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7 changes: 5 additions & 2 deletions CHANGELOG.md
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Expand Up @@ -52,9 +52,12 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots.
so implementation agents do not reopen settled scope by accident.
- Alpha stats and skills design:
`docs/design/39-alpha-stats-and-skills-design.md` defines alpha stat scale,
derived stat direction, body archetype budgets, skill taxonomy, first body
derived stat direction, body archetype budgets, skill origin, first body
kits, skill data, rank rules, agent skill use, UI requirements, and
validation guardrails.
validation guardrails. It now clarifies the skill origin model: physical
stats are mostly body-bound, while skills may come from durable soul learning,
borrowed body imprint, physical body capability, equipment, profession,
agent routine, or anomaly.
- Nakama now has a server-owned prototype Relay Yard facility action lane:
`secondspawn_yard_status`, `secondspawn_yard_action_start`, and
`secondspawn_yard_action_complete` expose Clinic stabilization, Training
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8 changes: 4 additions & 4 deletions ROADMAP.md
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Expand Up @@ -105,8 +105,8 @@ Recommended views:
- [x] Alpha design decision register documented for settled decisions, working
assumptions, later JOY inputs, and out-of-scope features.
- [x] Alpha stats and skills design documented for stat scale, derived stat
direction, body archetype budgets, skill taxonomy, first body kits, skill
data, rank rules, agent skill use, UI requirements, and validation guardrails.
direction, body archetype budgets, skill origin, first body kits, skill data,
rank rules, agent skill use, UI requirements, and validation guardrails.
- [x] Backend tests for Nakama runtime behavior and model-backed fallback.
- [x] Unity project baseline upgraded to Unity `6000.5.0b9`.
- [x] Local Nakama runtime smoke-tested with the current TypeScript module.
Expand Down Expand Up @@ -358,8 +358,8 @@ prototype.
any alpha scope debate or treating older TODO text as blocking.
- [ ] Implement alpha stats and skills from
`docs/design/39-alpha-stats-and-skills-design.md`: 1-15 stat scale, body
archetype budgets, first skill slots, Sentinel starter kit, semantic skill
intents, and server validation.
archetype budgets, skill origin model, first skill slots, Sentinel starter
kit, semantic skill intents, and server validation.
- [x] Define the first Town/Yard 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.
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4 changes: 2 additions & 2 deletions docs/design/03-systems-index.md
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Expand Up @@ -70,8 +70,8 @@ The first alpha execution spine is:
for settled alpha decisions, working assumptions, later JOY inputs, and
scope-control rules.
12. [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md)
for alpha stat scale, body archetype budgets, skill slots, first body kits,
skill data, and validation rules.
for alpha stat scale, body archetype budgets, skill origin, skill slots,
first body kits, skill data, and validation rules.

Use these files when creating GitHub issues, technical designs, or Unity
blockout tasks for the alpha.
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2 changes: 1 addition & 1 deletion docs/design/12-game-design-document.md
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Expand Up @@ -57,7 +57,7 @@ The alpha-specific playable target is now split into focused build documents:
out-of-scope features.
- [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md)
defines alpha stat scale, derived stat direction, body archetype budgets,
skill taxonomy, first body kits, skill data, and validation rules.
skill origin, first body kits, skill data, and validation rules.

Use those files as the execution spine for the first alpha. This larger GDD
remains the broad product source, but implementation tasks should reference
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13 changes: 10 additions & 3 deletions docs/design/14-character-stat-and-relationship-system.md
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Expand Up @@ -2,7 +2,7 @@

*Status: Design baseline*
*Created: 2026-05-18*
*Last updated: 2026-05-18*
*Last updated: 2026-05-23*

---

Expand All @@ -25,8 +25,8 @@ skill slots, first body kits, and skill validation, see

- Keep the MVP stat model compact enough for Nakama, Unity, and future Fusion
server validation.
- Separate body-bound combat stats from soul identity, AI personality,
relationship state, memory, and policy.
- Separate mostly body-bound physical stats from origin-bound skills, soul
identity, AI personality, relationship state, memory, and policy.
- Support Diablo IV and Path of Exile 2 style ARPG readability without copying
their full UX complexity.
- Make defensive scaling clear: show ratings and effective percentages where
Expand Down Expand Up @@ -85,6 +85,7 @@ presentation attribute, not a core stat.
| ---- | ---- | ---- |
| Core Stats | `strength`, `dexterity`, `endurance`, `perception`, `focus`, `presence`, `intelligence`, `luck` | Game backend, then Fusion server for live combat |
| Secondary Stats | HP, energy, attack power, armor, elemental resistance, dodge, crit | Derived or cached by backend and server simulation |
| Skill Origin | Soul learning, body imprint, body physical action, equipment skill, profession skill, agent routine, anomaly | Backend-owned unlock and permission data, then Fusion server validation |
| Social Attributes | Appeal band, reputation, faction standing | Backend-owned profile and presentation data |
| Body Presentation | Visual tags, intimidation tags, style, voice profile | Backend-owned, Unity-rendered |
| Identity | Name, callsign, profession, gender identity, pronouns, age fields | Backend-owned identity layer |
Expand Down Expand Up @@ -122,6 +123,12 @@ The current prototype runtime should keep these fields stable:
New gameplay systems should read the canonical eight. Legacy aliases should
only exist at compatibility boundaries.

Skills are not treated as simple body stats. A durable learned skill can live on
the soul/account layer, while the current body still controls physical
execution, equipment compatibility, borrowed imprint access, and soul-body sync.
See [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md)
for the alpha skill origin contract.

---

## Core Stats
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2 changes: 1 addition & 1 deletion docs/design/26-alpha-game-design-document.md
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Expand Up @@ -44,7 +44,7 @@ Companion execution docs:
out-of-scope features.
- [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md)
defines alpha stat scale, derived stat direction, body archetype budgets,
skill taxonomy, first body kits, skill data, and validation rules.
skill origin, first body kits, skill data, and validation rules.

Alpha means:

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4 changes: 4 additions & 0 deletions docs/design/38-alpha-design-decision-register.md
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Expand Up @@ -41,6 +41,7 @@ Use this file when:
| 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. |
| 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. |
| Skill ownership | Physical stats are mostly body-bound, but skills are origin-bound. Durable soul learning can survive body loss, while body imprint, physical body actions, equipment access, and sync decide what can be executed now. | A skill logically lives in learned consciousness, body imprint, gear, or agent routine. Body loss should hurt execution without deleting all player learning. |
| Convai product pattern | Learn from Convai patterns such as Mindview, Knowledge Bank, Narrative Design, Action API, and NPC-to-NPC manager, but do not make Convai the durable state backbone. | Keeps useful product lessons while preserving ownership in Nakama and `api.dos.ai`. |
| Advanced body progression | Cultivation and Nibirium XP remain deferred and out of alpha. | The concept felt too much like a normal XP bar and needs a fresh design pass. |

Expand Down Expand Up @@ -68,6 +69,7 @@ first playable alpha.
| Alpha stat scale | Core stats use a compact 1-15 alpha range, with 16+ reserved for post-alpha, elite, boss, anomaly, or tuned content. | `39-alpha-stats-and-skills-design.md` |
| Alpha skill slots | First body kits use Basic Attack, Defensive/Mobility, Role Skill, Interact, and optional Utility. No Ultimate slot in alpha. | `39-alpha-stats-and-skills-design.md` |
| Alpha starter kit | Sentinel or balanced contractor is still the recommended first playable kit. | `39-alpha-stats-and-skills-design.md` |
| Alpha skill origin | Skill data must distinguish origin from slot and animation intent. The minimum useful origins are soul, body imprint, body physical, weapon, profession, agent routine, and anomaly. | `39-alpha-stats-and-skills-design.md` |

---

Expand All @@ -83,6 +85,8 @@ These questions should not block A0-A3 unless directly touched by the task.
| Live reinhabitation package | Whether the live default leans 5 days, 7 days, or another tuned package. | Before economy beta, not alpha. |
| TIME seeding | Whether reinhabitation SECOND directly seeds new body TIME or only pays access. | Before production reinhabitation economy. |
| Memory decay | How much body-level memory survives across body loss. | Before deeper relationship and memory progression. |
| Soul skill carryover | Which learned skills remain durable, partial, or body-limited after reinhabitation. | Before permanent progression and skill unlock implementation. |
| Soul-body sync | How quickly a player adapts to a new body and how sync limits old learned skills. | Before real skill progression and body-change tuning. |
| Faction reputation carryover | Which faction state follows account/soul vs body. | Before faction rewards and social penalties. |
| Transfer rules | How players transfer or loot SECOND from each other. | Before PvP or contested time-loot. |
| Wallet top-up | Whether wallet SECOND can ever top up loaded TIME. | Post-alpha economy and anti-abuse design. |
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