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7 changes: 5 additions & 2 deletions ROADMAP.md
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Expand Up @@ -472,10 +472,13 @@ prototype.
in #260.
- [ ] Check `docs/design/38-alpha-design-decision-register.md` before reopening
any alpha scope debate or treating older TODO text as blocking. Track in #260.
- [ ] Implement alpha stats and skills from
- [ ] Implement alpha stats and skills from #260 and #275:
`docs/design/39-alpha-stats-and-skills-design.md`: 1-15 stat scale, body
archetype budgets, skill origin model, first skill slots, Sentinel starter
kit, semantic skill intents, and server validation. Track in #260.
kit, semantic skill intents, and server validation. Implement body level, XP,
body stat points, and derived-stat recompute from
`docs/design/57-alpha-level-core-stat-progression.md`. Track in #260 and
#275.
- [ ] Implement the alpha carryover and sync model from
`docs/design/40-soul-skill-carryover-and-sync.md`: skill origin labels,
carryover rules, lock reasons, simple soul-body sync, and server-validated
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -73,6 +73,7 @@
- [Networked Player Controller Prototype](design/07-player-controller-prototype.md)
- [AI NPC Backend And Client Feature Roadmap](design/37-ai-npc-backend-client-roadmap.md)
- [Alpha Stats and Skills Design](design/39-alpha-stats-and-skills-design.md)
- [Alpha Level and Core Stat Progression](design/57-alpha-level-core-stat-progression.md)
- [Soul Skill Carryover and Sync Design](design/40-soul-skill-carryover-and-sync.md)

## Research and References
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19 changes: 11 additions & 8 deletions docs/design/03-systems-index.md
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Expand Up @@ -74,27 +74,30 @@ The first alpha execution spine is:
12. [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md)
for alpha stat scale, body archetype budgets, skill origin, skill slots,
first body kits, skill data, and validation rules.
13. [40-soul-skill-carryover-and-sync.md](40-soul-skill-carryover-and-sync.md)
13. [57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md)
for body level, XP curve, body stat points, derived stat recompute, and
inventory/equipment stat requirement handoff.
14. [40-soul-skill-carryover-and-sync.md](40-soul-skill-carryover-and-sync.md)
for learned skill survival, body imprint loss, equipment gates,
soul-body sync, effective skill execution, and UI lock reasons.
14. [41-alpha-asset-shortlist.md](41-alpha-asset-shortlist.md) for alpha asset
15. [41-alpha-asset-shortlist.md](41-alpha-asset-shortlist.md) for alpha asset
candidates, purchase guidance, style-fork comparison, import test order,
and visual budget risks.
15. [42-alpha-visual-budget.md](42-alpha-visual-budget.md) for PC alpha, Web
16. [42-alpha-visual-budget.md](42-alpha-visual-budget.md) for PC alpha, Web
demo, and mobile candidate budgets covering characters, environments,
materials, lighting, NPC counts, VFX, and issue #151 WebGL risks.
16. [43-alpha-material-shader-recipe.md](43-alpha-material-shader-recipe.md)
17. [43-alpha-material-shader-recipe.md](43-alpha-material-shader-recipe.md)
for the Unity 6000.5 URP clean PBR recipe, URP Lit / Simple Lit / toon
shader comparison protocol, platform material defaults, and look-dev
evidence checklist.
17. [44-alpha-body-rig-action-compatibility.md](44-alpha-body-rig-action-compatibility.md)
18. [44-alpha-body-rig-action-compatibility.md](44-alpha-body-rig-action-compatibility.md)
for the Unity 6000.5 Humanoid Avatar, action registry, weapon visibility,
root motion, scale, nameplate, and candidate body evidence checklist.
18. [48-art-direction-and-asset-buying-guide.md](48-art-direction-and-asset-buying-guide.md)
19. [48-art-direction-and-asset-buying-guide.md](48-art-direction-and-asset-buying-guide.md)
for Anime-Ready Semi-Real asset-buying guardrails, medieval asset limits,
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)
20. [45-inventory-and-equipment-system.md](45-inventory-and-equipment-system.md)
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,
Expand Down Expand Up @@ -124,7 +127,7 @@ blockout tasks for the alpha.
| 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 |
| 12 | Level/stat progression | Progression | MVP | Prototype | [57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md), [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 |
| 14 | SECOND economy | Economy | VS | Not designed | (GDD pending - JOY input) | DOS Chain integration |
| 36 | TIME / SECOND economy | Economy | VS | Prototype | [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md), [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence |
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3 changes: 3 additions & 0 deletions docs/design/14-character-stat-and-relationship-system.md
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Expand Up @@ -18,6 +18,9 @@ authority. It is a design contract, not a final combat spreadsheet.
For alpha implementation details such as stat ranges, body archetype budgets,
skill slots, first body kits, and skill validation, see
[39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md).
For body level, XP thresholds, stat points per level, and derived-stat
recompute rules, see
[57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md).

---

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8 changes: 8 additions & 0 deletions docs/design/39-alpha-stats-and-skills-design.md
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Expand Up @@ -13,6 +13,9 @@ without replacing it.*
For carryover rules after body loss, body imprint loss, learned skill survival,
equipment gates, and soul-body sync, see
[40-soul-skill-carryover-and-sync.md](40-soul-skill-carryover-and-sync.md).
For body level, XP thresholds, body stat points, derived-stat recompute, and
inventory stat requirement handoff, see
[57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md).

---

Expand Down Expand Up @@ -111,6 +114,11 @@ Alpha formula rule:
> Use simple transparent formulas first, then move constants into data once
> combat feel is stable.

The alpha level and XP packet fixes the first implementation defaults: level
cap 15, 3 body stat points per current-body level, no automatic
plus-one-to-all-stats growth, and a fixed XP table. See
[57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md).

Example direction:

```text
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3 changes: 3 additions & 0 deletions docs/design/40-soul-skill-carryover-and-sync.md
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Expand Up @@ -17,6 +17,9 @@ SECOND SPAWN should not treat every skill as a body stat. A person learns
through memory, timing, habit, judgment, and repeated use. The current body then
decides how well that knowledge can be executed.

For current-body level, XP, and body stat point loss on reinhabitation, see
[57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md).

The practical rule:

> Physical stats mostly belong to the body. Learned skills can belong to the
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4 changes: 4 additions & 0 deletions docs/design/45-inventory-and-equipment-system.md
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Expand Up @@ -8,6 +8,10 @@ This document complements `39-alpha-stats-and-skills-design.md`,
`40-soul-skill-carryover-and-sync.md`, and
`46-hunter-nft-skin-escrow.md`.*

For level, core stats, body stat points, derived stats, and equipment
stat-requirement validation, see
[57-alpha-level-core-stat-progression.md](57-alpha-level-core-stat-progression.md).

---

## 1. Purpose
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