Skip to content

docs: add Ash Underpass gameplay packet#255

Merged
JOY (JOY) merged 1 commit into
devfrom
codex/ash-underpass-gate-design
May 26, 2026
Merged

docs: add Ash Underpass gameplay packet#255
JOY (JOY) merged 1 commit into
devfrom
codex/ash-underpass-gate-design

Conversation

@JOY
Copy link
Copy Markdown
Contributor

Summary

  • Add docs/design/54-ash-underpass-gate-gameplay-design.md as the detailed gameplay packet for the first alpha Gate mission.
  • Link the packet from the alpha GDD, level design, questline doc, production backlog, acceptance matrix, decision register, GitBook summary, and roadmap.
  • Define mission state machine, room contracts, encounter actors, server/client authority boundaries, reward outcomes, UI/audio needs, implementation packets, and evidence checklist.

Verification

  • npx.cmd --yes markdownlint-cli2 ROADMAP.md docs/SUMMARY.md docs/design/26-alpha-game-design-document.md docs/design/27-alpha-level-design.md docs/design/29-alpha-questline-and-encounter-design.md docs/design/33-alpha-production-backlog.md docs/design/34-alpha-acceptance-matrix.md docs/design/38-alpha-design-decision-register.md docs/design/54-ash-underpass-gate-gameplay-design.md: pass, 0 errors.
  • git diff --check: pass.
  • rg -n "—|–" ...changed docs...: pass, no generated em dash/en dash.
  • tools/windows/check-backlog-sync.ps1 -NoGitHub: WARN only for existing broad ROADMAP TODOs without nearby issue refs; tracked files check passed.

Local reviewer fallback

  • Docs-only change; no Unity, Nakama, AGENTS.md, or .claude/CLAUDE.md changes.
  • Explicitly preserves server authority: Unity displays and requests, while Nakama/Fusion own mission state, combat validation, rewards, ledgers, TIME, and body death.
  • No new gameplay runtime behavior or provider-secret surface.

@JOY JOY (JOY) merged commit b4750c6 into dev May 26, 2026
1 check passed
@JOY JOY (JOY) deleted the codex/ash-underpass-gate-design branch May 26, 2026 00:36
Copy link
Copy Markdown

@chatgpt-codex-connector chatgpt-codex-connector Bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

💡 Codex Review

Here are some automated review suggestions for this pull request.

Reviewed commit: 82b6dbecf5

ℹ️ About Codex in GitHub

Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you

  • Open a pull request for review
  • Mark a draft as ready
  • Comment "Codex (@codex) review".

If Codex has suggestions, it will comment; otherwise it will react with 👍.

Codex can also answer questions or update the PR. Try commenting "Codex (@codex) address that feedback".

Comment on lines +107 to +108
-> partial_extract
-> full_clear
Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

P1 Badge Split clear outcomes into separate state transitions

The state machine makes partial_extract a mandatory predecessor of full_clear, which conflicts with the later rules that treat them as alternative outcomes after proof_collected. If engineers implement this chain literally, a full-clear run would require passing through partial extraction first, creating ambiguous reward and ledger behavior for mutually exclusive outcomes. This should be modeled as branching transitions from proof_collected (and/or post-boss) rather than a single linear path.

Useful? React with 👍 / 👎.

TIME result:

- The Gate should expose 6-10 minutes expected TIME pressure.
- Exact drain can be simulated first and server-owned later.
Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

P1 Badge Keep TIME drain server-authoritative in alpha spec

This line allows TIME drain to be simulated before server ownership, but the same packet later states Unity may not alter TIME and defines server-owned mission outcomes. If the implementation follows client-side TIME first, disconnects or desyncs can produce mismatched death/outcome decisions and violate the authority boundary the doc is trying to enforce. The alpha contract should require server-authoritative TIME accounting from the first playable slice.

Useful? React with 👍 / 👎.


- Tollkeeper Shell.
- 2 small adds or hazard pulses.
- Signal proof route behind or near the arena.
Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

P2 Badge Align proof location with partial-extract route

Section 5.4 defines proof collection at Signal Split and uses it to unlock partial extraction, but this requirement places the signal proof route behind or near the boss arena. Implementing this literally can force players into the Toll Plaza path before proof, which undermines the intended interact and extract branch and conflicts with the partial/full outcome design. The proof location should stay consistent with the Signal Split objective contract.

Useful? React with 👍 / 👎.

- Tollkeeper Shell.
- 2 small adds or hazard pulses.
- Signal proof route behind or near the arena.
- Clear extraction marker after defeat.
Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

P1 Badge Make extraction marker available before boss defeat

The room contract says the extraction marker appears after Tollkeeper defeat, but earlier flow/rules define a valid partial-extract path immediately after collecting proof. If this requirement is implemented as written, players cannot perform the advertised safe extraction branch and are forced into the boss route, breaking the core risk-choice behavior and reward split the mission is designed to test.

Useful? React with 👍 / 👎.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant