodies flagged as `inhabitable`. Friendly NPCs are the safest candidates, but the same rule can later include @@ -527,7 +527,7 @@ spend. Test SECOND is enough. - Candidate bodies show name, role, level, TIME, weapon, trait summary, relationship warnings, and one body story hook. - Body-bound layers include level, stats, equipment, local relationships, - body memory, injury, and Yard duty. + body memory, injury, and Garden duty. - Account/soul layers include account identity, wallet link, titles, selected memories, offline-agent policy, and account-level unlocks. - Death retires or destroys the current body. The player spends SECOND to @@ -538,18 +538,18 @@ spend. Test SECOND is enough. to prevent a new player from soft-locking. This must be framed as tutorial protection, not the normal economy. -#### V1 Town / Relay Yard System +#### V1 Town / Garden System -The Yard is a living base, not a city-builder. For V1, use five functional +The Garden is a living base, not a city-builder. For V1, use five functional facility categories: | Facility | V1 Purpose | MVP Interaction | | ---- | ---- | ---- | | Body Hall | Shows eligible bodies, body history, and reinhabitation cost. | Inspect and inhabit body | | Clinic | Stabilizes injuries and makes body risk legible. | Start or inspect recovery | -| Training Yard | Gives a simple body-level training/readiness action. | Assign body to drill | +| Training Lane | Gives a simple body-level training/readiness action. | Assign body to drill | | Workshop | Repairs gear or prepares Gate equipment. | Spend small material/SECOND amount | -| Signal Tower | Reveals one Gate modifier or scouting hint. | Start or inspect scout | +| Signal Mast | Reveals one Gate modifier or scouting hint. | Start or inspect scout | Optional flavor surfaces: Memorial Wall, Trophy Rack, Mess Hall, Dormitory, Market Stall, and Archive. They should wait until the five functional surfaces @@ -613,7 +613,7 @@ Required UI surfaces: - NPC overhead identity and AI status. - Dialogue mode with player/NPC message alignment, large readable text, and `Esc` to leave chat mode. -- Yard facility panel. +- Garden facility panel. - Gate entry confirmation. - Outcome report. - Death/reinhabitation confirmation. @@ -623,19 +623,19 @@ Nice-to-have UI surfaces: - PromptTrace/Mindview debug for agents. - Relationship ledger viewer. -- Yard memorial/trophy viewer. +- Garden memorial/trophy viewer. - FPS/performance debug toggle. #### Vertical Slice Acceptance Checklist The slice should not be called playable until all of these are true: -- A new account can enter the Yard and understand it is joining an existing AI +- A new account can enter the Garden and understand it is joining an existing AI NPC society. - The player can inhabit a named body using test SECOND. - The current body has visible TIME, role, level, and stats. - The player can talk to one NPC and receive a context-aware answer. -- The player can start or inspect one useful Yard facility action. +- The player can start or inspect one useful Garden facility action. - The player can enter one Gate and fight at least one enemy. - The player can earn SECOND through a server-authoritative action. - The player can spend SECOND through one useful non-debug action. @@ -655,14 +655,14 @@ The slice should not be called playable until all of these are true: ### Session Loop -1. Start in the Relay Yard or another Frame Yard. +1. Start in The Garden or another Garden-like frame base. 2. Inspect the living roster: current Frame, permanent NPC Frames, injuries, trust, TIME, gear, and agent recommendations. 3. Pick a goal: Gate mission, quest step, dungeon room, level/stat progress, TIME recovery, NPC interaction, or agent policy adjustment. 4. Inhabit one eligible body and enter the mission or zone. 5. Fight and interact inside a server-authoritative action space. -6. Return to the Yard with rewards, injuries, deaths, memories, relationship +6. Return to the Garden with rewards, injuries, deaths, memories, relationship changes, or reinhabitation needs. 7. Log out with an offline-agent policy that controls what the AI may attempt. @@ -679,7 +679,7 @@ The slice should not be called playable until all of these are true: 6. Build social and faction relationships with players, NPCs, and connected agents. -### Relay Yard / Gate Mission Loop +### The Garden / Gate Mission Loop Pick Me Up is the structural reference for this layer, but SECOND SPAWN should not copy gacha monetization, unit sacrifice, or auto-battle as the core game. @@ -690,7 +690,7 @@ AI NPC Town -> inspect residents, routines, relationships, jobs, bodies, and local needs Inhabit NPC Body -> spend SECOND to bind into one eligible NPC body -Town / Yard Life +Town / Garden Life -> social, care, work, build, decorate, explore, load TIME, set policy Choose Risk -> pick Gate, current Frame, NPC allies, TIME exposure, reward target @@ -705,8 +705,8 @@ Offline Continuity -> bounded safe actions, scouting, training, reports, no blind high-risk loss ``` -Relay Yard personalization is part of the social and exploration loop, not a -separate heavy base-builder. Town/Yard building should include facilities such +Garden personalization is part of the social and exploration loop, not a +separate heavy base-builder. Town/Garden building should include facilities such as clinic, body hall, training yard, workshop, signal tower, mess hall, memorial wall, housing, market stall, defense post, archive, and trophy rack. Decor and facilities may offer social identity, NPC routine changes, clues, @@ -720,8 +720,8 @@ timer runs. The vertical-slice WOW target is simple: -> The player talks to an NPC in the Yard, takes that NPC into a Gate, survives -> or loses them, returns to the Yard, and the remaining NPCs remember what +> The player talks to an NPC in the Garden, takes that NPC into a Gate, survives +> or loses them, returns to the Garden, and the remaining NPCs remember what > happened. ### Faction Architecture Summary @@ -735,7 +735,7 @@ SECOND SPAWN uses three political layers: | ---- | ---- | ---- | | Great Powers | Cross-region ideology, technology, and authority | DOS Labs, Avax Remnant, Gate Registry, Black Second Market, Quiet Array Collective | | The Twelve Warlords | Regional powers controlling routes, Gates, Frame yards, militias, and local SECOND flow | The Vinh Hai Holder as first regional pressure | -| Local Institutions | Zone-specific administration and survival services | Vinh Hai Civic Registry, AMB Clinic, Relay Yard, local Gate office | +| Local Institutions | Zone-specific administration and survival services | Vinh Hai Civic Registry, AMB Clinic, The Garden hub, local Gate office | Vinh Hai Civic Registry is intentionally a local institution, not a major faction. It controls paperwork and public access inside the first hub, but it @@ -1457,7 +1457,7 @@ Current direction: human proportions with anime/manhwa appeal, while materials use a clean and controlled PBR pipeline instead of photoreal scan detail, hand-painted fantasy, chibi toon rendering, or full Western realistic PBR. -- Environment: ruined modern zones, Frame facilities, biotech decay, Relay Yard +- Environment: ruined modern zones, Frame facilities, biotech decay, The Garden contrast, and Gate distortion. - Character readability: silhouettes and ability effects must stay readable from top-down camera distance. - Presentation references include Zenless Zone Zero for human-proportioned @@ -1496,7 +1496,7 @@ The first slice should list content volume explicitly so scope cannot silently i | Questline | 1 | 3-5 steps | | NPCs | 10 prototype permanent Frames plus 3-5 focus roles | The 10 permanent Frames prove the actor-profile and AI-agent substrate. The alpha quest should focus on a smaller authored cast. | | Hostile body candidates | 3 | Enemy, elite, and boss-shell candidates are design-ready but may stay locked until server eligibility is implemented | -| Yard facilities | 3 | Clinic, Training Yard, and Signal Tower are the first normal-play facility anchors | +| Garden facilities | 3 | Clinic, Training Lane, and Signal Mast are the first normal-play facility anchors | | Outcome report | 1 | Shows SECOND, TIME, injury, memory, relationship, and ledger consequence | | Items | 4-8 | Weapon, armor or module, consumable, objective item, optional cosmetic | | Offline-agent policies | 2-3 | Observe, safe farm, stop below threshold | @@ -1546,7 +1546,7 @@ In scope: - One small open zone plus one hub town. - One controllable body archetype using the chosen visual direction. -- One Relay Yard hub with Clinic, Body Hall, Training Yard, Signal Tower, +- One Garden hub with Clinic, Body Hall, Training Lane, Signal Mast, Mission Board, and Memorial Wall surfaces. - One dungeon instance: Ash Underpass Signal. - One boss with LLM dialogue. diff --git a/docs/design/19-openclaw-agent-connection-architecture.md b/docs/design/19-openclaw-agent-connection-architecture.md index 255192f6..f7983428 100644 --- a/docs/design/19-openclaw-agent-connection-architecture.md +++ b/docs/design/19-openclaw-agent-connection-architecture.md @@ -294,7 +294,7 @@ Response shape: "frame_identity": { "display_name": "Mira Voss", "role": "hub_npc", - "faction_title": "Relay Yard Technician", + "faction_title": "Garden Technician", "reputation_summary": "Trusted by scavengers near the west gate" }, "frame_body": { @@ -311,7 +311,7 @@ Response shape: "intelligence": 13, "luck": 5 }, - "zone_summary": "Relay Yard hub, near the repair stalls" + "zone_summary": "The Garden hub, near the repair stalls" }, "frame_soul": { "core_drive": "Keep the west gate running long enough for refugees to cross", diff --git a/docs/design/20-demo-lore-and-story-direction.md b/docs/design/20-demo-lore-and-story-direction.md index d8705cce..69264930 100644 --- a/docs/design/20-demo-lore-and-story-direction.md +++ b/docs/design/20-demo-lore-and-story-direction.md @@ -173,7 +173,7 @@ Faction scale: Quiet Array Collective. - Regional power layer: The Twelve Warlords. - Local institutions: Dayton Civic Registry, Dayton AMB Clinic, Relay - Yard, local Gate office. + Garden hub, local Gate office. Dayton Civic Registry is not a Great Power. It is the ward's local administration under pressure from Great Powers and the Warlord route holder. diff --git a/docs/design/21-permanent-npc-story-characteristics.md b/docs/design/21-permanent-npc-story-characteristics.md index 0d9784fc..b19197f4 100644 --- a/docs/design/21-permanent-npc-story-characteristics.md +++ b/docs/design/21-permanent-npc-story-characteristics.md @@ -77,7 +77,7 @@ Minimum backend shape: | `palette_tags` | Broad color/material direction, not final material authoring. | | `memory_layers.core` | Stable memory that shapes identity. | | `memory_layers.recent_seed` | Safe recent context usable at session start. | -| `memory_layers.mission_hook` | How the NPC connects to Gate or Yard outcomes. | +| `memory_layers.mission_hook` | How the NPC connects to Gate or Garden outcomes. | | `memory_layers.private_hook` | Hidden pressure. Do not reveal without backend flags. | | `relationship_seed_refs` | Soft relationship hooks to seed future ledgers. | | `quest_hooks` | Quest or system moments this NPC can support. | @@ -232,7 +232,7 @@ used as defaults before per-NPC overrides. avoid long chases. - Social tendency: respects useful workers, medics, and reliable couriers; hates thieves. -- Faction pressure: protects Relay Yard independence from Black Second debt +- Faction pressure: protects Garden independence from Black Second debt and future Sơn Trạm extraction-style labor claims. ### Crossline Surveyor @@ -388,7 +388,7 @@ used as defaults before per-NPC overrides. - Values: worker safety, useful parts, debts paid, no wasted bodies. - Fear: another bad salvage call that gets a crew killed while leaders count profit. -- Desire: keep the Iron Yard useful and safe from predators. +- Desire: keep the Iron Garden useful and safe from predators. - Speech style: few words, hard terms, direct respect, no decorative sympathy. - Behavior tendencies: guard scrap, hold ground, test newcomers with practical tasks, refuse vague promises. diff --git a/docs/design/22-faction-architecture.md b/docs/design/22-faction-architecture.md index 2f7bd509..6d6e5348 100644 --- a/docs/design/22-faction-architecture.md +++ b/docs/design/22-faction-architecture.md @@ -25,8 +25,8 @@ memory, territory, Gates, or SECOND. | Layer | Role | Examples | Player Read | | ---- | ---- | ---- | ---- | | Great Powers | Cross-region ideology, technology, and authority | DOS Labs, Avax Remnant, Gate Registry, Black Second Market, Quiet Array Collective | "Who is trying to define the rules of life?" | -| The Twelve Warlords | Regional powers that hold routes, clinics, Gates, Frame yards, militias, and SECOND flow | Define gradually, not all at once | "Who controls this place when central power is weak?" | -| Local Institutions | Zone-specific administration, care, trade, and survival services | Vinh Hai Civic Registry, AMB Clinic, Relay Yard, local Gate office | "Who do people deal with every day?" | +| The Twelve Warlords | Regional powers that hold routes, clinics, Gates, Frame bases, militias, and SECOND flow | Define gradually, not all at once | "Who controls this place when central power is weak?" | +| Local Institutions | Zone-specific administration, care, trade, and survival services | Vinh Hai Civic Registry, AMB Clinic, The Garden, local Gate office | "Who do people deal with every day?" | Local institutions can have guards, permits, and influence, but they are not major factions unless they grow into a regional power. Vinh Hai Civic Registry @@ -122,7 +122,7 @@ Vertical slice treatment: The Twelve Warlords are regional powers that emerged when Nibiru disasters, Gate routes, Frame logistics, and failing central authority fractured the old map. They are modern cát cứ: not medieval nobles, but armed regional holders -with private security, route control, Frame yards, clinics, debt books, and +with private security, route control, Frame bases, clinics, debt books, and Gate claims. Formal language may call them `Regional Authorities` or `Chartered Zone @@ -160,7 +160,7 @@ These are candidates, not a locked list of twelve. | **The Vinh Hai Holder** | Coastal relay routes around Vinh Hai | convoy permits, local security, route tolls | order is logistics | The first hub lives inside their pressure even if the player never meets them. | | **The Bạch Đăng Shield** | floodwall and southern Gate perimeter | defensive militias, walls, rescue lanes | security before freedom | Explains strict gate sentinels and checkpoint culture. | | **The Cửu Long Broker** | river trade and black-route crossings | smuggling, debt, stolen SECOND flow | everything flows and everything can be priced | Links the Black Second Market to regional power. | -| **The Sơn Trạm Extractor** | highland stations and Nibiru extraction belts | raw material, labor contracts, harsh Frame yards | survival through extraction | Future labor, body-burn, and Frame-rights antagonist. | +| **The Sơn Trạm Extractor** | highland stations and Nibiru extraction belts | raw material, labor contracts, harsh Frame bases | survival through extraction | Future labor, body-burn, and Frame-rights antagonist. | Vertical slice recommendation: @@ -202,7 +202,7 @@ The clinic explains Frame instability and creates the first human face of the TIME economy. It is the natural place for Avax Remnant sympathy and Quiet Array concerns to appear. -### Relay Yard +### The Garden Role: permanent NPC society, salvage, courier movement, gate work, local rumor. @@ -230,7 +230,7 @@ Chapter 1 setup: 2. Vinh Hai Civic Registry can only issue temporary paperwork. 3. DOS Labs wants the transfer data. 4. Gate Registry wants a clean clear record for the Ash Underpass. -5. Relay Yard residents want the route safe because their lives depend on it. +5. Garden residents want the route safe because their lives depend on it. 6. Black Second wants the player's debt, body record, or future SECOND. 7. Quiet Array questions whether the previous Frame memory is being erased. 8. The Vinh Hai Holder may claim route taxes or security authority if the Gate @@ -253,7 +253,7 @@ Playable consequence: | Gate Sentinel | Bạch Đăng-style security culture, local Gate Office | DOS Labs permits and Warlord route control | | Route Courier | Independent Frame Crews and courier routes | Vinh Hai Holder tolls, Cửu Long smuggling routes | | Clinic Operator | Vinh Hai AMB Clinic | Avax Remnant and Quiet Array ethics | -| Scrap Warden | Relay Yard labor survival | Black Second debt and Sơn Trạm-style extraction fears | +| Scrap Warden | Garden labor survival | Black Second debt and Sơn Trạm-style extraction fears | | Crossline Surveyor | Gate Registry survey truth | Warlord boundary disputes and route claims | Prompt guidance: diff --git a/docs/design/24-pick-me-up-reference-analysis.md b/docs/design/24-pick-me-up-reference-analysis.md index ccc68686..b1cdef10 100644 --- a/docs/design/24-pick-me-up-reference-analysis.md +++ b/docs/design/24-pick-me-up-reference-analysis.md @@ -159,7 +159,7 @@ every roster member has a life behind the stats. SECOND SPAWN has a stronger natural version of the same split: - The player is embodied in one Frame, so danger is intimate. -- The player also has an operator layer through Yard management and offline AI +- The player also has an operator layer through Garden management and offline AI policy. - Permanent NPC Frames can be friends, rivals, workers, guards, scouts, or future bodies. @@ -214,11 +214,11 @@ SECOND SPAWN adaptation: - Every important Frame is an actor profile, not a throwaway spawn. - Roster members have name, body archetype, role, stats, traits, memory, relationship ledger, gear, TIME, SECOND exposure, and voice profile. -- Death changes the roster, the Yard, and NPC relationships. +- Death changes the roster, the Garden, and NPC relationships. - A dead NPC Frame can leave records, memories, debts, gear, and social consequences, but the body is gone unless a special transfer rule exists. -### 5.2 Base as social Yard, not heavy city builder +### 5.2 Base as social Garden, not heavy city builder Pick Me Up's lobby gives the story a place for training, crafting, food, rest, morale, and team management. SECOND SPAWN should not become a full SLG @@ -227,7 +227,7 @@ missions. SECOND SPAWN adaptation: -- Use **Relay Yard** or **Frame Yard** as the base fantasy. +- Use **The Garden** or **Frame base** as the base fantasy. - Keep base management light: roster, training, repair, crafting, TIME loading, mission selection, NPC conversation, and agent report review. - Do not add building placement, wait timers, resource spreadsheets, or @@ -276,7 +276,7 @@ AI becomes the natural operator layer. SECOND SPAWN adaptation: -- The offline agent can manage low-risk Yard actions, recommend missions, +- The offline agent can manage low-risk Garden actions, recommend missions, prepare gear, talk to NPCs, and queue safe scouting. - The agent can decide when to avoid risk based on player policy. - The agent never mutates authoritative state directly. It submits intents to @@ -325,7 +325,7 @@ Avoid these imports: but it should not be the normal player loop. - **Do not make auto-battle the core.** SECOND SPAWN still needs direct action combat when the player is present. -- **Do not make base management the main game.** The Yard supports the mission +- **Do not make base management the main game.** The Garden supports the mission loop; it does not replace combat. - **Do not make the player a distant god.** The player is embodied in a Frame and can die. This is more intimate than Pick Me Up's master layer. @@ -351,7 +351,7 @@ Safer public wording: Core loop: ```text -Relay Yard +The Garden -> inspect roster, talk, train, repair, load TIME, set agent policy Gate Mission -> possess one Frame, fight, command or coordinate allies, clear objective @@ -374,7 +374,7 @@ and permanent NPC systems central instead of decorative. | ---- | ---- | ---- | | Master | Player plus offline AI agent operator layer | Nakama profile, policy, agent runtime | | Hero | Frame, NPC actor, player-inhabited body, OpenClaw actor | Nakama actor profile plus Fusion presentation | -| Lobby | Relay Yard / Frame Yard | Nakama persistent state plus Unity scene | +| Lobby | The Garden / frame base | Nakama persistent state plus Unity scene | | Tower floor | Gate mission / campaign floor / Ascent route | Fusion simulation plus Nakama objective ledger | | Mission objective | Server-owned Gate objective | Nakama and Fusion server validation | | Hero permadeath | Frame death, NPC death, retired body state | Nakama lifecycle and ledger | @@ -393,7 +393,7 @@ just enough to prove the living roster premise. Recommended MVP shift: -1. Keep one playable hub: **Vinh Hai Relay Yard**. +1. Keep one playable hub: **The Garden**. 2. Keep 5-10 permanent NPC Frames as the initial roster. 3. Let the player possess one current Frame. 4. Add one Gate mission with a clear objective and optional hidden objective. @@ -418,8 +418,8 @@ Recommended MVP shift: The WOW moment: -> The player talks to an NPC in the Yard, takes that NPC into a Gate, survives -> or loses them, returns to the Yard, and the remaining NPCs remember what +> The player talks to an NPC in the Garden, takes that NPC into a Gate, survives +> or loses them, returns to the Garden, and the remaining NPCs remember what > happened. --- @@ -428,12 +428,12 @@ The WOW moment: | Risk | Why It Matters | Mitigation | | ---- | ---- | ---- | -| Game drifts into SLG | Base management can swallow ARPG identity. | Keep Yard actions short and mission-first. | +| Game drifts into SLG | Base management can swallow ARPG identity. | Keep Garden actions short and mission-first. | | Combat becomes shallow | Roster drama cannot replace moment-to-moment play. | Preserve top-down action as the playable mission core. | | Too many NPCs become content burden | Every permanent NPC needs memory, role, and voice. | Start with 5-10 strong NPCs, not hundreds. | | Permanent death frustrates players | Losing beloved NPCs can feel unfair. | Use injury states, warnings, retreat rules, and explicit risk policy. | | AI agent makes bad irreversible choices | Offline autonomy can violate trust. | Capability caps, player policy, no high-risk actions without opt-in. | -| Gacha association hurts trust | "Infinite Gacha" can imply monetized pulls. | Avoid gacha wording in public SECOND SPAWN design. Use roster, Frames, Yard, and Gate. | +| Gacha association hurts trust | "Infinite Gacha" can imply monetized pulls. | Avoid gacha wording in public SECOND SPAWN design. Use roster, Frames, Garden, and Gate. | --- @@ -447,16 +447,16 @@ The WOW moment: states first? - How many roster NPCs should be emotionally authored before procedural NPCs appear? -- Can OpenClaw-connected NPCs join missions, or should they remain social Yard +- Can OpenClaw-connected NPCs join missions, or should they remain social Garden actors until a separate safety design exists? -- How does TIME drain differ between Yard, Gate, offline safe work, and +- How does TIME drain differ between Garden, Gate, offline safe work, and contested zones? --- ## 12. Recommended Next Specs -1. **Relay Yard MVP Spec** +1. **The Garden MVP Spec** - roster UI - Frame lifecycle - training, repair, and mission selection diff --git a/docs/design/25-core-loop-v1.md b/docs/design/25-core-loop-v1.md index 2f2f47f3..596dfc9f 100644 --- a/docs/design/25-core-loop-v1.md +++ b/docs/design/25-core-loop-v1.md @@ -15,7 +15,7 @@ NPC-world embodiment decision. The decision is **not** to turn SECOND SPAWN into a pure instance game and not to keep it as a full shared-world MMO from the start. The V1 direction is: -> AI NPC world + SECOND-paid embodiment into an existing NPC body + Town/Yard +> AI NPC world + SECOND-paid embodiment into an existing NPC body + Town/Garden > building and personalization + Gate-based action missions + online > social/economy layer + AI agent continuity. @@ -64,7 +64,7 @@ AI NPC Town -> inspect residents, routines, relationships, jobs, bodies, and local needs Inhabit Actor Body -> spend SECOND to bind into one eligible NPC, monster, enemy, or boss body -Town / Yard Life +Town / Garden Life -> social, care, work, build, decorate, explore, load TIME, set policy Choose Risk -> pick Gate, current Frame, NPC allies, TIME exposure, reward target @@ -81,7 +81,7 @@ Offline Agent Continues Short form: ```text -AI NPC Town -> Spend SECOND to Inhabit Body -> Town / Yard Life +AI NPC Town -> Spend SECOND to Inhabit Body -> Town / Garden Life -> Choose Risk -> Gate Mission -> Outcome Report -> Repair / Remember / Build -> Offline Agent -> Death or Next Decision ``` @@ -111,7 +111,7 @@ Player can: - Talk to nearby NPCs. - Inspect roster members. - Repair or rest injured Frames. -- Work, build, decorate, and improve the Town/Yard. +- Work, build, decorate, and improve the Town/Garden. - Place trophies, memorials, utility corners, social gathering spots, and service facilities. - Load TIME using SECOND where rules allow it. @@ -123,7 +123,7 @@ Player can: New player account flow: -1. The world presents eligible actor bodies from the local town, Yard, or +1. The world presents eligible actor bodies from the local town, Garden, or server-approved hostile-body pool. 2. The player spends SECOND to bind into one eligible body. 3. That body becomes the current playable body. @@ -158,9 +158,9 @@ Public wording should avoid "top up real money to play" in design docs. Use body`. Real-money purchase is a later monetization discussion, not a core gameplay rule. -### 4.3 Town / Yard Life +### 4.3 Town / Garden Life -The Relay Yard is the town's functional base: mission staging, clinic, +The Garden is the town's functional base: mission staging, clinic, training, repair, body registry, memorials, trophies, and shared services. It should feel like a settlement facility that NPCs and players build together, not only a private player house. @@ -172,9 +172,9 @@ Potential facilities: - Clinic: heal injuries, stabilize bodies, support reinhabitation. - Body Hall / Vessel Registry: eligible NPC body contracts and body history. -- Training Yard: improve low-level bodies and NPC routines. +- Training Lane: improve low-level bodies and NPC routines. - Workshop: repair gear, craft tools, craft decor. -- Signal Tower: scout Gates and reveal safer routes. +- Signal Mast: scout Gates and reveal safer routes. - Mess Hall: morale and social gathering. - Memorial Wall: dead bodies, retired bodies, and memory events. - Dormitory / Housing: attract or retain NPCs. @@ -189,7 +189,7 @@ Non-goals and guardrails: - No unit sacrifice as normal player progression. - No pay-to-win furniture buffs. - No heavy grid city-builder in the vertical slice. -- No production chains that turn the Yard into a factory spreadsheet. +- No production chains that turn the Garden into a factory spreadsheet. - No timer design that blocks all useful play. Wait timers are **deferred, not banned**. They can be useful as world-simulation @@ -250,7 +250,7 @@ Examples: - Discover a shortcut, hazard warning, or hidden objective. - Reduce risk for a later Gate mission through better information. -#### Yard Care / Personalization And Building +#### Garden Care / Personalization And Building ```text Repair -> build -> decorate -> improve morale -> display history @@ -271,7 +271,7 @@ Examples: Decor and building should serve four values: -1. **Aesthetic identity:** each Yard can look and feel different. +1. **Aesthetic identity:** each Garden can look and feel different. 2. **Social proof:** visitors can read the player's history through trophies, memorials, and layout. 3. **Light utility:** small convenience or information bonuses, never @@ -279,7 +279,7 @@ Decor and building should serve four values: 4. **NPC life:** routines, morale, recovery, work, and social scenes change because the town has changed. -NPCs should react to decor and Yard state: +NPCs should react to decor and Garden state: - A wounded NPC comments from the clinic corner. - A loyal NPC visits a memorial. @@ -311,7 +311,7 @@ Choices: - Bring a strong NPC to clear faster but risk a valuable roster member. - Bring a weak NPC to train them but risk injury or death. - Let the offline agent attempt only if policy allows it. -- Decline and stay in Yard tasks. +- Decline and stay in Garden tasks. ### 4.6 Enter Gate @@ -358,7 +358,7 @@ Roster: - Spark gained Level 1 -> Level 2 - Spark now trusts JOY +3 - Sentinel-0101 disapproves of the risky route +1 fear -- The signal lamp can be placed in the Yard as a trophy or clue source +- The signal lamp can be placed in the Garden as a trophy or clue source Memory: - Spark remembers JOY pulled them out before the collapse. @@ -376,7 +376,7 @@ Lost: - Body condition degraded Memory: -- The Yard remembers JOY abandoned the route. +- The Garden remembers JOY abandoned the route. ``` Outcome reports should write to server-owned ledgers so they can drive memory, @@ -384,7 +384,7 @@ relationships, anti-cheat, economy audit, and offline-agent behavior. ### 4.8 Upgrade / Repair / Remember / Build -After returning to the Yard, the player decides what to do with the +After returning to the Garden, the player decides what to do with the consequences. Player choices: @@ -395,8 +395,8 @@ Player choices: - Promote or certify a Frame after enough survival. - Talk to an NPC about what happened. - Rest an injured NPC. -- Place a trophy, memorial item, clinic item, or clue object in the Yard. -- Start or complete a town/Yard facility upgrade. +- Place a trophy, memorial item, clinic item, or clue object in the Garden. +- Start or complete a town/Garden facility upgrade. - Assign NPCs or offline agent work to building, recovery, scouting, or repair. - Reincarnate if the current Frame is dead or no longer viable. - Use memory clues to reveal a hidden objective or safer route. @@ -409,7 +409,7 @@ Example policy: ```text Offline Policy: -- Do safe Yard tasks only +- Do safe Garden tasks only - Protect Sentinel-0101 - Do not enter lethal Gates - Farm up to 300 SECOND @@ -420,8 +420,8 @@ Allowed offline actions in V1: - Talk to NPCs. - Train or repair lightly. -- Maintain Yard morale and routine. -- Supervise allowed town/Yard work. +- Maintain Garden morale and routine. +- Supervise allowed town/Garden work. - Leave notes about NPC reactions to decor, memorials, or trophies. - Scout low-risk Gate information. - Farm safe SECOND if explicitly allowed. @@ -445,14 +445,14 @@ Forbidden by default: 1. Check current body and nearby NPC state. 2. Talk to one NPC or inspect one mission. -3. Enter a short Gate or do one Town/Yard action, care action, decor action, +3. Enter a short Gate or do one Town/Garden action, care action, decor action, or building assignment. 4. Receive a small reward, memory, or relationship change. 5. Make one next-risk decision. ### 5.2 Thirty-Minute Loop -1. Start in Town or Relay Yard. +1. Start in Town or The Garden. 2. Inspect the current inhabited NPC body and one possible ally. 3. Enter one Gate mission. 4. Fight, loot, protect, and extract. @@ -468,8 +468,8 @@ Forbidden by default: 4. Discover hidden potential or body anomalies. 5. Survive or suffer one meaningful body/injury/reincarnation event. 6. Improve offline-agent policy from player experience. -7. Build faction, Yard, and economy relationships. -8. Build and personalize the Town/Yard with facilities, trophies, memorials, +7. Build faction, Garden, and economy relationships. +8. Build and personalize the Town/Garden with facilities, trophies, memorials, and NPC routines that tell the story of the settlement. --- @@ -481,9 +481,9 @@ for the first slice. The MMO layer should support: -- Shared Relay Yard or regional hub presence. +- Shared The Garden or regional hub presence. - Local chat, party formation, guild and social hooks. -- Yard visits, visitor notes, and trophy/memorial inspection. +- Garden visits, visitor notes, and trophy/memorial inspection. - Town competition and settlement comparison. - Market and SECOND economy surfaces. - Contested TIME / SECOND zones after the core loop is stable. @@ -509,23 +509,23 @@ Design rule: The first demo should prove one thing: -> The player talks to an NPC in the Relay Yard, takes that NPC into danger, -> survives or loses something, returns to the Yard, and the NPC or Yard +> The player talks to an NPC in The Garden, takes that NPC into danger, +> survives or loses something, returns to The Garden, and the NPC or Garden > remembers what happened. Minimal playable sequence: -1. Player spawns in Relay Yard inside a current Frame. +1. Player spawns in The Garden inside a current Frame. 2. Player understands they spent SECOND to inhabit one eligible NPC body. 3. Player sees 5-10 named NPC bodies and town needs. 4. Player chats with one NPC. -5. Player starts or inspects one small Town/Yard improvement. +5. Player starts or inspects one small Town/Garden improvement. 6. Player selects one Gate mission and one NPC ally. 7. Player fights for 5-7 minutes. 8. NPC reacts during or after the mission. 9. Outcome report records SECOND, TIME, injury, memory, and relationship delta. -10. Player sees a changed NPC state in the Yard. -11. Player places a Gate trophy or memorial object in the Yard. +10. Player sees a changed NPC state in the Garden. +11. Player places a Gate trophy or memorial object in the Garden. 12. Player sets offline-agent policy. 13. On next login, the agent report explains what happened while away. @@ -542,8 +542,8 @@ Minimal playable sequence: - Embodiment cost, death, and reinhabitation ledger. - Mission offer and outcome report storage. - Relationship and memory writes. -- Yard decor inventory and placement metadata. -- Town/Yard facility state and timer metadata. +- Garden decor inventory and placement metadata. +- Town/Garden facility state and timer metadata. - Trophy, memorial, and visitor note ledgers. - Offline-agent policy storage. - Intent validation boundary for LLM calls. @@ -558,15 +558,15 @@ Minimal playable sequence: ### Unity Client -- Relay Yard roster UI. +- Garden roster UI. - NPC body selection / embodiment UI. - Gate mission selection UI. - Current Frame HUD. - NPC dialogue and memory surfacing. - Outcome report screen. -- Yard personalization and trophy/memorial UI. -- Town/Yard building and timer UI. -- Visitor note and Yard inspection UI. +- Garden personalization and trophy/memorial UI. +- Town/Garden building and timer UI. +- Visitor note and Garden inspection UI. - Offline-agent policy UI. - Clear visual state for injury, death, AI fallback, and LLM response source. @@ -589,5 +589,5 @@ Minimal playable sequence: or all three? - How does fusion pressure appear in SECOND SPAWN without becoming normal unit sacrifice gameplay? -- What exact shared MMO surface ships first: shared Yard, local hub, party +- What exact shared MMO surface ships first: shared Garden, local hub, party finder, market board, or world event? diff --git a/docs/design/26-alpha-game-design-document.md b/docs/design/26-alpha-game-design-document.md index 3f4f1bc0..5b16dde3 100644 --- a/docs/design/26-alpha-game-design-document.md +++ b/docs/design/26-alpha-game-design-document.md @@ -15,7 +15,7 @@ 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 +- [27-alpha-level-design.md](27-alpha-level-design.md) defines The Garden 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. @@ -56,7 +56,7 @@ Alpha means: - NPCs feel like world actors, not static quest vendors. - The player can inhabit an existing actor body, risk that body's TIME, earn and spend SECOND, and understand body loss. -- The Relay Yard has at least one meaningful facility action and one visible +- The Garden has at least one meaningful facility action and one visible consequence surface. - The design is still small enough for a 1-person team plus AI agents to build. @@ -66,7 +66,7 @@ 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 +- The Garden and Ash Underpass layout - character/body roster and hostile body constraints - questline and encounter plan - UX flow and player-facing surfaces @@ -84,7 +84,7 @@ The alpha design package is complete when the companion docs cover: ## 2. One-Sentence Alpha Pitch SECOND SPAWN alpha is a living AI actor world where a player spends SECOND to -inhabit one eligible body, prepares in the Relay Yard, enters a short Gate, +inhabit one eligible body, prepares in The Garden, enters a short Gate, risks that body's TIME, earns SECOND, returns with consequences, and leaves an offline agent policy for what the body may do next. @@ -95,7 +95,7 @@ offline agent policy for what the body may do next. The first alpha session should make the player say: > I did not make a blank avatar. I became someone who already had a life, took -> that body into danger, changed the Yard, and now I care whether that body +> that body into danger, changed the Garden, and now I care whether that body > survives. The game earns this promise through five visible facts: @@ -113,13 +113,13 @@ The game earns this promise through five visible facts: | Area | Alpha Target | | ---- | ---- | -| Hub | One small Relay Yard with Clinic, Body Hall, Training Yard, Signal Tower, mission board, and memorial wall surfaces. | +| Hub | The Garden hub with Clinic, Body Hall, Training Lane, Signal Mast, mission board, and memorial wall surfaces. | | Gate | One short Gate mission: `Ash Underpass Signal`. | | Combat | One playable body kit, one basic melee/ranged enemy pattern, one elite or boss shell. | | Characters | Ten permanent hub NPC bodies plus one player-inhabitable body and three hostile body candidates. | | Embodiment | Spend test SECOND to inhabit one eligible actor body. Hostile bodies are design-ready but may be locked in alpha. | | TIME / SECOND | TIME shown as duration, SECOND used for rewards, costs, ledgers, and reinhabitation. | -| Yard | One normal-play facility action and at least one visible Yard state change. | +| Garden | One normal-play facility action and at least one visible Garden state change. | | NPC AI | NPC-to-player and NPC-to-NPC dialogue uses compact world context and server-validated intent. | | Offline Agent | One policy surface plus one return report or simulated report. | | Progression | Current-body level, stats, injury, memory, relationship, and selected account/soul carryover placeholders. | @@ -133,8 +133,8 @@ The game earns this promise through five visible facts: ## 5. Alpha Core Loop ```text -Arrive in Relay Yard - -> inspect living bodies, current TIME, roles, and Yard pressure +Arrive in The Garden + -> inspect living bodies, current TIME, roles, and Garden pressure Spend SECOND to Inhabit Body -> bind into one eligible actor body with existing stats and history Prepare @@ -143,7 +143,7 @@ Enter Gate -> move, fight, protect, read objective, spend TIME, earn SECOND Return -> outcome report, injury, memory, relationship, reward, ledger -Improve Yard +Improve Garden -> facility action, repair, memorial, clue, trust, mission prep Decide -> risk same body, reinhabit later, or leave offline-agent policy @@ -157,10 +157,10 @@ Alpha should support the loop in a 30-60 minute test session. | Beat | Target Time | Player Experience | Required Systems | | ---- | ---- | ---- | ---- | -| Wake / Arrive | 0-5 min | Player sees Relay Yard, named NPCs, current body, TIME, and one urgent Gate notice. | HUD, NPC labels, Body Hall summary | -| First Conversation | 5-10 min | Nearby NPC recognizes the body or the Yard situation and answers one grounded question. | NPC chat, world context, memory | +| Wake / Arrive | 0-5 min | Player sees The Garden, named NPCs, current body, TIME, and one urgent Gate notice. | HUD, NPC labels, Body Hall summary | +| First Conversation | 5-10 min | Nearby NPC recognizes the body or the Garden situation and answers one grounded question. | NPC chat, world context, memory | | Embodiment | 10-15 min | Player spends test SECOND or confirms current-body binding. | Embodiment RPC, SECOND ledger | -| Yard Prep | 15-25 min | Player uses Clinic, Training Yard, or Signal Tower once. | Facility action, Yard status UI | +| Garden Prep | 15-25 min | Player uses Clinic, Training Lane, or Signal Mast once. | Facility action, Garden status UI | | Mission Select | 25-30 min | Mission card shows risk, reward, expected TIME exposure, and recommended body role. | Mission board | | Gate Run | 30-45 min | Player fights through the Ash Underpass, completes objective, and extracts or fails. | Combat, Gate instance, reward path | | Outcome | 45-52 min | Report shows SECOND reward, TIME spent, damage, memory, relationship, and clear status. | Outcome report, gameplay ledger | @@ -183,7 +183,7 @@ Alpha-safe body categories: | Category | Alpha Use | Notes | | ---- | ---- | ---- | -| Friendly Yard body | Playable | Recommended default for first alpha. | +| Friendly Garden body | Playable | Recommended default for first alpha. | | Neutral contractor body | Playable or locked preview | Good for future roster expansion. | | Hostile enemy body | Design-ready, likely locked | Can become playable only when server marks it `inhabitable`. | | Elite body | Future unlock | Requires clear, capture, contract, or story-gated access. | @@ -234,7 +234,7 @@ Alpha tuning placeholders: | Reinhabitation cost | 432000 SECOND, equal to 5 days. | | TIME drain | Only in Gate, danger state, or approved facility action. | | Earn source | One Gate objective or combat reward. | -| Spend sink | One Clinic, Training Yard, or Signal Tower action. | +| Spend sink | One Clinic, Training Lane, or Signal Mast action. | | Top-up | Direct wallet-to-body TIME top-up remains deferred. | | Player time-loot | Design-only unless validated combat and anti-abuse are ready. | @@ -281,9 +281,9 @@ The eight core stats are: --- -## 10. Relay Yard Alpha Design +## 10. The Garden Alpha Design -The Yard is the alpha base and social stage. It is not a menu. +The Garden is the alpha base and social stage. It is not a menu. Required alpha zones: @@ -291,8 +291,8 @@ Required alpha zones: | ---- | ---- | | Body Hall | Shows current body, eligible bodies, reinhabitation entry point, and body histories. | | Clinic | Stabilize, injury explanation, memory triage, body condition. | -| Training Yard | Safe combat target, stat drill, weapon stance smoke. | -| Signal Tower | Scout Gate risk, reveal mission clue, explain route pressure. | +| Training Lane | Safe combat target, stat drill, weapon stance smoke. | +| Signal Mast | Scout Gate risk, reveal mission clue, explain route pressure. | | Mission Board | Choose Ash Underpass Signal, view reward and risk. | | Memorial Wall | Shows body death as world memory, not only failure UI. | @@ -304,7 +304,7 @@ Optional but useful: - Visitor notes - Trophy rack -Yard facility actions must be server-owned. The client may request, display, +Garden facility actions must be server-owned. The client may request, display, and animate them, but it does not grant rewards or state changes. --- @@ -316,7 +316,7 @@ First Gate: `Ash Underpass Signal` Mission fantasy: > A collapsed transit route keeps broadcasting a signal that should have died -> with the convoy. The Relay Yard needs the signal verified before it risks +> with the convoy. The Garden needs the signal verified before it risks > another body. Mission structure: @@ -434,7 +434,7 @@ Required alpha UI: | Speech bubble | Short world-space or screen-space NPC line. | | Body Hall panel | Current body and eligible body list. | | Mission board | Gate card with risk, reward, expected TIME, recommended role. | -| Facility panel | Clinic, Training Yard, Signal Tower action state. | +| Facility panel | Clinic, Training Lane, Signal Mast action state. | | Outcome report | Rewards, TIME, injury, memory, relationship, ledger. | | Offline agent panel | Policy and return report. | | Death / reinhabitation panel | Body lost, cost, new body option. | @@ -448,7 +448,7 @@ them. | Content | Count | Notes | | ---- | ---- | ---- | -| Hub | 1 | Relay Yard. | +| Hub | 1 | The Garden. | | Gate | 1 | Ash Underpass Signal. | | Gate rooms | 4-6 | Short run, 10-15 minutes. | | Permanent NPC bodies | 10 | Existing prototype roster. | @@ -458,7 +458,7 @@ them. | Enemy archetypes | 2 | Basic attacker and ranged or support threat. | | Boss or elite | 1 | Tollkeeper-style underpass authority. | | Questline | 1 | 3-5 steps. | -| Facility actions | 3 | Clinic, Training Yard, Signal Tower. | +| Facility actions | 3 | Clinic, Training Lane, Signal Mast. | | Outcome report | 1 | Reusable report template. | --- @@ -471,7 +471,7 @@ Open backlog items that directly feed alpha design: | ---- | ---- | | #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 from the UX and questline docs. | -| #145 NPC spacing | Supports readable Relay Yard alpha layout. | +| #145 NPC spacing | Supports readable Garden alpha layout. | | #146 Animation action registry | Required for talk, attack, hit, death, and weapon stance. | | #147 Combat target selection | Required for ARPG hit validation. | | #148 Enemy lifecycle | Required for combat smoke and reward path. | @@ -497,7 +497,7 @@ The alpha design is complete enough when: - [ ] The player understands that they are inhabiting an existing body. - [ ] The current body can die or be retired through server-owned flow. - [ ] TIME and SECOND are visible with the correct wording. -- [ ] One Yard action changes state through Nakama. +- [ ] One Garden action changes state through Nakama. - [ ] One Gate mission grants a server-owned reward or outcome. - [ ] NPC dialogue is grounded in world state, role, relationship, and current objective. @@ -519,7 +519,7 @@ The alpha design is complete enough when: - Do not add gacha monetization. - Do not add cultivation or Nibirium XP. -- Do not make Yard timers pay-to-skip. +- Do not make Garden timers pay-to-skip. - Do not make death a cheap respawn. - Do not let LLMs mutate authoritative game state. - Do not make the first alpha depend on full MMO scale. diff --git a/docs/design/27-alpha-level-design.md b/docs/design/27-alpha-level-design.md index 56eb0b0f..50de0c44 100644 --- a/docs/design/27-alpha-level-design.md +++ b/docs/design/27-alpha-level-design.md @@ -11,15 +11,15 @@ area. This file complements the Alpha GDD and Gate system docs.* This document defines the first playable level structure for SECOND SPAWN: -- one Relay Yard hub +- The Garden hub - one Gate exterior - one short Gate interior - one combat training area -- one outcome loop back to the Yard +- one outcome loop back to the Garden 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. +Garden prep, Gate risk, combat, reward, consequence, and continuity. Quest, encounter, and UX companions: @@ -37,7 +37,7 @@ Quest, encounter, and UX companions: | ---- | ---- | | Living actor world | NPCs need readable routines, spacing, and social anchors. | | Body risk | The route from safety to Gate should make TIME pressure visible. | -| Yard as base | Facility surfaces should be spatial places, not only menus. | +| Garden as base | Facility surfaces should be spatial places, not only menus. | | Short Gate, strong consequence | The first Gate should be compact, readable, and replayable. | | Server-authoritative clarity | Every objective, reward, death, and state change must map to backend events. | @@ -56,8 +56,8 @@ Approximate scale targets: | Space | Target Size | Notes | | ---- | ---- | ---- | -| Relay Yard playable area | 70m x 55m | Enough for 10 NPCs without clumping. | -| Training Yard | 18m x 18m | Safe combat smoke. | +| The Garden playable area | 70m x 55m | Enough for 10 NPCs without clumping. | +| Training Lane | 18m x 18m | Safe combat smoke. | | Gate exterior apron | 25m x 20m | Mission start, warning, party staging. | | Gate interior room | 18m to 30m wide | Readable combat, no maze bloat. | | Full Gate run | 4-6 rooms | 10-15 minutes first run. | @@ -67,19 +67,19 @@ feel proves otherwise. --- -## 4. Relay Yard Layout +## 4. The Garden Layout -The Relay Yard is the first hub. It should feel like a damaged settlement that +The Garden is the first hub. It should feel like a damaged settlement that keeps bodies alive and prepares Gate runs. Recommended hub topology: ```text - Signal Tower / Gate Board + Signal Mast / Gate Board | - Scrap Lane -- Central Yard -- Clinic / Body Hall + Repair Row -- Central Garden Court -- Clinic / Body Hall | - Training Yard / Memorial Wall + Training Lane / Memorial Wall | Gate Exterior Apron ``` @@ -87,10 +87,10 @@ Recommended hub topology: The player should always understand three directions: 1. Clinic / Body Hall means body state and reinhabitation. -2. Signal Tower / Gate Board means mission choice and risk. -3. Gate Apron means commitment to danger. +2. Signal Mast / Gate Board means mission choice and risk. +3. Ash Underpass Apron means commitment to danger. -### 4.1 Central Yard +### 4.1 Central Garden Court Purpose: @@ -109,9 +109,9 @@ NPC roles: - Gate Sentinel near the route. - Route Courier crossing through. -- Clinic Operator between Clinic and Yard. +- Clinic Operator between Clinic and Central Garden Court. - Scrap Warden near salvage. -- Crossline Surveyor near Signal Tower sightline. +- Crossline Surveyor near Signal Mast sightline. ### 4.2 Clinic / Body Hall @@ -133,7 +133,7 @@ Level notes: - Keep it visually calmer than the Gate side. - Use medical, repair, and body-storage silhouettes without overloading gore. -### 4.3 Training Yard +### 4.3 Training Lane Purpose: @@ -144,7 +144,7 @@ Player interactions: - Attack training target. - See hit, miss, range, defeated, and respawn feedback. -- Complete Training Yard focus drill. +- Complete Training Lane focus drill. Level notes: @@ -152,7 +152,7 @@ Level notes: - Include 1-2 obstacle blockers for line-of-sight validation. - Do not put permanent NPCs inside the target hitbox path. -### 4.4 Signal Tower / Mission Board +### 4.4 Signal Mast / Mission Board Purpose: @@ -190,7 +190,7 @@ Level notes: Purpose: -- Transition from social Yard to danger. +- Transition from The Garden to danger. Player interactions: @@ -215,7 +215,7 @@ Working title: `Ash Underpass Signal` Logline: > A dead transit underpass is still broadcasting a convoy signal. The Relay -> Yard needs proof that the route is safe before it sends more bodies through. +> Garden needs proof that the route is safe before it sends more bodies through. Objective: @@ -331,7 +331,7 @@ Purpose: Unlock: -- Signal Tower scouting, trusted Route Courier clue, or high perception body. +- Signal Mast scouting, trusted Route Courier clue, or high perception body. Reward: @@ -358,15 +358,15 @@ melee pressure, ranged/support pressure, and objective guardian. ## 7. NPC Placement -The Yard NPCs should be staged for readability: +The Garden NPCs should be staged for readability: | NPC Archetype | Default Placement | Reason | | ---- | ---- | ---- | -| Gate Sentinel | Gate Apron or South Gate | Security and mission warning. | -| Route Courier | Central Yard route loop | Movement, rumors, first quest hook. | +| Gate Sentinel | Ash Underpass Apron or South Gate | Security and mission warning. | +| Route Courier | Central Garden Court route loop | Movement, rumors, first quest hook. | | Clinic Operator | Clinic / Body Hall | Body state and TIME explanation. | -| Scrap Warden | Scrap Lane / Workshop | Yard work and practical facility action. | -| Crossline Surveyor | Signal Tower | Gate intel and map clarity. | +| Scrap Warden | Repair Row / Workshop | Garden work and practical facility action. | +| Crossline Surveyor | Signal Mast | Gate intel and map clarity. | Spacing rules: @@ -383,12 +383,12 @@ First questline working title: `Check The Ash Underpass Signal` | Step | Place | Player Action | | ---- | ---- | ---- | -| 1 | Signal Tower | Read Gate notice and accept mission. | -| 2 | Central Yard | Ask Route Courier or Gate Sentinel about the route. | +| 1 | Signal Mast | Read Gate notice and accept mission. | +| 2 | Central Garden Court | Ask Route Courier or Gate Sentinel about the route. | | 3 | Clinic / Body Hall | Confirm current body can survive the run. | -| 4 | Gate Apron | Start mission. | +| 4 | Ash Underpass Apron | Start mission. | | 5 | Ash Underpass | Reach signal node and extract or clear. | -| 6 | Relay Yard | Outcome report, reward, memory update, next hook. | +| 6 | The Garden | Outcome report, reward, memory update, next hook. | The quest framework can be linear in alpha. Branching can wait. @@ -399,8 +399,8 @@ The quest framework can be linear in alpha. Branching can wait. Navigation: - The player should reach every hub function within 20-30 seconds from the - Central Yard. -- The Gate entrance should be visible or signposted from the Central Yard. + Central Garden Court. +- The Gate entrance should be visible or signposted from the Central Garden Court. - Facility surfaces should use clear silhouettes. Combat: @@ -426,11 +426,11 @@ Performance: ## 10. Blockout Checklist -- [ ] Central Yard readable from spawn. +- [ ] Central Garden Court readable from spawn. - [ ] Clinic / Body Hall placed near spawn. -- [ ] Training Yard target isolated from NPC cluster. -- [ ] Signal Tower and Mission Board visible. -- [ ] Gate Apron communicates danger transition. +- [ ] Training Lane target isolated from NPC cluster. +- [ ] Signal Mast and Mission Board visible. +- [ ] Ash Underpass Apron communicates danger transition. - [ ] Ash Underpass has 4-6 rooms. - [ ] First combat room supports line-of-sight and range validation. - [ ] Signal node objective has clear interaction space. @@ -458,7 +458,7 @@ Implementation dependencies: - Server-owned mission state. - Server-owned combat hit validation. - Gameplay ledger. -- Yard facility action state. +- Garden facility action state. - Character/body profile data. - Dialogue context builder. - Outcome report UI. diff --git a/docs/design/28-character-body-and-roster-design.md b/docs/design/28-character-body-and-roster-design.md index c30a8eb5..8a215d65 100644 --- a/docs/design/28-character-body-and-roster-design.md +++ b/docs/design/28-character-body-and-roster-design.md @@ -76,7 +76,7 @@ Eligibility principles: | Grade | Alpha Meaning | Player Impact | | ---- | ---- | ---- | | Low | Damaged or low-rank body | Cheap, fragile, strong underdog fantasy. | -| Standard | Normal Yard body | Starter-friendly, balanced. | +| Standard | Normal Garden body | Starter-friendly, balanced. | | Veteran | Survived multiple missions | Better stats, stronger relationships, higher loss pain. | | Elite | Rare hostile or specialist body | Higher cost, unlock-gated, strong constraints. | | Boss Shell | Major enemy vessel | Future rare feature, high cost, severe constraints. | @@ -118,12 +118,12 @@ play. | 01 | Gate Sentinel 0101 | Teaches security, route danger, and body duty. | First warning NPC. | | 02 | Route Courier 0244 | Teaches routes, rumors, and optional clues. | First quest clue NPC. | | 03 | Clinic Operator 0320 | Teaches TIME, injury, and memory triage. | First body-state NPC. | -| 04 | Scrap Warden 0441 | Teaches Yard work and practical facility value. | First facility NPC. | +| 04 | Scrap Warden 0441 | Teaches Garden work and practical facility value. | First facility NPC. | | 05 | Crossline Surveyor 5104 | Teaches ranged role and signal verification. | First scout NPC. | | 06 | Gate Sentinel 0627 | Teaches convoy defense and stricter guard culture. | Contrast to 0101. | -| 07 | Route Courier 0733 | Teaches social warmth and unreliable rumor flow. | More human Yard texture. | +| 07 | Route Courier 0733 | Teaches social warmth and unreliable rumor flow. | More human Garden texture. | | 08 | Clinic Operator 0819 | Teaches body technician lens. | Explains repair and tools. | -| 09 | Scrap Warden 0940 | Teaches heavy labor and intimidation. | Strong Yard authority. | +| 09 | Scrap Warden 0940 | Teaches heavy labor and intimidation. | Strong Garden authority. | | 10 | Crossline Surveyor 1058 | Teaches long-range mapping and restraint. | Gate scouting flavor. | Alpha focus cast should be only 3-5 of these at a time: @@ -131,8 +131,8 @@ Alpha focus cast should be only 3-5 of these at a time: - 0101 or 0627 as the gate authority. - 0244 or 0733 as the route hook. - 0320 or 0819 as the Clinic hook. -- 0441 or 0940 as the Yard facility hook. -- 5104 or 1058 as the Signal Tower hook. +- 0441 or 0940 as the Garden facility hook. +- 5104 or 1058 as the Signal Mast hook. The other NPCs can still exist and talk, but they should not all compete for the first questline. @@ -169,7 +169,7 @@ carefully. | ---- | ---- | ---- | ---- | | Breach Runner | Basic hostile actor | Fast, unstable body taken from the Gate edge. | Short TIME, poor town trust, limited gear. | | Signal Jack | Ranged/support hostile actor | Strange signal-sense body for scouting. | Weak HP, restricted social access, high maintenance. | -| Tollkeeper Shell | Elite or boss shell | Become a Gate guardian body after a major clear. | High SECOND cost, faction fear, limited Yard entry, unstable memory. | +| Tollkeeper Shell | Elite or boss shell | Become a Gate guardian body after a major clear. | High SECOND cost, faction fear, limited Garden entry, unstable memory. | Design rule: diff --git a/docs/design/29-alpha-questline-and-encounter-design.md b/docs/design/29-alpha-questline-and-encounter-design.md index 197abb1d..80bfe182 100644 --- a/docs/design/29-alpha-questline-and-encounter-design.md +++ b/docs/design/29-alpha-questline-and-encounter-design.md @@ -31,13 +31,13 @@ Working title: `Check The Ash Underpass Signal` Logline: -> The Relay Yard keeps receiving a convoy signal from a collapsed underpass. +> The Garden keeps receiving a convoy signal from a collapsed underpass. > If the signal is real, the route may save bodies. If it is a lure, the next > crew will die. The player must use their current body to verify it. Quest purpose: -- Teach that NPCs know the Yard and current body. +- Teach that NPCs know the Garden and current body. - Teach that mission intel can come from relationships. - Teach that Gate entry risks TIME. - Teach that a server-owned outcome report changes memory and relationships. @@ -60,7 +60,7 @@ quest. | Gate Sentinel 0101 or 0627 | Warns about access and route danger | Starts or frames the route problem. | | Route Courier 0244 or 0733 | Knows the underpass rumor | Gives optional safer-route clue. | | Clinic Operator 0320 or 0819 | Reads current body condition | Explains TIME risk and body suitability. | -| Crossline Surveyor 5104 or 1058 | Reads the signal | Connects Signal Tower to Gate mission. | +| Crossline Surveyor 5104 or 1058 | Reads the signal | Connects Signal Mast to Gate mission. | | Tollkeeper Shell | Gate elite or boss | Tests combat and passage theme. | Relationship use: @@ -75,7 +75,7 @@ Relationship use: ### Step 1: The Signal Notice -Location: Signal Tower or Mission Board. +Location: Signal Mast or Mission Board. Player action: @@ -92,9 +92,9 @@ Player learning: - Gate missions are selected, not random. - TIME risk and SECOND reward are visible before entry. -### Step 2: Ask The Yard +### Step 2: Ask The Garden -Location: Central Yard. +Location: Central Garden Court. Player action: @@ -115,7 +115,7 @@ Server state: Player learning: - NPC dialogue can change the mission context. -- NPCs are grounded in body, Yard, route, and relationship. +- NPCs are grounded in body, Garden, route, and relationship. ### Step 3: Body Check @@ -136,7 +136,7 @@ Player learning: - The current body is not abstract. It has condition and TIME. -### Step 4: Commit At The Gate Apron +### Step 4: Commit At The Ash Underpass Apron Location: Gate Exterior Apron. @@ -195,7 +195,7 @@ Player learning: ### Step 7: Outcome Report -Location: Relay Yard. +Location: The Garden. Player action: diff --git a/docs/design/30-alpha-ux-flow.md b/docs/design/30-alpha-ux-flow.md index 2fd3e46d..1f413ae0 100644 --- a/docs/design/30-alpha-ux-flow.md +++ b/docs/design/30-alpha-ux-flow.md @@ -232,7 +232,7 @@ Required information: - Clear feedback for miss, out-of-range, blocked, target defeated. - Extract status or return path. -Gate HUD should be quieter than the Yard HUD. Combat readability wins over +Gate HUD should be quieter than the Garden HUD. Combat readability wins over NPC chatter. --- @@ -254,7 +254,7 @@ Sections: | Memory | new memory summaries. | | Relationships | trust, fear, respect, debt, hostility changes. | | Ledger | compact audit rows for debug and trust. | -| Next | recommended Yard action, next mission, or reinhabitation. | +| Next | recommended Garden action, next mission, or reinhabitation. | Rules: @@ -269,7 +269,7 @@ Rules: Policy options for alpha: - Observe only. -- Safe Yard work. +- Safe Garden work. - Safe training. - Stop below TIME threshold. diff --git a/docs/design/31-alpha-economy-balance-and-playtest-plan.md b/docs/design/31-alpha-economy-balance-and-playtest-plan.md index f7a845b0..400c4e32 100644 --- a/docs/design/31-alpha-economy-balance-and-playtest-plan.md +++ b/docs/design/31-alpha-economy-balance-and-playtest-plan.md @@ -55,8 +55,8 @@ These values are test defaults. They can change after playtest. | Partial extract reward | 180-240 SECOND. | | Full clear reward | 360-420 SECOND. | | Clinic stabilization cost | 120-300 SECOND, depending on effect. | -| Training Yard focus drill reward | Small stat or memory benefit, no direct power spike. | -| Signal Tower sweep reward | Mission clue or route risk reduction, not raw currency first. | +| Training Lane focus drill reward | Small stat or memory benefit, no direct power spike. | +| Signal Mast sweep reward | Mission clue or route risk reduction, not raw currency first. | UI can show TIME equivalent as secondary explanatory text: @@ -75,14 +75,14 @@ Alpha drain should be state-based. | State | Drain | | ---- | ---- | -| Safe Relay Yard | No normal drain in alpha. | +| Safe The Garden | No normal drain in alpha. | | Gate threshold | Light drain warning only, optional. | | Gate combat room | Active drain. | | Boss or elite room | Higher pressure drain or scripted warning. | | Offline agent safe policy | No drain or tiny bounded drain in alpha. | | Offline agent risky policy | Deferred until policy and report are implemented. | -Why no Yard drain in alpha: +Why no Garden drain in alpha: - It prevents social and exploration players from feeling punished. - It keeps TIME meaningful when the player chooses risk. @@ -98,7 +98,7 @@ Reward sources allowed in alpha: - mission objective completion - enemy or elite defeat - first clear record placeholder -- Yard facility action completion +- Garden facility action completion Reward sources not allowed in alpha: @@ -115,7 +115,7 @@ Reward shape: | Signal proof partial extract | small SECOND, clue memory, small trust gain | | Tollkeeper full clear | larger SECOND, clear record, stronger respect or fear delta | | Training target defeat | tiny bounded BodyTime or SECOND-equivalent smoke reward | -| Signal Tower sweep | route clue, hazard reveal, possible reduced expected TIME exposure | +| Signal Mast sweep | route clue, hazard reveal, possible reduced expected TIME exposure | | Clinic stabilization | costs SECOND, improves body condition or near-death safety | --- @@ -234,7 +234,7 @@ Answer these after the first three full sessions: 1. Was TIME pressure visible or annoying? 2. Did SECOND reward feel meaningful? -3. Did players understand why a Yard action mattered? +3. Did players understand why a Garden action mattered? 4. Did players want to talk to NPCs more than once? 5. Did the Gate feel too short, too long, or just enough? 6. Did anyone confuse reinhabitation with normal respawn? @@ -248,7 +248,7 @@ Answer these after the first three full sessions: ## 11. Hard Balance Guardrails - Do not add direct wallet-to-body TIME top-up in alpha. -- Do not add pay-to-skip Yard timers in alpha. +- Do not add pay-to-skip Garden timers in alpha. - Do not add gacha body acquisition. - Do not add body fusion as a player progression loop. - Do not allow client-owned reward amounts. diff --git a/docs/design/32-alpha-art-audio-and-content-direction.md b/docs/design/32-alpha-art-audio-and-content-direction.md index 6905f2db..2689c1d5 100644 --- a/docs/design/32-alpha-art-audio-and-content-direction.md +++ b/docs/design/32-alpha-art-audio-and-content-direction.md @@ -15,7 +15,7 @@ visuals. The alpha must communicate: -- modern post-disaster Yard outside the Gate +- modern post-disaster Garden outside the Gate - readable manhwa-style system pressure - mortal body risk - Gate interior as a separate hostile rule-space @@ -75,7 +75,7 @@ Reference examples for direction, not copying: | ---- | ---- | ---- | | Zenless Zone Zero | Human-proportioned anime appeal, fashion-forward silhouettes, clean graphic readability. | Do not assume Asset Store packs can match this pipeline directly. | | Stellar Blade | Adult semi-real beauty, human proportions, high appeal character marketing. | Do not copy photoreal skin or cinematic realism as the whole game look. | -| Blade and Soul | Anime-inspired semi-real fantasy bodies and expressive faces. | Do not drift into ornate MMO fantasy without SECOND SPAWN's modern Yard identity. | +| Blade and Soul | Anime-inspired semi-real fantasy bodies and expressive faces. | Do not drift into ornate MMO fantasy without SECOND SPAWN's modern Garden identity. | | Love and Deepspace | Semi-real attractive faces and romance-market character polish. | Do not make the game a portrait-first romance product. | | Solo Leveling and Pick Me Up-style manhwa | Modern system-story tone, readable rank/body fantasy, serious but stylish action mood. | Do not copy protected characters, plots, or exact costume designs. | @@ -101,10 +101,10 @@ Visual contrast: | Space | Direction | | ---- | ---- | -| Relay Yard | Modern, damaged, industrial, practical, lived-in. | +| The Garden | Modern, damaged, industrial, practical, lived-in. | | Body Hall / Clinic | Medical, body-storage, repair, transfer, restrained biotech. | -| Training Yard | Practical combat yard, target dummies, safety markings, worn equipment. | -| Signal Tower | Scrapped antenna, route boards, hazard maps, field electronics. | +| Training Lane | Practical combat yard, target dummies, safety markings, worn equipment. | +| Signal Mast | Scrapped antenna, route boards, hazard maps, field electronics. | | Ash Underpass | Transit ruin, ash, repeated tunnels, impossible plaza, signal glow. | | Toll Plaza Arena | Gate-shaped checkpoint fantasy, route toll, passage authority. | @@ -179,7 +179,7 @@ Look-dev tracking: | Issue | Purpose | | ---- | ---- | | [#174](https://github.com/DOS/Second-Spawn/issues/174) | Build the isolated Anime-Ready Semi-Real look-dev scene or safe look-dev area. | -| [#175](https://github.com/DOS/Second-Spawn/issues/175) | Shortlist candidate character, enemy, Yard, and Gate asset packs. | +| [#175](https://github.com/DOS/Second-Spawn/issues/175) | Shortlist candidate character, enemy, Garden, and Gate asset packs. | | [#176](https://github.com/DOS/Second-Spawn/issues/176) | Validate the clean / controlled PBR material and shader recipe. | | [#177](https://github.com/DOS/Second-Spawn/issues/177) | Define PC alpha, Web demo, and mobile candidate visual budgets. | | [#178](https://github.com/DOS/Second-Spawn/issues/178) | Validate candidate body rig, scale, readability, and animation action registry compatibility. | @@ -236,15 +236,15 @@ Use: - body tags and registry marks Do not split the world into "modern outside" and "fantasy gear inside" if the -same body carries gear through both. Gear should plausibly travel from Yard to +same body carries gear through both. Gear should plausibly travel from Garden to Gate. Gate enemies can look stranger, but player/NPC gear should remain coherent. Gear should lean modern survival, system-apocalypse, and improvised combat rather than pure medieval fantasy. A sword, bow, hammer, shield, or crossbow is -allowed if it looks like something the Yard can maintain, modify, or justify. +allowed if it looks like something the Garden can maintain, modify, or justify. This keeps the Pick Me Up-style roster and Gate combat fantasy without making -the Relay Yard feel like a separate medieval game. +The Garden feel like a separate medieval game. --- @@ -321,7 +321,7 @@ Asset budget guidance for alpha candidates: - Add LOD or decimation path before accepting a pack as a repeated NPC source. The Web build does not need full visual parity with the PC build. It needs to -communicate the loop quickly: one player, a few readable NPCs, one Yard slice, +communicate the loop quickly: one player, a few readable NPCs, one Garden slice, and one short Gate or combat proof. Web should be treated as an optimized demo tier, not the baseline for final PC art. @@ -358,8 +358,8 @@ Ambient direction: | Area | Audio Feel | | ---- | ---- | -| Relay Yard | low machinery, distant radio, clinic hum, workers, wind | -| Signal Tower | static, pings, route scanner, antenna wind | +| The Garden | low machinery, distant radio, clinic hum, workers, wind | +| Signal Mast | static, pings, route scanner, antenna wind | | Clinic | muffled monitor pulse, soft machinery | | Gate Threshold | pressure swell, signal distortion | | Ash Underpass | hollow concrete, ash scrape, signal echo | @@ -379,7 +379,7 @@ Dialogue tone: - short - grounded -- specific to body, Yard, route, Gate, or relationship +- specific to body, Garden, route, Gate, or relationship - no generic "chosen one" speeches - no lore lectures in first contact - no awkward identity explanations unless the player asks @@ -404,11 +404,11 @@ NPCs should speak like people working under pressure, not wiki pages. Required presentation content: -- [ ] One readable Relay Yard layout. +- [ ] One readable Garden layout. - [ ] One Clinic / Body Hall identity. -- [ ] One Training Yard target setup. -- [ ] One Signal Tower / Mission Board identity. -- [ ] One Gate Apron danger transition. +- [ ] One Training Lane target setup. +- [ ] One Signal Mast / Mission Board identity. +- [ ] One Ash Underpass Apron danger transition. - [ ] One Ash Underpass material set or blockout theme. - [ ] One Tollkeeper Shell silhouette. - [ ] Ten readable NPC nameplates. @@ -417,7 +417,7 @@ Required presentation content: - [ ] TIME warning audio or placeholder. - [ ] Gate entry audio or placeholder. - [ ] One art look-dev scene with 1 player body, 3 NPC bodies, 1 enemy or boss - body, and one Relay Yard corner. + body, and one Garden corner. - [ ] One PC quality screenshot and one Web-quality screenshot or mock budget report for the same scene. diff --git a/docs/design/33-alpha-production-backlog.md b/docs/design/33-alpha-production-backlog.md index 40055f78..6363d3e1 100644 --- a/docs/design/33-alpha-production-backlog.md +++ b/docs/design/33-alpha-production-backlog.md @@ -35,7 +35,7 @@ and level blockout each move in different directions. | ---- | ---- | ---- | | A0: Baseline Stabilization | Play Mode is stable, the current 13-NPC roster spawns, direct NPC chat works. | Unity + Nakama | | A1: Embodiment and Body Hall | Player understands current body and eligible bodies. | Body Hall + profile backend | -| A2: Relay Yard Loop | Player can use one meaningful facility action. | Yard facilities | +| A2: Garden Loop | Player can use one meaningful facility action. | Garden facilities | | A3: Mission Board | Player can choose Ash Underpass with risk and reward visible. | Mission data + UI | | A4: Gate Combat Slice | Player can enter, fight, validate hits, and survive or fail. | Fusion simulation | | A5: Outcome and Economy | Player sees SECOND, TIME, injury, memory, relationship, and ledger changes. | Nakama + UI | @@ -104,19 +104,19 @@ Cut line: - No hostile body embodiment unless a specific server-owned test flag exists. - No body gacha, fusion, or marketplace. -### EPIC-A2: Relay Yard Facility Loop +### EPIC-A2: Garden Facility Loop Goal: -> Make the Yard feel playable before the Gate starts. +> Make the Garden feel playable before the Gate starts. Required work: | Facility | Alpha Function | Acceptance | | ---- | ---- | ---- | | Clinic | Stabilize body condition for SECOND | Cost and result appear in ledger and UI. | -| Training Yard | Run one focus drill | Gives bounded benefit or memory, no direct power spike. | -| Signal Tower | Scout Ash Underpass | Reveals clue or reduces expected risk display. | +| Training Lane | Run one focus drill | Gives bounded benefit or memory, no direct power spike. | +| Signal Mast | Scout Ash Underpass | Reveals clue or reduces expected risk display. | | Memorial Wall | Show body loss concept | Can display placeholder record or empty state. | Cut line: @@ -252,8 +252,8 @@ Tracking issues: | Issue | Task | Acceptance | | ---- | ---- | ---- | -| [#174](https://github.com/DOS/Second-Spawn/issues/174) | Build Anime-Ready Semi-Real look-dev scene | Isolated look-dev scene or safe additive area has 1 player body, 3 NPC bodies, 1 enemy or boss candidate, 1 Relay Yard corner, and PC/Web evidence. | -| [#175](https://github.com/DOS/Second-Spawn/issues/175) | Shortlist Anime-Ready Semi-Real asset candidates | Candidate table covers player/NPC, enemy/boss, Relay Yard, and Gate assets with style, rig, URP, budget, license, and decision notes. | +| [#174](https://github.com/DOS/Second-Spawn/issues/174) | Build Anime-Ready Semi-Real look-dev scene | Isolated look-dev scene or safe additive area has 1 player body, 3 NPC bodies, 1 enemy or boss candidate, 1 Garden corner, and PC/Web evidence. | +| [#175](https://github.com/DOS/Second-Spawn/issues/175) | Shortlist Anime-Ready Semi-Real asset candidates | Candidate table covers player/NPC, enemy/boss, The Garden, and Gate assets with style, rig, URP, budget, license, and decision notes. | | [#176](https://github.com/DOS/Second-Spawn/issues/176) | Validate clean PBR material and shader recipe | URP Lit, URP Simple Lit, and one toon/anime-friendly path are compared with material settings and screenshot evidence. | | [#177](https://github.com/DOS/Second-Spawn/issues/177) | Define Web and mobile visual budget | PC alpha, Web demo, and mobile candidate budgets are documented for triangles, materials, textures, shadows, lights, VFX, and FPS target. | | [#178](https://github.com/DOS/Second-Spawn/issues/178) | Validate body rig and animation registry compatibility | Candidate bodies are checked against shared action ids, weapon visibility rules, scale, top-down readability, and known animation gaps. | @@ -288,7 +288,7 @@ Prerequisites: | Prerequisite | Acceptance | | ---- | ---- | -| Representative demo scene | Scene includes a Relay Yard corner, an Ash Underpass-style combat space, 50-100 repeated NPC/prop renderers, meaningful lights, and occlusion geometry. | +| Representative demo scene | Scene includes a Garden corner, an Ash Underpass-style combat space, 50-100 repeated NPC/prop renderers, meaningful lights, and occlusion geometry. | | Baseline profile capture | Unity Profiler, Rendering Stats, and console state are captured before changing rendering features. | | Platform target split | PC alpha, Web demo, and mobile candidate targets are represented by explicit quality or build profile settings. | | Asset budget sample | At least one player body, three NPC bodies, one enemy or boss candidate, repeated props, and environment pieces have triangle, material, texture, and LOD notes. | @@ -330,7 +330,7 @@ Cut line: ```text A0 Stabilize Prototype -> A1 Embodiment and Body Hall - -> A2 Relay Yard Facility Loop + -> A2 Garden Facility Loop -> A3 Mission Board and Attempt -> A4 Gate Combat and Objective -> A5 Outcome and Economy @@ -363,7 +363,7 @@ Not parallel-safe: The first valuable build is not the full alpha. It is: > A stable Play Mode path where the player talks to one NPC, inspects current -> body, starts one Yard action, opens mission card, and sees why Ash Underpass +> body, starts one Garden action, opens mission card, and sees why Ash Underpass > matters. This can ship before Gate combat is complete because it validates the game's diff --git a/docs/design/34-alpha-acceptance-matrix.md b/docs/design/34-alpha-acceptance-matrix.md index 36f58378..1780a8e5 100644 --- a/docs/design/34-alpha-acceptance-matrix.md +++ b/docs/design/34-alpha-acceptance-matrix.md @@ -27,7 +27,7 @@ Alpha is ready for a first closed playtest when all critical rows pass: 1. The player can enter the scene and control a body. 2. The body has readable identity, stats, TIME, and role. 3. At least one NPC can answer a direct player question with world context. -4. The player can start one Yard action. +4. The player can start one Garden action. 5. The player can inspect or start the Ash Underpass mission. 6. The player can complete or fail one Gate objective path. 7. The outcome report explains consequence. @@ -40,16 +40,16 @@ Alpha is ready for a first closed playtest when all critical rows pass: | Promise | Required Proof | Owner Systems | Failure Signal | Minimum Verification | | ---- | ---- | ---- | ---- | ---- | | Player inhabits someone, not a blank avatar | Current body card shows name, role, stats, TIME, memory hook, and source actor. | Nakama profile, Unity HUD, Body Hall | Tester says it feels like a normal character creator. | Play Mode screenshot and profile payload check. | -| NPCs are living actors | Three focus NPCs answer with role, Yard, body, or mission context. | Nakama NPC context, api.dos.ai, Unity dialogue | NPCs give generic lines or repeat hardcoded fallback. | Direct chat smoke with three prompts. | +| NPCs are living actors | Three focus NPCs answer with role, Garden, body, or mission context. | Nakama NPC context, api.dos.ai, Unity dialogue | NPCs give generic lines or repeat hardcoded fallback. | Direct chat smoke with three prompts. | | TIME matters | TIME appears as duration and changes during approved risk state. | BodyTime/TIME backend, HUD, Gate state | Tester ignores TIME or confuses it with XP. | Gate run with low and critical warning simulation. | -| SECOND matters | SECOND is shown as reward/cost and written to ledger. | Economy RPCs, ledger, outcome report | Tester talks only in minutes, not SECOND. | Yard action cost and mission reward smoke. | -| Yard is playable | One facility action changes state through server-owned logic. | Yard facility RPCs, UI panel | Yard feels like scenery or debug buttons. | Start, inspect, complete one facility action. | +| SECOND matters | SECOND is shown as reward/cost and written to ledger. | Economy RPCs, ledger, outcome report | Tester talks only in minutes, not SECOND. | Garden action cost and mission reward smoke. | +| Garden is playable | One facility action changes state through server-owned logic. | Garden facility RPCs, UI panel | Garden feels like scenery or debug buttons. | Start, inspect, complete one facility action. | | Mission risk is legible | Mission card shows expected TIME exposure, reward range, hazards, and recommended role. | Mission data, Mission Board UI | Player enters Gate without understanding risk. | Mission card screenshot and attempt payload. | | Gate is short but consequential | Player can verify signal, extract, or push to elite encounter. | Fusion simulation, objective validation, mission state | Gate feels like random combat with no choice. | One partial extract and one full clear smoke. | | Outcome has memory | Report shows reward, TIME, body condition, relationship, memory, ledger, and next step. | Nakama ledger, memory, UI report | Player cannot say what changed. | Outcome report screenshot after success and failure. | | Body death is not normal respawn | Death screen explains body loss, carryover, cost, and next eligible body. | Reihabitation flow, Body Hall, ledger | Tester says "I respawned." | Controlled death smoke or mocked death state. | | Offline agent promise is visible | Policy and return report exist even if simulated. | Agent policy, activity log, report UI | Tester misses the 24/7 agent hook. | Set policy and show report. | -| Art direction is testable | Look-dev evidence proves Anime-Ready Semi-Real bodies, Yard space, enemy candidate, and Web budget before asset commitment. | Unity look-dev scene, art backlog, asset shortlist | Asset buys drift into full Western PBR, chibi fantasy, or unshippable Web budgets. | Issue #174 scene evidence, #175 shortlist, #176 material test, #177 budget, #178 rig check. | +| Art direction is testable | Look-dev evidence proves Anime-Ready Semi-Real bodies, Garden space, enemy candidate, and Web budget before asset commitment. | Unity look-dev scene, art backlog, asset shortlist | Asset buys drift into full Western PBR, chibi fantasy, or unshippable Web budgets. | Issue #174 scene evidence, #175 shortlist, #176 material test, #177 budget, #178 rig check. | | Server authority is preserved | State-changing UI calls Nakama or Fusion authority. | Nakama, Fusion server, Unity client | Unity can grant reward, body, or mission clear locally. | Code review plus RPC smoke. | | LLM safety is preserved | LLM emits dialogue or intent only, never reward or unlock amount. | Nakama validation, api.dos.ai boundary | LLM text changes economy or body access. | Prompt trace and validation tests. | | NPC believability is testable | Three focus NPCs answer the same prompt differently based on role, memory, relationship, and state of mind. | Nakama NPC context, PromptTrace, Unity dialogue, playtest evidence | NPCs sound interchangeable or reveal hidden lore. | Run the AI NPC believability prompt pack from `53-ai-npc-believability-evaluation.md`. | @@ -71,7 +71,7 @@ Use these prompts to test whether NPCs have enough context: ```text Who are you? -What is this Yard? +What is The Garden? What is TIME? What is SECOND? What happened at the Ash Underpass? @@ -90,7 +90,7 @@ Pass criteria: ## 5. Play Mode Smoke Script -### Smoke 1: Yard Identity +### Smoke 1: Garden Identity Steps: @@ -121,12 +121,12 @@ Pass: - No raw backend field names appear in player-facing UI. - `BodyTime` is not shown. Use `TIME`. -### Smoke 3: Yard Action +### Smoke 3: Garden Action Steps: 1. Open facility surface. -2. Start Clinic, Training Yard, or Signal Tower action. +2. Start Clinic, Training Lane, or Signal Mast action. 3. Complete or inspect action state. Pass: @@ -169,7 +169,7 @@ Steps: 1. Open the dedicated look-dev scene or safe look-dev area. 2. Inspect one player body, three NPC bodies, one enemy or boss candidate, and - one Relay Yard corner. + one Garden corner. 3. Compare PC alpha and Web demo material or budget settings. 4. Check the same candidate body in idle, walk, talk, attack, hit react, and death-ready animation states when those clips exist. diff --git a/docs/design/35-alpha-content-and-copy-pack.md b/docs/design/35-alpha-content-and-copy-pack.md index 85dbbde5..2e72312c 100644 --- a/docs/design/35-alpha-content-and-copy-pack.md +++ b/docs/design/35-alpha-content-and-copy-pack.md @@ -23,7 +23,7 @@ stay grounded, short, and specific. Use: - short sentences -- body, Yard, route, TIME, SECOND, Gate, and relationship context +- body, Garden, route, TIME, SECOND, Gate, and relationship context - practical warnings - restrained emotion - manhwa system pressure without melodrama @@ -191,7 +191,7 @@ Direct answers: Role: - Salvage foreman. -- Teaches Yard work and practical utility. +- Teaches Garden work and practical utility. Personality: @@ -203,7 +203,7 @@ Personality: Public line examples: ```text -Do not bring me heroic wreckage. Bring me something the Yard can use. +Do not bring me heroic wreckage. Bring me something the Garden can use. ``` ```text @@ -313,7 +313,7 @@ The route has a collector. It remembers every body that crossed without paying. ```text Signal proof recovered. -The Yard can mark the route, but the deeper source remains active. +The Garden can mark the route, but the deeper source remains active. ``` Reward line: @@ -355,7 +355,7 @@ Choose another eligible body to continue. ### Offline Agent Return ```text -Your agent kept the body inside safe Yard limits. +Your agent kept the body inside safe Garden limits. No Gate attempt was made while you were away. ``` @@ -445,7 +445,7 @@ Use these sparingly. The game should teach through spaces and NPCs first. ## 9. Inventory And Item Copy -Use item descriptions as short Yard-facing inventory text. Do not explain +Use item descriptions as short Garden-facing inventory text. Do not explain hidden transfer mechanics, sealed clinic process, server eligibility flags, or secret Frame metadata in normal item copy. @@ -455,10 +455,10 @@ secret Frame metadata in normal item copy. | Relay Staff | `A signal staff with enough weight to keep distance and enough focus to trace a pulse.` | | Convoy Shield | `A battered route shield. It has more dents than stories people are willing to tell.` | | Route Bow | `A quiet bow built for broken roads, warning shots, and bad exits.` | -| Scrap Hammer | `A Yard hammer heavy enough for stuck doors and things pretending to be doors.` | +| Scrap Hammer | `A Garden hammer heavy enough for stuck doors and things pretending to be doors.` | | Clinic Harness | `A stabilization harness with clinic marks rubbed nearly clean.` | | Runner Brace | `A leg brace tuned for couriers who expect the road to turn hostile.` | -| Signal Spike | `A field spike that pins a live signal long enough for the Yard to read it.` | +| Signal Spike | `A field spike that pins a live signal long enough for the Garden to read it.` | | Field Ration | `Compressed field supply. Bad taste, good timing.` | | Time Patch | `A clinic patch that buys a little TIME when the body is close to slipping.` | | Relay Scrap | `Reusable relay metal, tagged for repairs and ugly solutions.` | @@ -471,12 +471,12 @@ Loot and reward copy: | Event | Copy | | ---- | ---- | | Common item picked up | `{item_name} added to run loot.` | -| Material extracted | `{item_name} stored for Yard use.` | +| Material extracted | `{item_name} stored for Garden use.` | | Body-bound gear equipped | `{item_name} bound to current body.` | | Salvage preview | `Salvage for {material_quantity} {material_name}. This cannot be undone.` | | Salvage rejected | `This item cannot be salvaged.` | | Run loot lost | `Unextracted Gate loot was lost with the attempt.` | -| Keepsake extracted | `Keepsake recovered. The Yard will remember this run.` | +| Keepsake extracted | `Keepsake recovered. The Garden will remember this run.` | Rarity labels: @@ -498,7 +498,7 @@ Rarity labels: - NPC dialogue prompt should receive: - current body summary - NPC role - - Yard state + - Garden state - mission state - relationship summary - compact memory diff --git a/docs/design/37-ai-npc-backend-client-roadmap.md b/docs/design/37-ai-npc-backend-client-roadmap.md index 505bc757..d3aced6f 100644 --- a/docs/design/37-ai-npc-backend-client-roadmap.md +++ b/docs/design/37-ai-npc-backend-client-roadmap.md @@ -4,7 +4,7 @@ *Created: 2026-05-22* *Source of truth level: Execution roadmap for AI NPC backend and client features. The GDD and architecture docs remain broader sources of truth.* -> **Quick reference** - Layer: `AI NPC / Relay Yard / Living Roster` - Priority: `Vertical Slice` - Key deps: `Nakama`, `Fusion authority`, `api.dos.ai`, `FrameMemory`, `RelationshipLedger`, `Relay Yard`, `Gate missions` +> **Quick reference** - Layer: `AI NPC / The Garden / Living Roster` - Priority: `Vertical Slice` - Key deps: `Nakama`, `Fusion authority`, `api.dos.ai`, `FrameMemory`, `RelationshipLedger`, `The Garden`, `Gate missions` --- @@ -16,7 +16,7 @@ and living roster direction into implementable backend and client features. The vertical-slice target is: ```text -The player talks to a persistent NPC Frame in the Relay Yard, +The player talks to a persistent NPC Frame in The Garden, takes that Frame into a risky Gate mission, returns with an outcome report, and the NPC remembers and changes because of what happened. @@ -28,7 +28,7 @@ and the NPC remembers and changes because of what happened. | Input | Role | | ---- | ---- | -| [25-core-loop-v1.md](25-core-loop-v1.md) | Defines Relay Yard -> Choose Risk -> Gate Mission -> Outcome Report -> Repair / Remember. | +| [25-core-loop-v1.md](25-core-loop-v1.md) | Defines The Garden -> Choose Risk -> Gate Mission -> Outcome Report -> Repair / Remember. | | [36-ai-npc-research-anchor-map.md](36-ai-npc-research-anchor-map.md) | Defines the research anchors for memory, personality, relationship state, orchestration, and evaluation. | | [13-human-believable-npc-agent-model.md](13-human-believable-npc-agent-model.md) | Defines traits, needs, mood, stress, memory tiers, and relationship axes. | | [16-npc-society-multi-agent-architecture.md](16-npc-society-multi-agent-architecture.md) | Defines society orchestration, conversation sessions, PromptTrace, and Convai-inspired product patterns. | @@ -185,7 +185,7 @@ Client features: ## Client Feature Lanes -### C1: Relay Yard Roster View +### C1: The Garden Roster View - Show 5-10 important NPC Frames. - Show role, level, TIME, injury, relationship hint, and current state. @@ -284,7 +284,7 @@ Client features: 4. Implement relationship ledger query and update helpers. 5. Expand State of Mind and BehaviorTendencies backend output. 6. Move autonomous NPC scheduling behind `NpcSocietyOrchestrator`. -7. Add outcome report storage and first Relay Yard -> Gate -> Return prototype. +7. Add outcome report storage and first The Garden -> Gate -> Return prototype. 8. Add social behavior tests and Play Mode smoke evidence. 9. After the above is stable, benchmark role-play providers behind `api.dos.ai` using the provider evaluation plan. @@ -301,7 +301,7 @@ Client features: - State of mind changes either behavior tendency, tone, social availability, or urgency in a visible way. - A player-focused chat response uses the priority lane and is not blocked by ambient NPC chatter. -- Ten NPCs can idle in the Yard without flooding `api.dos.ai`. +- Ten NPCs can idle in the Garden without flooding `api.dos.ai`. - A Gate outcome creates an auditable ledger entry, memory delta, and relationship delta. - Unity can show whether an NPC answer used model, fallback, timeout, or backoff state. - No LLM output grants TIME, SECOND, items, XP, quest progress, or combat results directly. @@ -345,7 +345,7 @@ Use that file when starting work on `#132`, `#133`, `#134`, `#135`, `#137`, | [#135](https://github.com/DOS/Second-Spawn/issues/135) | Nakama / AI Agent | Managed per-zone `NpcSocietyOrchestrator` decision queues. | | [#136](https://github.com/DOS/Second-Spawn/issues/136) | Nakama / AI Agent | KnowledgePack retrieval and redacted `PromptTrace`. | | [#137](https://github.com/DOS/Second-Spawn/issues/137) | Nakama / Economy / AI Agent | Gate outcome report ledgers for living roster consequence. | -| [#138](https://github.com/DOS/Second-Spawn/issues/138) | Unity / AI Agent | Relay Yard roster and Gate prep UI for persistent NPC Frames. | +| [#138](https://github.com/DOS/Second-Spawn/issues/138) | Unity / AI Agent | Garden roster and Gate prep UI for persistent NPC Frames. | | [#139](https://github.com/DOS/Second-Spawn/issues/139) | Unity / AI Agent | Focused and ambient NPC dialogue presentation. | | [#140](https://github.com/DOS/Second-Spawn/issues/140) | Unity / AI Agent / Docs | AI NPC debug tools and Play Mode verification checklist. | | [#249](https://github.com/DOS/Second-Spawn/issues/249) | AI Agent / Model Service | Role-play provider bake-off behind `api.dos.ai`, starting with Alibaba Qwen-Character as an R&D candidate. | @@ -358,7 +358,7 @@ Use that file when starting work on `#132`, `#133`, `#134`, `#135`, `#137`, | [#142](https://github.com/DOS/Second-Spawn/issues/142) | Unity | Player-facing quest journal and top-right tracker polish. | | [#143](https://github.com/DOS/Second-Spawn/issues/143) | Unity / Design | Gate mission selection and prototype mission card UI. | | [#144](https://github.com/DOS/Second-Spawn/issues/144) | Unity / Economy / AI Agent | Gate outcome report UI for rewards, TIME, memory, and relationships. | -| [#145](https://github.com/DOS/Second-Spawn/issues/145) | Unity / AI Agent | NPC spawn spacing and local avoidance for Relay Yard readability. | +| [#145](https://github.com/DOS/Second-Spawn/issues/145) | Unity / AI Agent | NPC spawn spacing and local avoidance for The Garden readability. | | [#146](https://github.com/DOS/Second-Spawn/issues/146) | Unity / Combat | Animation action registry for movement, dialogue, hit, attack, death, and weapon stance. | | [#147](https://github.com/DOS/Second-Spawn/issues/147) | Unity / Combat / Nakama | Combat target selection and ARPG hit validation loop. | | [#148](https://github.com/DOS/Second-Spawn/issues/148) | Unity / Combat | Enemy and training target lifecycle for vertical-slice combat smoke. | diff --git a/docs/design/38-alpha-design-decision-register.md b/docs/design/38-alpha-design-decision-register.md index 32f266f7..cafd514b 100644 --- a/docs/design/38-alpha-design-decision-register.md +++ b/docs/design/38-alpha-design-decision-register.md @@ -30,15 +30,15 @@ Use this file when: | ---- | ---- | ---- | | Core structure | AI NPC world plus agent-roster action RPG, using Pick Me Up-style roster risk as the primary structure reference. | Fits persistent AI NPCs, body loss, player embodiment, and mission-based production scope better than full open-world MMO. | | Combat feel | Top-down ARPG feel, with Diablo IV, Path of Exile 2, and Lost Ark as combat-feel references. | Keeps the moment-to-moment game understandable and market-familiar. | -| World shape | Instance-based zones, Relay Yard hub, and Gate missions. | Reduces MMO scope while preserving multiplayer and living-world identity. | +| World shape | Instance-based zones, The Garden hub, and Gate missions. | Reduces MMO scope while preserving multiplayer and living-world identity. | | Player entry | The player spends SECOND to inhabit an eligible NPC-like body. | Preserves the fantasy that the world existed before the player arrived. | | Body death | Body death loses or retires the current body. The account continues through reinhabitation. | Keeps death meaningful without deleting the account. | | Hostile bodies | Hostile, elite, monster, and boss bodies can become future inhabitable candidates only through server-owned eligibility. | Supports the strong body-fantasy without making every enemy a free upgrade. | | TIME and SECOND wording | TIME is the body-life medium shown as duration. SECOND is the countable unit used for rewards, costs, ledgers, transfers, and reinhabitation. | Preserves both readability and currency meaning. | | Alpha economy | Use small server-owned alpha defaults from `31-alpha-economy-balance-and-playtest-plan.md`. | Enough to test comprehension without pretending the live economy is solved. | -| Yard role | Relay Yard is a light base, care, social, preparation, decor, and consequence space. | Supports non-combat and social players without turning the game into heavy SLG base-building. | +| Garden role | The Garden is a light base, care, social, preparation, decor, and consequence space. | Supports non-combat and social players without turning the game into heavy SLG base-building. | | Art direction | Anime-Ready Semi-Real modern system-apocalypse with readable ARPG silhouettes and a clean / controlled PBR material pipeline. | Preserves adult anime/manhwa appeal, supports attractive human-proportioned bodies, avoids chibi/toy-like drift, and still lets the project use scalable PBR assets for PC, Web, and future mobile tiers. | -| Gear coherence | Gear should travel plausibly from Yard to Gate. Do not split into modern outside and fantasy-only inside. | The same body goes into the Gate, so visual language should stay coherent. | +| Gear coherence | Gear should travel plausibly from Garden to Gate. Do not split into modern outside and fantasy-only inside. | The same body goes into the Gate, so visual language should stay coherent. | | NPC intelligence | NPCs are AI agents with memory, traits, relationships, and server-validated intents. | The LLM is a brain service, not game authority. | | LLM authority | LLM output is dialogue or intent only. Nakama and Fusion validate and mutate game state. | Required by the open-source and anti-cheat model. | | Role-play providers | Alibaba Qwen-Character and similar role-play models are R&D candidates only, behind `api.dos.ai`. They are not the MVP backbone and cannot own canonical NPC memory. | Preserves replaceable providers while keeping durable state in Nakama and authority in Fusion. | @@ -58,7 +58,7 @@ first playable alpha. | Starting account reserve | `604800 SECOND`, equal to 7 days. | `31-alpha-economy-balance-and-playtest-plan.md` | | Reinhabitation test cost | `432000 SECOND`, equal to 5 days. | `31-alpha-economy-balance-and-playtest-plan.md` | | Starting body TIME | 30-60 minutes for test builds unless debug profile keeps longer. | `31-alpha-economy-balance-and-playtest-plan.md` | -| Yard TIME drain | No normal drain in safe Relay Yard during alpha. | `31-alpha-economy-balance-and-playtest-plan.md` | +| Garden TIME drain | No normal drain in safe The Garden during alpha. | `31-alpha-economy-balance-and-playtest-plan.md` | | Gate exposure | Ash Underpass expected exposure is 6-10 minutes. | `31-alpha-economy-balance-and-playtest-plan.md` | | Gate reward | Partial extract gives 180-240 SECOND, full clear gives 360-420 SECOND. | `31-alpha-economy-balance-and-playtest-plan.md` | | Focus cast | Use 3-5 focus NPCs, not all ten NPCs at equal story weight. | `28-character-body-and-roster-design.md` | @@ -108,7 +108,7 @@ These are explicitly out of alpha unless JOY approves a new design update. | Body fusion progression | Too close to gacha or roster-consumption progression. | | Gacha body acquisition | Conflicts with current body embodiment direction and monetization caution. | | Direct wallet-to-body TIME top-up | Needs anti-abuse and economy design first. | -| Pay-to-skip Yard timers | Conflicts with Yard as world simulation, care, and social space. | +| Pay-to-skip Garden timers | Conflicts with Garden as world simulation, care, and social space. | | Full open-world MMORPG scope | Alpha uses instance-based zones and one Gate. | | Full voice for all NPCs | Voice profiles exist, full voice is later. | | Marketplace | Not needed for proving alpha identity. | @@ -138,7 +138,7 @@ When a design question appears during implementation: | File | Role | | ---- | ---- | | `26-alpha-game-design-document.md` | Alpha product target and loop. | -| `27-alpha-level-design.md` | Relay Yard and Ash Underpass blockout. | +| `27-alpha-level-design.md` | The Garden and Ash Underpass blockout. | | `28-character-body-and-roster-design.md` | Body, roster, hostile body, voice, memory, and relationship rules. | | `29-alpha-questline-and-encounter-design.md` | First quest and encounter. | | `30-alpha-ux-flow.md` | Player-facing UX flow. | diff --git a/docs/design/39-alpha-stats-and-skills-design.md b/docs/design/39-alpha-stats-and-skills-design.md index 27ded327..8892fb6e 100644 --- a/docs/design/39-alpha-stats-and-skills-design.md +++ b/docs/design/39-alpha-stats-and-skills-design.md @@ -198,8 +198,8 @@ SECOND SPAWN should not use one flat fantasy skill tree. | `BodyImprintSkill` | Current body imprint | Borrowed profession, reflex, routine, or memory-backed action from the inhabited body. | Alpha-ready. | | `BodyPhysicalSkill` | Current body capability | Built-in physical action such as guard, sprint, brace, or body-specific movement. | Alpha-ready. | | `WeaponSkill` | Equipped weapon or tool | Attack shape, range, hit window, stance, reload, block. | Alpha-ready for one weapon set. | -| `ProfessionSkill` | Learned profession, credential, or facility role | Clinic stabilize, scout sweep, salvage repair, route read. | Alpha-ready as Yard or context action. | -| `AgentRoutine` | Agent policy/runtime | Offline behavior package such as safe scout, guard Yard, stop low TIME. | Alpha-ready as policy/report surface. | +| `ProfessionSkill` | Learned profession, credential, or facility role | Clinic stabilize, scout sweep, salvage repair, route read. | Alpha-ready as Garden or context action. | +| `AgentRoutine` | Agent policy/runtime | Offline behavior package such as safe scout, guard Garden, stop low TIME. | Alpha-ready as policy/report surface. | | `AnomalySkill` | Rare body condition | Bonebound checkpoint, boss-shell restriction, unstable hostile body action. | Post-alpha design-ready. | This separation keeps reinhabitation meaningful. Losing a body loses physical diff --git a/docs/design/40-soul-skill-carryover-and-sync.md b/docs/design/40-soul-skill-carryover-and-sync.md index 6074471c..6b35f2fa 100644 --- a/docs/design/40-soul-skill-carryover-and-sync.md +++ b/docs/design/40-soul-skill-carryover-and-sync.md @@ -46,7 +46,7 @@ The practical rule: | Equipment Familiarity | Soul or gear history | Bow handling, shield use, hammer timing, tool operation | Partial, requires gear | | Profession Credential | Soul, body, or faction state | Clinic access, Warden permit, Surveyor signal rights | Depends on source | | Soul-Body Sync | Relationship between soul and current body | Motor calibration, reflex trust, reduced awkwardness, lower action penalty | No by default | -| Agent Routine | Agent policy/runtime | Guard Yard, scout safe route, stop at low TIME, avoid hostile risk | Survives as policy, not as combat power | +| Agent Routine | Agent policy/runtime | Guard Garden, scout safe route, stop at low TIME, avoid hostile risk | Survives as policy, not as combat power | | Anomaly Rule | Special body, title, or rare condition | Bonebound checkpoint, hostile shell restriction, boss-shell risk | Explicit rule only | Do not infer the layer from the skill name. A sword action can be a learned @@ -96,7 +96,7 @@ Risky hostile, elite, monster, or damaged bodies can start lower later. Sync can increase through: - time spent alive in the body -- safe training in the Relay Yard +- safe training in The Garden - using the body's role skill successfully - surviving Gate pressure without body collapse - clinic stabilization or calibration actions diff --git a/docs/design/41-alpha-asset-shortlist.md b/docs/design/41-alpha-asset-shortlist.md index 53607d9a..1abc2037 100644 --- a/docs/design/41-alpha-asset-shortlist.md +++ b/docs/design/41-alpha-asset-shortlist.md @@ -47,7 +47,7 @@ Recommended first import tests: for issue #176 shader testing. Do not buy a large family yet. The first step is a look-dev import test with -one body, one enemy candidate, one Yard corner, and one Gate corner. +one body, one enemy candidate, one Garden corner, and one Gate corner. Current style fork: @@ -95,7 +95,7 @@ Important checks: | Candidate | Role Fit | Technical Notes | Web Risk | Animation Risk | Decision | | ---- | ---- | ---- | ---- | ---- | ---- | -| [N-hance Stylized Modular Human Male](https://assetstore.unity.com/packages/3d/characters/stylized-modular-human-male-178646) | Strong modular male baseline for Sentinels, Couriers, Wardens, and regular Yard bodies. | Unity 6 URP entry exists, Humanoid support, 222 animations, modular equipment, around 44k triangles total, many materials and textures. | Medium: material count and texture set need pruning. | Low-medium: uses its own animations but Humanoid support should bridge to registry. | Accept for first import test. | +| [N-hance Stylized Modular Human Male](https://assetstore.unity.com/packages/3d/characters/stylized-modular-human-male-178646) | Strong modular male baseline for Sentinels, Couriers, Wardens, and regular Garden bodies. | Unity 6 URP entry exists, Humanoid support, 222 animations, modular equipment, around 44k triangles total, many materials and textures. | Medium: material count and texture set need pruning. | Low-medium: uses its own animations but Humanoid support should bridge to registry. | Accept for first import test. | | [N-hance Stylized Modular Human Female](https://assetstore.unity.com/packages/3d/characters/stylized-modular-human-female-178653) | Strong modular female baseline, same family as male. | Unity 6 URP entry exists, N-hance modular ecosystem, 300 MB package. Need full technical check after import. | Medium: likely similar material and texture cost as male. | Low-medium: verify shared skeleton and weapon sockets. | Accept for first import test. | | [Stellar Modular Character: Stylized Female Base Pack](https://assetstore.unity.com/packages/3d/characters/humanoids/modular-character-stylized-female-base-pack-237635) | Strong character customization system, good for attractive NPC/player bodies. | Unity 6 tested per store page, URP compatible, Humanoid rig, Mixamo compatible, 2048 textures, large modular system. | Medium-high: 841 MB and many textures need compression. | Medium: excellent for customization, but system must not fight our actor/body model. | Needs import test after N-hance. | | [Gamer Girl](https://assetstore.unity.com/packages/3d/characters/humanoids/humans/gamer-girl-239141) | Best cheap probe for anime-ready semi-real beauty and modern casual appeal. | Built-in, URP, HDRP compatibility listed for Unity 2020.3; 1.1 GB; sale price observed at $3 from $149.99. | High: single asset is large and may be close-up oriented. | Unknown: rig, clips, and action compatibility need import inspection. | Needs import test, buy only as visual probe if sale still exists. | @@ -115,7 +115,7 @@ Recommendation: | Candidate | Role Fit | Technical Notes | Web Risk | Animation Risk | Decision | | ---- | ---- | ---- | ---- | ---- | ---- | -| [N-hance Stylized Modular Orc Male](https://assetstore.unity.com/packages/3d/characters/stylized-modular-orc-male-237964) | Good hostile body or boss-adjacent humanoid test, not a normal Yard body. | Unity 6 URP entry, Humanoid setup, 55 animations, around 61k triangles, many materials and textures. | Medium-high: heavy for Web unless reduced. | Low-medium: Humanoid support helps; verify body scale and action registry. | Needs import test for hostile body candidate. | +| [N-hance Stylized Modular Orc Male](https://assetstore.unity.com/packages/3d/characters/stylized-modular-orc-male-237964) | Good hostile body or boss-adjacent humanoid test, not a normal Garden body. | Unity 6 URP entry, Humanoid setup, 55 animations, around 61k triangles, many materials and textures. | Medium-high: heavy for Web unless reduced. | Low-medium: Humanoid support helps; verify body scale and action registry. | Needs import test for hostile body candidate. | | [N-hance Stylized Fantasy Forest Creatures](https://assetstore.unity.com/packages/3d/characters/animals/stylized-fantasy-forest-creatures-174597) | Gate anomaly animals, not core NPC bodies. | Unity 6 URP entry, animated, stylized PBR / hand-painted wording. | Medium: creature count and shaders need profiling. | Medium: animal rigs may not map to humanoid action registry. | Prototype-only for Gate enemies. | | [N-hance Stylized Fantasy Creatures Bundle](https://assetstore.unity.com/packages/3d/characters/stylized-fantasy-creatures-bundle-184409/reviews) | Broad creature library for later Gate variety. | Reviews praise visual quality but mention animation gaps for some creatures. Sale observed through store listing. | Medium-high: too broad for first alpha import. | Medium-high: verify every selected creature. | Defer until Gate enemy direction is clearer. | | [Synty POLYGON Apocalypse Pack](https://assetstore.unity.com/packages/3d/environments/urban/polygon-apocalypse-pack-art-by-synty-154193) | Great placeholder zombies, survivors, props, and weapons. | Huge prefab library, URP support, Mecanim-compatible characters, no animations. | Low: lightweight low-poly. | Medium: no animations included, style too low-poly. | Prototype-only, not final character identity. | @@ -127,24 +127,24 @@ Recommendation: --- -## 6. Relay Yard And Environment Candidates +## 6. The Garden And Environment Candidates | Candidate | Role Fit | Technical Notes | Web Risk | Style Risk | Decision | | ---- | ---- | ---- | ---- | ---- | ---- | | [Urban Underground](https://assetstore.unity.com/packages/3d/environments/urban/urban-underground-64542) | Very strong Ash Underpass fit: subway, railcar, props, decals, signage. | Over 200 prefabs, PBR, LOD groups, URP/HDRP shader packs, 2.0 GB, PC/console target, not recommended for mobile. | High for Web/mobile, manageable for PC look-dev. | Low for Ash Underpass, too heavy for broad Web use. | Accept for PC Ash Underpass look-dev, with Web budget warning. | -| [Idyllic City Ruins - Post-Apocalypse](https://assetstore.unity.com/packages/3d/environments/urban/idyllic-city-ruins-post-apocalypse-232931) | Lightweight stylized ruined city candidate for Yard outskirts or Gate approach. | 212.8 MB, Unity 2021.1 baseline, stylized post-apocalypse. | Medium: older package, pipeline details must be tested. | Medium: may be too cute or generic depending screenshots. | Needs visual test. | +| [Idyllic City Ruins - Post-Apocalypse](https://assetstore.unity.com/packages/3d/environments/urban/idyllic-city-ruins-post-apocalypse-232931) | Lightweight stylized ruined city candidate for Garden outskirts or Gate approach. | 212.8 MB, Unity 2021.1 baseline, stylized post-apocalypse. | Medium: older package, pipeline details must be tested. | Medium: may be too cute or generic depending screenshots. | Needs visual test. | | [3D Stylized Post Apocalyptic City](https://assetstore.unity.com/packages/3d/environments/3d-stylized-post-apocalyptic-city-277161) | Low-cost stylized post-apocalypse environment probe. | URP-only, 139.6 MB, $29.99 observed. | Low-medium: compact package. | Medium: likely too stylized/low-detail unless lighting sells it. | Needs visual test. | -| [Modern City/Block 7 (URP)](https://assetstore.unity.com/packages/3d/environments/urban/modern-city-block-7-urp-303725) | Modern urban block reference for pre-disaster or city district. | URP only, 5.4 GB, $19.99 observed. | High: very large. | Medium: may feel too clean or generic for Relay Yard. | Defer unless a modern city test is needed. | +| [Modern City/Block 7 (URP)](https://assetstore.unity.com/packages/3d/environments/urban/modern-city-block-7-urp-303725) | Modern urban block reference for pre-disaster or city district. | URP only, 5.4 GB, $19.99 observed. | High: very large. | Medium: may feel too clean or generic for The Garden. | Defer unless a modern city test is needed. | | [Dead District - Post Apocalyptic City Environment](https://assetstore.unity.com/packages/3d/environments/urban/dead-district-post-apocalyptic-city-environment-325454) | Strong post-apocalyptic city candidate. | URP compatible, 2.0 GB, $59.99 observed, realistic/dystopian tags. | High: heavy. | High: risks full Western realistic PBR drift. | Defer, maybe reject if too realistic. | -| [Post-Apocalyptic Workshop Building](https://assetstore.unity.com/packages/3d/environments/industrial/post-apocalyptic-workshop-building-355058) | Excellent small Relay Yard workshop prop test. | 3266 polygons, 2 materials, URP/HDRP convertible, $4.99 observed. | Low. | Medium: realistic PBR may need shader/color pass. | Accept as cheap Yard prop probe. | +| [Post-Apocalyptic Workshop Building](https://assetstore.unity.com/packages/3d/environments/industrial/post-apocalyptic-workshop-building-355058) | Excellent small Garden workshop prop test. | 3266 polygons, 2 materials, URP/HDRP convertible, $4.99 observed. | Low. | Medium: realistic PBR may need shader/color pass. | Accept as cheap Garden prop probe. | | [STYLIZED Fantasy Market](https://assetstore.unity.com/packages/3d/environments/fantasy/stylized-fantasy-market-low-poly-3d-art-260824) | Useful for market/workshop prop inspiration, not final world style. | Unity 6 compatible, URP/HDRP support, 544 prefabs, low-poly, compact textures. | Low. | High: medieval fantasy drift. | Prototype-only for layout ideas. | -| [STYLIZED Low Poly Fantasy Bundle](https://assetstore.unity.com/packages/3d/props/interior/stylized-low-poly-fantasy-bundle-271530) | Huge prop library for Yard/decor placeholders. | Unity 6 compatible, 4344 prefabs, no LOD, no rigging, most props 50-2500 triangles. | Low-medium. | High: medieval fantasy drift and not anime-ready semi-real. | Prototype-only, do not make final baseline. | +| [STYLIZED Low Poly Fantasy Bundle](https://assetstore.unity.com/packages/3d/props/interior/stylized-low-poly-fantasy-bundle-271530) | Huge prop library for Garden/decor placeholders. | Unity 6 compatible, 4344 prefabs, no LOD, no rigging, most props 50-2500 triangles. | Low-medium. | High: medieval fantasy drift and not anime-ready semi-real. | Prototype-only, do not make final baseline. | Recommendation: - Use Urban Underground for the Ash Underpass Gate look-dev if PC alpha quality is the priority. -- Use Post-Apocalyptic Workshop Building as a cheap Relay Yard prop probe. +- Use Post-Apocalyptic Workshop Building as a cheap The Garden prop probe. - Treat fantasy market/interior packs as layout scaffolding only. --- @@ -189,7 +189,7 @@ Reject for now: - Chibi packs. - Full photoreal scan packs. - Pure Western realistic fantasy creature packs. -- Heavy city packs that do not directly serve Relay Yard or Ash Underpass. +- Heavy city packs that do not directly serve The Garden or Ash Underpass. --- diff --git a/docs/design/42-alpha-visual-budget.md b/docs/design/42-alpha-visual-budget.md index 05ba94a2..a9f3478a 100644 --- a/docs/design/42-alpha-visual-budget.md +++ b/docs/design/42-alpha-visual-budget.md @@ -41,9 +41,9 @@ clean silhouettes, and fast access to the AI NPC / Gate loop. | Target | Purpose | Target FPS | Scene Scope | Visual Promise | | ---- | ---- | ---- | ---- | ---- | -| PC native alpha | Primary look-dev and first closed tester build. | 60 FPS target, 45 FPS acceptable during busy prototype moments. | Relay Yard, 10 NPCs, player body, short Gate route, one elite or boss shell. | Anime-Ready Semi-Real PBR with polished character appeal. | -| Web demo | External frictionless demo for fast testing. | 30 FPS minimum, 45 FPS target on mid-range desktop browser. | One small Yard slice, 3-5 NPCs, one dialog, one short Gate or combat proof. | Same style direction, reduced texture/shader/shadow cost. | -| Mobile candidate | Future feasibility lane, not alpha commitment. | 30 FPS minimum on target device class TBD. | Reduced Yard slice, fewer NPCs, simple combat proof. | Character-forward look with simpler materials and effects. | +| PC native alpha | Primary look-dev and first closed tester build. | 60 FPS target, 45 FPS acceptable during busy prototype moments. | The Garden, 10 NPCs, player body, short Gate route, one elite or boss shell. | Anime-Ready Semi-Real PBR with polished character appeal. | +| Web demo | External frictionless demo for fast testing. | 30 FPS minimum, 45 FPS target on mid-range desktop browser. | One small Garden slice, 3-5 NPCs, one dialog, one short Gate or combat proof. | Same style direction, reduced texture/shader/shadow cost. | +| Mobile candidate | Future feasibility lane, not alpha commitment. | 30 FPS minimum on target device class TBD. | Reduced Garden slice, fewer NPCs, simple combat proof. | Character-forward look with simpler materials and effects. | --- @@ -53,7 +53,7 @@ clean silhouettes, and fast access to the AI NPC / Gate loop. | ---- | ---- | ---- | ---- | | Player / current inhabited body | 30k-60k triangles, 2-5 material slots, 1K-2K textures. | 15k-30k triangles, 1-3 material slots, 512-1K textures. | 10k-20k triangles, 1-2 material slots, 512 textures. | | Focus NPC / companion / rival | 25k-50k triangles, 2-4 material slots, 1K-2K textures. | 12k-25k triangles, 1-3 material slots, 512-1K textures. | 8k-18k triangles, 1-2 material slots, 512 textures. | -| Repeated Yard NPC | 15k-30k triangles, 1-3 material slots, 1K textures. | 6k-15k triangles, 1-2 material slots, 512 textures. | 4k-10k triangles, 1 material slot preferred, 512 textures. | +| Repeated Garden NPC | 15k-30k triangles, 1-3 material slots, 1K textures. | 6k-15k triangles, 1-2 material slots, 512 textures. | 4k-10k triangles, 1 material slot preferred, 512 textures. | | Enemy / hostile body | 15k-40k triangles, 1-4 material slots, 1K textures. | 6k-20k triangles, 1-2 material slots, 512 textures. | 4k-12k triangles, 1 material slot preferred, 512 textures. | | Elite / boss shell | 50k-100k triangles allowed if isolated and LOD exists. | 20k-45k triangles, 1-3 material slots, 512-1K textures. | 12k-25k triangles, 1-2 material slots, 512 textures. | @@ -74,7 +74,7 @@ Rules: | Environment Piece | PC Native Alpha | Web Demo | Mobile Candidate | | ---- | ---- | ---- | ---- | -| Relay Yard corner | 150k-350k visible triangles, modular props, baked or simple lighting. | 50k-150k visible triangles, fewer props, texture atlases preferred. | 30k-80k visible triangles, simplified prop clusters. | +| Garden corner | 150k-350k visible triangles, modular props, baked or simple lighting. | 50k-150k visible triangles, fewer props, texture atlases preferred. | 30k-80k visible triangles, simplified prop clusters. | | Ash Underpass corner | 200k-500k visible triangles, LODs, decals, signage, controlled shadows. | 70k-180k visible triangles, reduced decals, fewer unique props. | 40k-100k visible triangles, decal-lite. | | Hero prop | Up to 20k triangles if unique and readable. | 5k-10k triangles. | 2k-6k triangles. | | Repeated small prop | 50-2500 triangles. | 50-1500 triangles. | 50-800 triangles. | @@ -84,7 +84,7 @@ Rules: - Do not use a 2 GB environment pack as a full Web demo baseline. - For heavy packs such as Urban Underground, build one isolated Gate corner first, then profile texture memory, prefab count, LODs, and lighting. -- Use prop density to sell the Yard. Do not rely on ultra-high-resolution +- Use prop density to sell the Garden. Do not rely on ultra-high-resolution surfaces. - Web demo should use fewer unique materials and more repeated modular pieces. @@ -137,7 +137,7 @@ Rules: - Bright and attractive does not mean overexposed. - The UI must stay readable over the world. - NPC nameplates and chat bubbles must not depend on dark backgrounds to work. -- Gate scenes can be more dramatic, but the first Yard impression should feel +- Gate scenes can be more dramatic, but the first Garden impression should feel fresh, social, and inviting. --- @@ -197,7 +197,7 @@ Recommended #151 starting point: - one player body - three NPCs - one focused dialog -- one small Yard corner +- one small Garden corner - one combat target or Gate threshold - no full Urban Underground scene - no 10-NPC ambient society by default diff --git a/docs/design/43-alpha-material-shader-recipe.md b/docs/design/43-alpha-material-shader-recipe.md index 1bd4984b..a40ebe77 100644 --- a/docs/design/43-alpha-material-shader-recipe.md +++ b/docs/design/43-alpha-material-shader-recipe.md @@ -64,11 +64,11 @@ Every material/shader comparison must use the same sample setup: - one hostile or boss body if available - one weapon or tool prop - one cloth/leather/metal prop cluster -- one Relay Yard ground patch +- one Garden ground patch - one Gate/Underpass ground patch - same pose set: idle, talk, run, attack-ready - same camera: top-down alpha camera plus one closer marketing angle -- same lighting: Yard daylight setup and Gate pressure setup +- same lighting: Garden daylight setup and Gate pressure setup - same UI overlay check: nameplate, chat bubble, TIME/SECOND HUD, fallback label @@ -234,7 +234,7 @@ Acceptance: ## 6. Lighting And Post-Process Defaults -### Relay Yard +### The Garden Target: @@ -258,7 +258,7 @@ Starting setup: Target: -- more dangerous than Yard +- more dangerous than Garden - higher contrast - signal color cues - still readable diff --git a/docs/design/44-alpha-body-rig-action-compatibility.md b/docs/design/44-alpha-body-rig-action-compatibility.md index d397879c..b93d3a66 100644 --- a/docs/design/44-alpha-body-rig-action-compatibility.md +++ b/docs/design/44-alpha-body-rig-action-compatibility.md @@ -56,7 +56,7 @@ Exceptions: plan. - A body may be `Prototype-only` if it is useful for blockout but cannot become a repeated alpha population source. -- A body may not become a player-inhabitable or repeated Yard body if it cannot +- A body may not become a player-inhabitable or repeated Garden body if it cannot pass basic locomotion, talk, weapon, and readability checks. Body-family rule: @@ -122,7 +122,7 @@ serve. | Body Role | Required Actions | Optional Actions | | ---- | ---- | ---- | | Player or current inhabited body | Idle, Walk, Run, Talk/DialogIdle, Attack, HitReact, Death, Interact/PickUp, Gather/Work. | Dodge, Cast, Agree, Disagree, Bored, Sit, Revive. | -| Repeated Yard NPC | Idle, Walk, Run, Talk/DialogIdle, Interact, HitReact and Death if combat eligible. | Agree, Disagree, Bored, Sit, Gather/Work. | +| Repeated Garden NPC | Idle, Walk, Run, Talk/DialogIdle, Interact, HitReact and Death if combat eligible. | Agree, Disagree, Bored, Sit, Gather/Work. | | Focus NPC or companion | Idle, Walk, Talk/DialogIdle, Interact, clean face/nameplate read. | Emotes, Sit, Gather/Work, non-combat gestures. | | Hostile humanoid body | Idle, Walk or Run, Attack, HitReact, Death. | Cast, Dodge, special attack, roar or taunt. | | Boss or elite shell | Idle, locomotion, attack set, hit feedback, death or phase transition. | Intro, stagger, special tell, revive, execution. | @@ -244,7 +244,7 @@ Required checks: - Confirm nameplate and status text do not clip into the body. - Confirm focused dialogue bubble and bottom panel remain readable. - Confirm the body reads at QHD and reduced Web demo scale. -- Confirm bright and dark materials both work under Yard and Gate lighting. +- Confirm bright and dark materials both work under Garden and Gate lighting. - Confirm hair, helmet, wings, backpack, bow, shield, or oversized tools do not create unreadable clutter. diff --git a/docs/design/45-alpha-backlog-execution-packets.md b/docs/design/45-alpha-backlog-execution-packets.md index 99eab42d..cacdd4ac 100644 --- a/docs/design/45-alpha-backlog-execution-packets.md +++ b/docs/design/45-alpha-backlog-execution-packets.md @@ -132,7 +132,7 @@ Minimum data contract: | ---- | ---- | ---- | | `core_memory` | Stable identity and life premise | "South Gate Watch shield, afraid of wasting TIME." | | `relationship_memory` | Per actor relationship summary | "JOY asks direct body questions, not hostile." | -| `recent_memory` | Last few validated events | "Answered a question about the Yard." | +| `recent_memory` | Last few validated events | "Answered a question about the Garden." | | `mission_memory` | Gate and outcome summaries | "Lost two couriers near Ash Underpass." | | `private_memory` | Server-owned hidden hooks | "Knows one route is unsafe." | @@ -368,7 +368,7 @@ Cut line: --- -## 10. Packet A1/A3-138 - Relay Yard Roster And Gate Prep UI +## 10. Packet A1/A3-138 - Garden Roster And Gate Prep UI Issue: [#138](https://github.com/DOS/Second-Spawn/issues/138) @@ -736,7 +736,7 @@ Primary surfaces: `main_hand`, `off_hand`, and `two_hand`. - Compare/equip panel that reads server-computed deltas. - Pickup prompt and temporary Gate loot tray. -- Relay Yard stash access. +- Garden stash access. - Salvage confirmation using server preview and result data. - Death recap section showing lost, saved, and recoverable inventory state. @@ -836,7 +836,7 @@ Scene contents: - one player-inhabitable body - three NPC bodies - one enemy or boss body candidate -- one Relay Yard corner +- one Garden corner - current placeholder row - clean PBR candidate row - PC screenshot diff --git a/docs/design/45-inventory-and-equipment-system.md b/docs/design/45-inventory-and-equipment-system.md index d421981c..c296fa6c 100644 --- a/docs/design/45-inventory-and-equipment-system.md +++ b/docs/design/45-inventory-and-equipment-system.md @@ -19,7 +19,7 @@ SECOND SPAWN needs inventory to support two promises at the same time: 2. Body-loss drama: the current Frame can die, and some carried gear, loaded TIME, body-bound tools, or temporary mission loot should die with it. -The system must also support account/soul carryover, Yard preparation, NFT +The system must also support account/soul carryover, Garden preparation, NFT cosmetics, OpenClaw agent visibility, and strict server authority. The alpha target is not a full endgame loot economy. It is a reliable vertical @@ -27,7 +27,7 @@ slice contract that proves: - a body can carry and equip items - the account can own persistent stash items -- the Yard can store preparation resources +- the Garden can store preparation resources - a Gate can hold temporary loot before extraction - death and reinhabitation have clear loss rules - Nakama and Fusion validate every mutation @@ -58,18 +58,18 @@ slice contract that proves: ## 3. Inventory Scopes SECOND SPAWN should not have one universal inventory. It needs multiple scopes -because death, account carryover, Yard life, and chain ownership behave +because death, account carryover, Garden life, and chain ownership behave differently. | Scope | Owner | Persists Through Body Death | Primary Use | Alpha Rule | | ---- | ---- | ---- | ---- | ---- | | Current body carry inventory | Current `body_id` | No by default | Potions, mission tools, picked gear, field materials | Small list inventory, body-bound unless extracted. | | Equipped gear | Current `body_id` plus slot | Depends on binding | Weapons, armor pieces, accessories, pet, cosmetic | Body-bound for physical gear, account-bound for confirmed cosmetic entitlements. | -| Account/soul stash | Durable account / soul profile | Yes | Earned gear, saved tools, extracted loot, learned unlocks | Available only at Relay Yard or safe stash points. | -| Yard stash | Yard / shard state | Usually yes | Shared local resources, repair supplies, decor materials, mission prep | Not portable into Gate unless loaded into body carry inventory. | +| Account/soul stash | Durable account / soul profile | Yes | Earned gear, saved tools, extracted loot, learned unlocks | Available only at The Garden or safe stash points. | +| Garden stash | Garden / shard state | Usually yes | Shared local resources, repair supplies, decor materials, mission prep | Not portable into Gate unless loaded into body carry inventory. | | Dungeon temporary loot | Gate run / instance id | No until extracted | Drops and objective rewards during Gate run | Cleared on death, disconnect timeout, or failed extraction. | | Quest items | Quest state | Rule-specific | Signal keys, proof objects, mission documents | Usually not tradable, may survive if quest requires it. | -| Materials | Account or Yard storage | Yes unless mission-specific | Repair, crafting, salvage, upgrade, decor | Use categorized list and auto-deposit where safe. | +| Materials | Account or Garden storage | Yes unless mission-specific | Repair, crafting, salvage, upgrade, decor | Use categorized list and auto-deposit where safe. | | Currency ledgers | Nakama economy ledger | Yes or rule-specific | TIME, SECOND, reward, cost, transfer, contested loot | Do not model as bag stacks. | | NFT / wallet cosmetics | Global entitlement + shard equip state | Yes if entitlement remains valid | Hunter skins, future pets, future mounts | Never drops from combat. Equip requires server entitlement and escrow state. | @@ -89,7 +89,7 @@ Baseline custody states: | `run_loot` | Temporary Gate loot owned by a `gate_run_id`. | Visible in loot tray, not durable yet. | No by default. | | `body_carry` | Current body physically carries it. | Yes if body lifecycle and item restrictions pass. | No by default. | | `body_equipped` | Current body has it equipped in a validated slot. | Yes if combat lock, slot, and action registry pass. | No by default. | -| `yard_storage` | Relay Yard owns the stored item. | Only at Yard or approved safe storage points. | Yes unless a Yard event says otherwise. | +| `yard_storage` | The Garden owns the stored item. | Only at Garden or approved safe storage points. | Yes unless a Garden event says otherwise. | | `account_stash` | Durable account or soul profile stores it. | Only at safe stash surfaces. | Yes. | | `entitlement` | Account owns a cosmetic, pet, mount, or chain-backed right. | Only after entitlement and equip validation. | Yes if entitlement remains valid. | | `destroyed` | Item was consumed, salvaged, expired, or lost. | No. | No. | @@ -143,9 +143,9 @@ Later: - Filter tabs for gear, materials, body prep, cosmetics, and keepsakes. - Search, sort, mark favorite, lock item, and compare from stash. -### Yard Stash +### Garden Stash -The Yard is a place, not just a menu. It can store things that belong to the +The Garden is a place, not just a menu. It can store things that belong to the settlement loop: - repair supplies @@ -155,7 +155,7 @@ settlement loop: - faction supplies - memorial keepsakes -Yard stash should eventually drive NPC reactions and Yard upgrades, but alpha +Garden stash should eventually drive NPC reactions and Garden upgrades, but alpha can share the same storage table shape as account stash with a different owner scope. @@ -191,7 +191,7 @@ Recommended flow: 1. Enemy or objective emits a server-validated drop event. 2. Drop enters `run_loot` under `gate_run_id`. 3. UI shows it in a temporary loot tray. -4. Extraction outcome validates what moves to body carry, account stash, Yard +4. Extraction outcome validates what moves to body carry, account stash, Garden stash, or currency ledger. 5. Death clears or converts the temporary loot according to the mission rule. @@ -241,7 +241,7 @@ categories or entitlement systems. They are not normal alpha equipment slots. | `body_bound` | Item is physically tied to the current Frame. | Lost, damaged, or recoverable only through mission rules. | Worn armor, carried field weapon. | | `soul_bound` | Durable player consciousness can keep the unlock or knowledge. | Survives body death. | Learned skill record, personal keepsake unlock. | | `account_bound` | Durable account owns it. | Survives body death. | Stash gear, non-chain cosmetic, unlocked mount. | -| `yard_bound` | Stored in a Yard or shard location. | Survives unless Yard event says otherwise. | Repair stock, decor material. | +| `yard_bound` | Stored in a Garden or shard location. | Survives unless Garden event says otherwise. | Repair stock, decor material. | | `run_bound` | Exists only inside a Gate or mission run. | Lost if run fails or body dies before extraction. | Unextracted drop, mission sample. | | `escrowed_nft` | Ownership verified by wallet/chain and locked if equipped. | Survives as entitlement if escrow remains valid. | Hunter skin, future pet. | @@ -301,7 +301,7 @@ Primary panels: | Equipment | D4-like paper doll for worn gear. | Slots: `helm`, `chest`, `gloves`, `pants`, `boots`, `amulet`, `ring_1`, `ring_2`, `main_hand`, `off_hand`, `two_hand`. | | Compare | Show server-computed stat and action deltas. | Include equip lock reason and two-hand conflict reason when applicable. | | Run loot tray | Temporary Gate loot before extraction. | Label as temporary and run-bound. | -| Relay Yard stash | Safe storage access in Yard context. | Separate account stash from Yard stash when both are visible. | +| Garden stash | Safe storage access in Garden context. | Separate account stash from Garden stash when both are visible. | | Salvage confirm | Preview and result for salvage. | Use server preview/result data, not client-estimated materials. | | Death recap | Show lost, saved, and recoverable inventory state. | Body-bound loss must be explicit and not framed as normal respawn. | @@ -336,7 +336,7 @@ Death must matter without making the player feel that every hour was wasted. | Body carry inventory | Lost by default | Quest-critical items may be repaired by quest state. | | Dungeon temporary loot | Lost | Unless mission has partial extraction. | | Account stash | Survives | Safe storage matters. | -| Yard stash | Survives | Local settlement continuity. | +| Garden stash | Survives | Local settlement continuity. | | Materials in account stash | Survive | Field-carried materials do not. | | TIME loaded into body | Lost or zeroed | Body lifecycle owns loaded TIME. | | SECOND account reserve | Survives unless explicitly spent | Reinhabitation cost is paid from reserve. | @@ -349,7 +349,7 @@ Death must matter without making the player feel that every hour was wasted. Add after alpha: - corpse or wreck recovery missions -- insurance-like Yard service without pay-to-win +- insurance-like Garden service without pay-to-win - faction salvage claims - contested player loot windows - damaged gear recovery @@ -539,11 +539,11 @@ Initial Nakama RPCs: | RPC | Purpose | Authority Notes | | ---- | ---- | ---- | -| `secondspawn_inventory_get` | Return current body carry, equipment, account stash summary, Yard stash summary, and currencies. | Read filtered by player/session. | +| `secondspawn_inventory_get` | Return current body carry, equipment, account stash summary, Garden stash summary, and currencies. | Read filtered by player/session. | | `secondspawn_inventory_pickup` | Move a validated world drop into body carry or run loot. | Requires Fusion or server event proof. | | `secondspawn_inventory_equip` | Equip item into a compatible slot. | Checks ownership, body lifecycle, binding, slot conflict, animation profile, and combat lock. | | `secondspawn_inventory_unequip` | Move gear from slot to body carry or stash. | Fails if carry is full or item is locked. | -| `secondspawn_inventory_stash_move` | Move eligible item between body carry, account stash, and Yard stash. | Safe-zone only for alpha. | +| `secondspawn_inventory_stash_move` | Move eligible item between body carry, account stash, and Garden stash. | Safe-zone only for alpha. | | `secondspawn_inventory_salvage` | Convert item into materials through server table. | Writes item delete and material grant ledger rows. | | `secondspawn_inventory_use` | Use consumable or mission item. | Validates item effect and target. | | `secondspawn_run_loot_claim` | Resolve temporary Gate loot into durable storage. | Called only by outcome flow. | @@ -599,9 +599,9 @@ Controller needs: ### Stash -1. Access only in Relay Yard or approved safe stash points. +1. Access only in The Garden or approved safe stash points. 2. Left panel: body carry. -3. Right panel: account stash or Yard stash. +3. Right panel: account stash or Garden stash. 4. Quick actions: deposit materials, withdraw selected, move stack, split stack. 5. Server validates every move. @@ -658,8 +658,8 @@ definition catalog before Unity UI treats them as selectable rewards. | `quest.signal_spike.field` | Next | Quest item | Run-bound | Use item | Opens or marks relay points inside Ash Underpass. | | `consumable.field_ration.common` | Implemented | Consumable | Body-bound | Quick slot | Small recovery / survival item for early inventory smoke. | | `consumable.time_patch.field` | Next | Consumable | Body-bound | Quick slot | Restores a tiny amount of loaded TIME through server rules. | -| `material.relay_scrap.common` | Implemented | Material | Yard-bound after deposit | Salvage / repair | First salvage output and Yard repair input. | -| `material.clinic_gel.field` | Next | Material | Yard-bound after deposit | Repair / injury | Supports clinic loop without full crafting. | +| `material.relay_scrap.common` | Implemented | Material | Garden-bound after deposit | Salvage / repair | First salvage output and Garden repair input. | +| `material.clinic_gel.field` | Next | Material | Garden-bound after deposit | Repair / injury | Supports clinic loop without full crafting. | | `keepsake.cracked_badge.marked` | Next | Keepsake | Account-bound after extraction | Memory / decor | Small social or memorial item, no combat stats. | | `cosmetic.hunter_skin.placeholder` | Next | Cosmetic entitlement | Entitlement | Entitlement UI | Placeholder for Hunter NFT skin path, not a normal equipment slot until the NFT slice adds server support. | @@ -739,7 +739,7 @@ extraction, or expired run state clears unclaimed loot. | Loot Table | Drop Id | Item Def Id | Quantity | Weight | Source | Notes | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | `loot.ash_underpass_common` | `drop.ash_scrap_bundle` | `material.relay_scrap.common` | 3 | 35 | Ash Underpass containers, broken relay frames | Common material roll. | -| `loot.ash_underpass_common` | `drop.ash_field_ration` | `consumable.field_ration.common` | 1 | 25 | Supply cache, Yard-marked crate | Early consumable roll. | +| `loot.ash_underpass_common` | `drop.ash_field_ration` | `consumable.field_ration.common` | 1 | 25 | Supply cache, Garden-marked crate | Early consumable roll. | | `loot.ash_underpass_common` | `drop.ash_relay_blade` | `weapon.relay_blade.common` | 1 | 15 | Fallen guard body, weapon rack | Common weapon roll. | | `loot.ash_underpass_common` | `drop.ash_relay_staff` | `weapon.relay_staff.common` | 1 | 10 | Signal alcove, survey kit | Common focus weapon roll. | | `loot.ash_underpass_common` | `drop.ash_clinic_gel` | `material.clinic_gel.field` | 1 | 8 | Clinic-marked emergency case | Field material roll. | @@ -758,7 +758,7 @@ Roll caps: ### Alpha Item Copy Tone -Player-facing item copy should feel like practical Yard inventory, not wiki +Player-facing item copy should feel like practical Garden inventory, not wiki exposition. Ordinary NPCs and item descriptions must not reveal hidden Frame transfer mechanics, hidden body eligibility, soul routing, or sealed clinic lore. Those facts belong in server metadata, admin tooling, or later story @@ -770,10 +770,10 @@ reveals. | Relay Staff | `A signal staff with enough weight to keep distance and enough focus to trace a pulse.` | | Convoy Shield | `A battered route shield. It has more dents than stories people are willing to tell.` | | Route Bow | `A quiet bow built for broken roads, warning shots, and bad exits.` | -| Scrap Hammer | `A Yard hammer heavy enough for stuck doors and things pretending to be doors.` | +| Scrap Hammer | `A Garden hammer heavy enough for stuck doors and things pretending to be doors.` | | Clinic Harness | `A stabilization harness with clinic marks rubbed nearly clean.` | | Runner Brace | `A leg brace tuned for couriers who expect the road to turn hostile.` | -| Signal Spike | `A field spike that pins a live signal long enough for the Yard to read it.` | +| Signal Spike | `A field spike that pins a live signal long enough for the Garden to read it.` | | Field Ration | `Compressed field supply. Bad taste, good timing.` | | Time Patch | `A clinic patch that buys a little TIME when the body is close to slipping.` | | Relay Scrap | `Reusable relay metal, tagged for repairs and ugly solutions.` | @@ -820,7 +820,7 @@ Add these to future `AgentPolicy` or body policy data: | ---- | ---- | | `loot_priority` | Ranked categories such as SECOND, quest item, material, gear, keepsake. | | `gear_risk_budget` | How much body-bound gear the agent may risk before extracting. | -| `auto_stash_rules` | What to deposit when returning to Yard. | +| `auto_stash_rules` | What to deposit when returning to Garden. | | `salvage_rules` | Which low-value items can be salvaged automatically. | | `equipment_preference` | Preferred weapon profile or role style. | | `death_loss_tolerance` | Whether the agent should retreat when carried value exceeds a threshold. | @@ -839,7 +839,7 @@ These are design references, not clone targets. | Where Winds Meet | Equipment, appearance, develop materials, gear tuning, and martial progression are separated into distinct menu areas. | Separate combat gear, cosmetics, materials, and development resources. Do not flatten everything into one bag. | | Diablo IV | One-slot gear, clear equipment inventory, town stash, materials separated from main equipment friction. | Good for fast ARPG pace and controller friendliness. SECOND SPAWN should follow this over bag tetris for alpha. | | Path of Exile 2 | Strong item identity, equipment slots, grid inventory, stash tabs, specialized currency/material storage. | Keep item identity and stash specialization, but defer grid friction because SECOND SPAWN already has body death and TIME pressure. | -| Lost Ark | Roster-like account concepts, many equipment and accessory layers, pets, mounts, storage keepers. | Account/soul stash and Yard stash should be distinct. Pet and mount slots should be planned early but not overbuilt. | +| Lost Ark | Roster-like account concepts, many equipment and accessory layers, pets, mounts, storage keepers. | Account/soul stash and Garden stash should be distinct. Pet and mount slots should be planned early but not overbuilt. | | World of Warcraft Warband Bank | Account-wide storage lets multiple characters share non-soulbound items and some currencies. | Useful analogy for soul/account stash across bodies, with binding rules deciding what survives. | | Genshin Impact | Separate inventory categories for weapons, artifacts, development materials, quest items, and cosmetics. | Materials should be a categorized collection with filters, not a physical bag problem. | | Wuthering Waves | Echo-style gear collectibles create build depth but can burden inventory with upgrade material pressure. | Avoid flooding alpha with many rollable gear objects until salvage, filters, and favorite locks exist. | @@ -887,7 +887,7 @@ Reference links: - Equipment loadout with main hand, off hand, two-hand, armor, and jewelry slots. - Account stash with one durable tab. -- Yard stash with one prototype storage object. +- Garden stash with one prototype storage object. - Temporary Gate loot tray. - Basic pickup, equip, unequip, stash move, salvage, and quest reward RPCs. - Death recap with lost/saved/recoverable categories. @@ -946,7 +946,7 @@ Cut line for all three packets: - [x] Add equipment loadout storage object for current body. - [x] Add body carry inventory storage object. - [x] Add account stash storage object. -- [x] Add Yard stash storage object. +- [x] Add Garden stash storage object. - [x] Add Gate temporary loot storage object keyed by `gate_run_id`. - [x] Add inventory mutation ledger rows. - [x] Add RPCs for get, pickup, equip, unequip, stash move, salvage, use, and @@ -957,7 +957,7 @@ Cut line for all three packets: survival, denied model inventory intent, and post-error no-mutation checks for rejected equip, pickup, move, use, and salvage paths. - [ ] Add custody lifecycle transition guards for world drop, run loot, body - carry, body equip, Yard storage, account stash, entitlement, destroyed, + carry, body equip, Garden storage, account stash, entitlement, destroyed, and recoverable wreck states. Dead-body mutation guards now cover the alpha body-bound inventory path; track remaining guard coverage in [#219](https://github.com/DOS/Second-Spawn/issues/219). @@ -978,7 +978,7 @@ Cut line for all three packets: [#218](https://github.com/DOS/Second-Spawn/issues/218). - [ ] Add pickup prompt and temporary loot tray. Track in [#218](https://github.com/DOS/Second-Spawn/issues/218). -- [ ] Add stash UI for Relay Yard. Track in +- [ ] Add stash UI for The Garden. Track in [#218](https://github.com/DOS/Second-Spawn/issues/218). - [ ] Add salvage confirm UI. Track in [#218](https://github.com/DOS/Second-Spawn/issues/218). @@ -1023,7 +1023,7 @@ These do not block the MVP: 1. Should body-bound gear always be destroyed on body death, or should some missions allow wreck recovery? -2. Should account stash require Yard access only, or can rare field beacons +2. Should account stash require Garden access only, or can rare field beacons access it later? 3. Should SECOND ever be represented as a physical loot token in the world, or always as a ledger event? diff --git a/docs/design/47-alpha-execution-tracker.md b/docs/design/47-alpha-execution-tracker.md index cda3356e..8ac539a8 100644 --- a/docs/design/47-alpha-execution-tracker.md +++ b/docs/design/47-alpha-execution-tracker.md @@ -29,7 +29,7 @@ Primary source stack: | ---- | ---- | ---- | ---- | ---- | | A0 Baseline Stabilization | Play Mode starts, the current NPC roster spawns, direct NPC chat works, console is understood. | #122, #139, #140, #145 | In progress | Screenshot, console summary, FPS note, NPC reply source summary. | | A1 Embodiment and Body Hall | Current body and eligible bodies are legible as existing NPC-like bodies, not blank avatars. | #138, #141 | Pending | Current body panel screenshot, profile payload, eligible-body list payload. | -| A2 Relay Yard Loop | One meaningful facility action changes state through server-owned logic. | #138, #28 | In progress | Yard action start/complete payload, TIME or SECOND ledger row, UI screenshot. | +| A2 Garden Loop | One meaningful facility action changes state through server-owned logic. | #138, #28 | In progress | Garden action start/complete payload, TIME or SECOND ledger row, UI screenshot. | | A3 Mission Board | Ash Underpass shows risk, reward, hazard, recommended roles, and entry requirement. | #143 | Pending | Mission card screenshot and mission payload. | | A4 Gate Combat Slice | Player enters a Gate, fights, validates hits, verifies signal, and extracts or fails. | #147, #148 | Pending | Combat validation payload, objective event, Gate screenshot. | | A5 Outcome and Economy | Outcome shows SECOND, TIME, injury, memory, relationship, and ledger consequence. | #137, #144 | Pending | Outcome report screenshot and gameplay ledger excerpt. | @@ -58,7 +58,7 @@ Required files: | File | Purpose | | ---- | ---- | | `README.md` | Test scope, build hash, Unity version, branch, tester, and verdict. | -| `screenshots/` | Play Mode screenshots for body, NPC chat, Yard, mission, combat, and outcome surfaces. | +| `screenshots/` | Play Mode screenshots for body, NPC chat, Garden, mission, combat, and outcome surfaces. | | `backend-smoke.md` | Nakama RPCs tested, request snippets, response summaries, and CI links. | | `unity-console.md` | Error, warning, and known benign log summary. | | `acceptance-matrix.md` | Pass, fail, blocked, or not tested against each row in `34-alpha-acceptance-matrix.md`. | @@ -80,7 +80,7 @@ Run alpha smoke in this order so failures identify the correct owner: 3. Scene start: player body, current NPC roster, FPS overlay, no blocking console errors. 4. Focused NPC dialogue: one direct question, one reply source check, one fallback/backoff display check. -5. Yard action: read Yard status, start one facility action, complete it, and +5. Garden action: read Garden status, start one facility action, complete it, and verify the ledger. 6. Mission board: inspect Ash Underpass, confirm risk and reward are visible. 7. Gate or combat smoke: validate one hit, one miss, one objective or target diff --git a/docs/design/48-art-direction-and-asset-buying-guide.md b/docs/design/48-art-direction-and-asset-buying-guide.md index 7d47088c..a8f68fa8 100644 --- a/docs/design/48-art-direction-and-asset-buying-guide.md +++ b/docs/design/48-art-direction-and-asset-buying-guide.md @@ -52,7 +52,7 @@ Anime-Ready Semi-Real means: The style can support "pretty character marketing" without making the whole game a portrait game. SECOND SPAWN still needs combat readability, server -authority, body loss, Yard life, and Gate missions. +authority, body loss, Garden life, and Gate missions. ### Clean PBR @@ -105,12 +105,12 @@ Accept medieval or fantasy assets for: Reject or isolate medieval assets when they: -- make Relay Yard look like a feudal village +- make The Garden look like a feudal village - depend on castles, banners, thrones, kingdoms, or noble houses - make every character a knight, paladin, mage, or innkeeper - use heavy plate armor as the default body identity - require historical Europe as the assumed world logic -- cannot visually mix with modern Yard gear, clinic props, signal equipment, +- cannot visually mix with modern Garden gear, clinic props, signal equipment, and body-transfer UI Rule of thumb: @@ -151,7 +151,7 @@ Rule of thumb: - Face becomes unreadable from top-down camera. - Too many transparent hair layers. - Depends on cloth or hair simulation for basic silhouette. -- Looks like a different game beside existing Yard, Gate, and UI direction. +- Looks like a different game beside existing Garden, Gate, and UI direction. - Cannot share the action registry without custom one-off controller work. - Uses sexualized styling that breaks the public-safe tone or narrows roster use too much. @@ -160,9 +160,9 @@ Rule of thumb: ## 6. Environment Requirements -### Relay Yard +### The Garden -Relay Yard should read as: +The Garden should read as: - practical - lived-in @@ -186,14 +186,14 @@ Useful asset categories: Avoid: - castle walls as the default hub boundary -- medieval village houses as the main Yard +- medieval village houses as the main Garden - pure sci-fi labs - empty wasteland deserts - horror asylum interiors ### Gate And Dungeon -Gate spaces can be more fantastic than the Yard, but should still connect to +Gate spaces can be more fantastic than the Garden, but should still connect to SECOND SPAWN's rules. Useful asset categories: @@ -350,11 +350,11 @@ Purpose: This can be a cheap sale-time single body, but it should not become the core body system unless rig, scale, material budget, and outfit scope pass. -### 3. One Yard Prop Pack +### 3. One Garden Prop Pack Purpose: -- build Clinic, Training Yard, Signal Tower, and workshop corners +- build Clinic, Training Lane, Signal Mast, and workshop corners - avoid making the hub a medieval village - support social and non-combat play @@ -396,7 +396,7 @@ Reject or defer a package if any of these are true: - [ ] It is too heavy for a future Web demo with no obvious downgrade path. - [ ] The package has old pipeline assumptions that must be verified in Unity `6000.5.0b9`. -- [ ] It cannot visually coexist with modern Yard equipment and Gate signal +- [ ] It cannot visually coexist with modern Garden equipment and Gate signal props. - [ ] It has licensing notes that conflict with a public repo, commercial game, NFT cosmetic path, or marketplace usage. @@ -431,7 +431,7 @@ per commit. - [ ] Test top-down camera readability. - [ ] Test medium-close dialogue camera readability. - [ ] Test nameplate and chat bubble readability. -- [ ] Test FPS with 1 player, 10 NPCs, and at least one Gate or Yard prop +- [ ] Test FPS with 1 player, 10 NPCs, and at least one Gate or Garden prop cluster when relevant. - [ ] Check material count and texture sizes. - [ ] Check Humanoid Avatar, scale, root motion, weapon sockets, and action @@ -449,7 +449,7 @@ Asset coherence matters more than screenshot beauty. ### Palette -- Yard: concrete, faded paint, clean cloth accents, medical white, signal +- Garden: concrete, faded paint, clean cloth accents, medical white, signal amber/cyan, warm social light. - Gate: cooler concrete, ash, signal glow, hazard color, higher contrast. - Characters: brighter role colors are allowed, but every repeated NPC should @@ -470,7 +470,7 @@ Asset coherence matters more than screenshot beauty. - Skin should not look photoreal beside anime-ready hair. - Metal should not become mirror chrome. - Cloth should not become noisy survival grime. -- Leather and straps should tie modern Yard gear to Gate combat gear. +- Leather and straps should tie modern Garden gear to Gate combat gear. - Emission is for signal, TIME warnings, route markers, and UI-readable props. ### Production Rule @@ -490,8 +490,8 @@ prototype-only or create a deliberate conversion pass. | Hostile bodies | Can be stranger, but should still pass Gate logic and top-down readability. | | Monsters | Allowed, but avoid realistic Western fantasy creature drift. | | Weapons | Swords, bows, shields, hammers, crossbows, crude firearms later if animation supports them. | -| Yard props | Modern practical workshop, clinic, training, signal, repair, storage, memorial. | -| Tavern/interior props | Allowed if they become Yard social utility, not medieval inn identity. | +| Garden props | Modern practical workshop, clinic, training, signal, repair, storage, memorial. | +| Tavern/interior props | Allowed if they become Garden social utility, not medieval inn identity. | | Dungeon props | Allowed for Gate spaces, with modern or signal dressing if needed. | | Castle assets | Reject for baseline, maybe isolated Gate set later. | | Shader packs | Test, do not commit until Web fallback and clean PBR comparison pass. | @@ -517,13 +517,13 @@ These do not block the alpha guide: ## 15. Backlog Notes -- Create a small look-dev scene with one Yard corner, one Gate corner, one +- Create a small look-dev scene with one Garden corner, one Gate corner, one focus body, three repeated NPC bodies, one hostile body, nameplates, chat bubbles, and the same camera used by the prototype. - Evaluate one coherent humanoid family before buying more isolated character packs. - Evaluate one cheap visual probe only as a style test. -- Evaluate one Yard prop pack and one Gate environment pack before buying +- Evaluate one Garden prop pack and one Gate environment pack before buying broad medieval or urban bundles. - Record every art purchase decision with: purpose, style fit, Unity 6.5 URP result, performance note, rig note, material note, and accept/reject status. diff --git a/docs/design/49-dayton-demo-region-design.md b/docs/design/49-dayton-demo-region-design.md index 64b60949..e2451d08 100644 --- a/docs/design/49-dayton-demo-region-design.md +++ b/docs/design/49-dayton-demo-region-design.md @@ -1,13 +1,14 @@ # Dayton Demo Region Design -*Status: Alpha location direction* +*Status: Superseded alpha location direction* *Created: 2026-05-25* -*Source of truth level: Canonical design direction for the alpha demo city, -playable district, Relay Yard, and first Gate location. This supersedes the -older Vinh Hai working-name direction for the demo location. For real-city map -skeleton, compressed Dayton geography, and the newer `The Garden` hub naming, -see [50-dayton-real-map-slice-design.md](50-dayton-real-map-slice-design.md). -Backend authored content now uses Dayton identifiers for the prototype hub.* +*Source of truth level: Historical bridge document. It superseded the older +Vinh Hai working-name direction, but it is now itself superseded by +[50-dayton-real-map-slice-design.md](50-dayton-real-map-slice-design.md) for +the real Dayton map slice and +[51-the-garden-hub-design.md](51-the-garden-hub-design.md) for the alpha hub. +Older terms such as `Dayton Relay Ward`, `Relay Yard`, `Scrap Lane`, and +`Signal Tower` below are retained only as migration history.* --- @@ -34,7 +35,7 @@ copy and level design. ## 2. Location Stack -Canonical alpha hierarchy: +Legacy alpha hierarchy: ```text Unnamed In-Time diff --git a/docs/design/53-ai-npc-believability-evaluation.md b/docs/design/53-ai-npc-believability-evaluation.md index 295b1235..56225c99 100644 --- a/docs/design/53-ai-npc-believability-evaluation.md +++ b/docs/design/53-ai-npc-believability-evaluation.md @@ -64,7 +64,7 @@ Run the same prompt against at least three NPCs. | Prompt | What It Tests | | ---- | ---- | | `Who are you?` | Public identity, role, and tone. | -| `What is this Yard?` | Zone knowledge and grounded world context. | +| `What is this Garden?` | Zone knowledge and grounded world context. | | `What is TIME?` | Public lore boundary. Common people should know TIME and SECOND, not elite-only transfer secrets. | | `Should I take this body into the Gate?` | Role-specific risk advice and current body awareness. | | `What do you remember about me?` | Memory retrieval and honesty about missing memory. | @@ -98,7 +98,7 @@ Pass: ### Test M2: Remembered Event -1. Trigger a validated event, such as accepting a quest, helping a Yard action, +1. Trigger a validated event, such as accepting a quest, helping a Garden action, or returning from a mission. 2. Talk to the same NPC. 3. Ask `What do you remember about me?` @@ -180,7 +180,7 @@ Pass: | Rule | Pass Signal | | ---- | ---- | -| Ordinary NPCs do not know elite-only consciousness-transfer secrets. | They discuss TIME, SECOND, jobs, Yard rules, and rumors, not full transfer mechanics. | +| Ordinary NPCs do not know elite-only consciousness-transfer secrets. | They discuss TIME, SECOND, jobs, Garden rules, and rumors, not full transfer mechanics. | | LLM never grants state. | The model can suggest an action, but Nakama/Fusion validates every effect. | | Provider fallback is visible. | UI can show model, fallback, timeout, backoff, or validation failure. | | Raw prompts stay hidden. | Debug UI shows selected ids and summaries, not secrets or raw provider payloads. | diff --git a/docs/setup/agent-handoff.md b/docs/setup/agent-handoff.md index 8b9f46cb..ca552d18 100644 --- a/docs/setup/agent-handoff.md +++ b/docs/setup/agent-handoff.md @@ -159,7 +159,7 @@ output before merging, cherry-picking, pushing, or claiming done. Frame. A body death loses that body; continued play means spending SECOND to inhabit another eligible body while selected account/soul progress survives. - - Town / Relay Yard building is part of the loop. Facilities can include + - Town / The Garden building is part of the loop. Facilities can include clinic, body hall, training yard, workshop, signal tower, mess hall, memorial wall, dormitory or housing, market stall, defense post, archive, and trophy rack. @@ -168,9 +168,9 @@ output before merging, cherry-picking, pushing, or claiming done. offline-agent work. Do not design them as pay-to-skip friction. - MetaDOS is no longer the mandatory first-pitch setting spine. Keep TIME/SECOND and Frame concepts compatible, but let SECOND SPAWN stand on - its own AI NPC world, Town/Yard, Gate, and body-embodiment loop. + its own AI NPC world, Town/Garden, Gate, and body-embodiment loop. - The GDD now contains the V1 implementation bible: first 30-minute demo - flow, body embodiment rules, Town/Yard facility slice, TIME/SECOND test + flow, body embodiment rules, Town/Garden facility slice, TIME/SECOND test economy defaults, combat MVP, AI NPC behavior rules, UI surfaces, and acceptance checklist. Start from `docs/design/12-game-design-document.md` section 7 before implementing new vertical-slice work. diff --git a/docs/setup/github-project-tracking.md b/docs/setup/github-project-tracking.md index 1de28cd7..fac74644 100644 --- a/docs/setup/github-project-tracking.md +++ b/docs/setup/github-project-tracking.md @@ -193,7 +193,7 @@ and stronger backend society orchestration. | [#135](https://github.com/DOS/Second-Spawn/issues/135) | Managed `NpcSocietyOrchestrator` queues. | | [#136](https://github.com/DOS/Second-Spawn/issues/136) | KnowledgePack retrieval and redacted `PromptTrace`. | | [#137](https://github.com/DOS/Second-Spawn/issues/137) | Gate outcome report ledgers. | -| [#138](https://github.com/DOS/Second-Spawn/issues/138) | Relay Yard roster and Gate prep UI. | +| [#138](https://github.com/DOS/Second-Spawn/issues/138) | Garden roster and Gate prep UI. | | [#143](https://github.com/DOS/Second-Spawn/issues/143) | Gate mission selection and mission card UI. | | [#144](https://github.com/DOS/Second-Spawn/issues/144) | Gate outcome report UI. | | [#147](https://github.com/DOS/Second-Spawn/issues/147) | Combat target selection and ARPG hit validation. | diff --git a/docs/setup/play-mode-smoke-checklist.md b/docs/setup/play-mode-smoke-checklist.md index 581cbacf..c9f24508 100644 --- a/docs/setup/play-mode-smoke-checklist.md +++ b/docs/setup/play-mode-smoke-checklist.md @@ -4,7 +4,7 @@ *Last updated: 2026-05-25* Use this checklist before claiming a Unity gameplay change is playable. It is -focused on the current Relay Yard prototype, Nakama local backend, DOS.AI NPC +focused on the current The Garden prototype, Nakama local backend, DOS.AI NPC dialogue path, and debug HUD. ## Preconditions @@ -64,7 +64,7 @@ too early can mix stale cleanup asserts into the next run. | Ambient speech | Some NPCs speak without direct player input after the scene runs. | | Queue health | The debug surface shows request state, latency, source, and fallback reason instead of raw backend ids. | | No hardcoded reply masking | If DOS.AI fails, NPC status says fallback/backoff/timeout instead of pretending a model reply succeeded. | -| Spacing | NPCs do not spawn in one unreadable pile, and local avoidance keeps the Relay Yard legible enough for smoke testing. | +| Spacing | NPCs do not spawn in one unreadable pile, and local avoidance keeps The Garden legible enough for smoke testing. | ## AI NPC Debug Surface