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Claude/project status display 01 wge ba ee9s5p xk k zrae z ew n - #14
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CoderMariusz merged 13 commits intoDec 3, 2025
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- Add comprehensive GDD with all systems documented - 7 resources fully specified with gather times and biome locations - 8 buildings with placement rules and costs - 20+ recipes for crafting and smelting - Complete conveyor system with filtering and splitting - 3 NPCs with unique trading mechanics - Event system (positive/negative/neutral) - Skill progression for Mining, Smelting, Trading - Full progression unlock timeline (120 min complete game) - Economic balance verified (1000g in 120 min achievable) - No arbitrage loops confirmed - All mechanics interconnected and balanced This document is the authoritative source for all game mechanics. Solves all inconsistencies found in Epic 2 deep dive.
- Consolidate all Epic 2 documentation with Game Design Document - Resolve 15 documented issues (resource chaos, pricing conflicts, vague specs) - Specify 7 resources with complete gather speeds and values - Define 6 buildings with placement rules and production specs - Clarify grid system (20×20 → 30×30 → 40×40) - Complete conveyor mechanics (filtering, splitters, max 2 layers) - Verify economic balance (1000g in 120 minutes achievable) - Include 120-minute timeline and implementation roadmap - Ready for EPIC-02 implementation sprints
- STORY-02.1: Resource Definitions (2 SP) - All 7 resources with properties - STORY-02.2: Building Definitions (3 SP) - All 6 buildings with specs - STORY-02.3: NPC Trading System (5 SP) - 3 NPCs with mechanics - STORY-02.4: Grid & Building Placement (8 SP) - Grid system & expansion - STORY-02.5: Production & Inventory (5 SP) - Manufacturing & conveyors - STORY-02.6: Economic Balance (3 SP) - Testing & verification Each story includes: - Complete acceptance criteria - Implementation notes and code patterns - Dependencies and blocking relationships - Unit & integration test requirements - Success metrics Total: 26 SP, ready for Sprint 2-3 implementation
- Mark Epic 2 as fully planned with 6 detailed stories - Update sprint goals with completed planning tasks - Add references to new Game Design Document and Epic 2 stories - Document 2025-12-03 progress: Game Design, Tech Spec, 6 Stories - All 26 SP for Epic 2 now ready for implementation Status: Epic 2 ready for Sprint 2-3 implementation
Add detailed specifications for:
9. OFFLINE PRODUCTION SYSTEM (5200 words)
- Farm operates at 80% efficiency when offline
- 20% penalty incentivizes active play
- Welcome-back notification with earnings breakdown
- Return animations and psychological hooks
- Premium features (Phase 2) outlined
- Offline calculation formula with example scenarios
10. GRID EXPANSION SYSTEM (3100 words)
- 20×20 start → 30×30 (35-40 min) → 40×40 (70-80 min)
- Dual triggers: Building capacity OR resource scarcity
- Expansion costs (50 beton, 100 beton)
- Pacing strategy (complete timeline)
- Visual feedback (pre, during, post-expansion)
- Animation details and progression psychology
11. STORAGE ITEM FILTERING SYSTEM (3800 words)
- Global accept/reject filters per storage
- Per-port white-list/black-list/single-type modes
- Visual feedback for item flow (green/red/yellow)
- Error handling and recovery UI
- Difficulty progression (early/mid/late game)
- Advanced 3-storage network example
Total: +12,100 words, 3 complete major systems
Create comprehensive action plan showing: IMPACT ANALYSIS: - STORY-02.4: 8 SP → 10 SP (grid expansion added) - STORY-02.5: 5 SP → 8 SP (offline production added) - NEW STORY-02.6: 6 SP (storage filtering system) - Old STORY-02.6 → STORY-02.7: Economic Balance (3 SP) - Total: 26 SP → 37-38 SP (14% increase) THREE RESTRUCTURING OPTIONS: A: Keep 7 stories (recommended) B: Consolidate filtering into production C: Extract grid expansion separately RECOMMENDED PLAN (Option A): - +1 new story (storage filtering) - Expand grid system details - Expand offline production details - +22 new acceptance criteria - Maintain focus and clarity TASKS BREAKDOWN: 1. Update STORY-02.4 with grid expansion (+7 AC) 2. Update STORY-02.5 with offline production (+7 AC) 3. Create STORY-02.6 (storage filtering - 6 SP, 8 AC) 4. Renumber STORY-02.6 → STORY-02.7 5. Update project-status.md (37 SP, new timeline) 6. Add implementation patterns NEW TIMELINE (Option A): - Sprint 2 Week 1: Stories 02.1-02.3 (10 SP) - Sprint 2 Week 2: Story 02.4 (10 SP) - Sprint 3 Week 3: Stories 02.5-02.7 (17 SP) - Total: 37 SP over 3 weeks CRITICAL DECISIONS DOCUMENTED: 1. When to implement storage filtering? (Recommend: Now) 2. Always 80% offline efficiency? (Recommend: Fixed) 3. Dual expansion triggers? (Recommend: Yes) 4. Story dependencies? (Recommend: Parallel possible)
Comprehensive strategy for distributing 3 major UI screens: 1. MAIN HUB SCREEN (Home Dashboard) - EPIC-02.7: Basic display (level, gold, stats, objectives) - EPIC-04: Offline welcome notification + earnings - EPIC-06: Detailed skill information - EPIC-05: Polish, animations, responsive layout 2. GRID WORLD SCREEN (Map & Buildings) - EPIC-02.4: Basic grid rendering + placement (10 SP) - EPIC-02.4: Grid expansion mechanics - EPIC-03: Advanced features (automation, heatmaps) - EPIC-05: Polish, animations, item flow 3. BIOM GATHERING SCREEN (Resource Collection) - EPIC-02.7b: Basic gathering interface (NEW 2 SP story) - EPIC-06: Skill effects on gather speed - EPIC-04: Gathering state persistence - EPIC-03: Mining facility automation - EPIC-05: Polish, animations, effects KEY INSIGHTS: - Separate mechanics (2,3,4,6) from polish (5) - No blocking between core and UX development - Teams can work in parallel - Dependencies clearly mapped NEW EPIC-2 TOTAL: 40-41 SP (was 26 SP) - STORY-02.4: +2 SP for grid screen (10 SP total) - STORY-02.7: +1 SP for hub screen (4 SP total) - STORY-02.7b: NEW biom gathering (2 SP) - STORY-02.1-02.6: Unchanged EPIC-04 EXPANSION: +2 SP (new offline notification story) EPIC-05 EXPANSION: +9 SP (3 polish stories × 3 SP each) EPIC-06 EXPANSION: +3 SP (skill UI story) MINIMAL BLOCKING MATRIX PROVIDED: - All critical paths documented - Parallel work opportunities identified - Implementation sequence clear
Comprehensive summary of complete planning session: ACCOMPLISHMENTS: ✅ Tech-spec expanded: +12,100 words, 3 major systems ✅ Stories restructured: 6 stories → 7-8 stories, 26 SP → 40 SP ✅ 3 UX screens designed: Hub, Grid, Biom (detailed specs) ✅ UX distribution planned: Mechanics (02,03,04,06) + Polish (05) ✅ 4 documentation files created ✅ Dependencies mapped with minimal blocking STORY POINT IMPACT: - EPIC-02: 26 SP → 40 SP (+54%) - EPIC-04: +2 SP (offline notifications) - EPIC-05: 29 SP → 42 SP (UX polish added) - EPIC-06: 18 SP → 21 SP (skill UI) - MVP Total: 289 SP → ~306 SP (+6%) NEW STORIES CREATED: - STORY-02.4: Grid & Expansion (10 SP, was 8) - STORY-02.5: Production & Offline (8 SP, was 5) - STORY-02.6: Storage Filtering (6 SP, NEW) - STORY-02.7: Hub Screen & Balance (4 SP, was 3) - STORY-02.7b: Biom Gathering (2 SP, NEW) SPECIFICATIONS INCLUDED: ✅ Offline production: 80% efficiency, calculations, welcome UI ✅ Grid expansion: 20→30→40, dual triggers, animation ✅ Storage filtering: Global + per-port modes, examples ✅ Hub screen: Dashboard layout, interactions, animations ✅ Grid screen: Map, buildings, zoom/pan, placement ✅ Biom screen: Resource gathering, mining, selection RISK & MITIGATION: - Medium: Aggressive EPIC-02 timeline (40 SP / 3 weeks) - Low: Well-specified systems, clear implementation path - Mitigation: Can split if needed, UX in parallel READY FOR: → Developer implementation → Epic 2 story creation (update ACs) → Epic 4/5/6 planning → Sprint 2-3 execution
Create main navigation document for restructured tech-spec: STRUCTURE: - tech-spec-epic-02-INDEX.md (THIS FILE - navigation) - tech-spec-epic-02-CORE.md (next - basic mechanics) - tech-spec-epic-02-SYSTEMS.md (next - advanced systems) - tech-spec-epic-02-UI.md (next - 6 screens) INDEX INCLUDES: ✅ Quick reference map by role (designer, backend, UI/UX, QA) ✅ Quick reference map by topic ✅ System dependencies diagram ✅ Key specs at a glance (resources, buildings, grid, economy) ✅ Implementation checklist for all 8 stories ✅ Critical formulas (offline calc, expansion cost, filtering logic) ✅ Cross-references and navigation links ✅ Document statistics (~3,750 lines, ~23,500 words total) PURPOSE: - Single entry point for all 4 tech-spec documents - Clear navigation by role (who reads what) - Quick lookup tables (resources, buildings, timeline) - Story-by-story implementation guide - Formula reference for developers STATUS: ✅ Complete and ready for use ⏳ Waiting: CORE.md, SYSTEMS.md, UI.md (next commits)
- Resources: 7 types with gather speeds, biom restrictions, base values - Buildings: 6 production buildings with costs, unlock conditions, sizes - Grid System: 20×20 starting grid with biom distribution and placement rules - Skill Progression: Mining, Smelting, Trading with formulas and examples - Demolition System: 80% refund mechanics with item drop behavior - Part 1 of 4-document structure (INDEX, CORE, SYSTEMS, UI)
Part 2: Advanced Systems (5 major systems) - Conveyor System: Transport, filtering (4 modes), splitters, layering - NPC Trading System: Kupiec (dynamic), Inżynier (barter), Nomada (limited) - Offline Production System: 80% efficiency, welcome notifications, calculations - Grid Expansion System: 20×20→30×30→40×40, dual triggers, animations - Storage Item Filtering: Global + per-port filters, advanced networks Part 3: User Interface (6 complete screens) - Hub Screen: Dashboard with stats, objectives, skills - Grid World: Map, buildings, conveyors, zoom/pan, placement - Biom Gathering: Manual resource collection, mining facilities, biom switching - Storage Management: Inventory, filtering configuration, ports - Crafting Queue: Production monitoring, bottleneck detection - NPC Trading: Kupiec merchant, Inżynier barter, Nomada special offers All screens designed for mobile-first (375px+), 60 FPS, touch-optimized Cross-screen navigation mapped Universal design patterns established
…lding Detail Panels Section 7: Notification & Warning System (4-level hierarchy) - Toasts (2-4s auto-dismiss): Success, Info, Warning, Error - Banners (persistent): Storage warnings, bottlenecks, events - Modals (blocking): Confirmations, choices, information - Full-screen (critical): Game-stopping alerts - Sound design: Success ding, warning beep, error buzz, info chime - Accessibility: Screen readers, haptic, high contrast Section 8: Building Detail Panel (Universal interface for all buildings) - Header: Name, type, location, status - Sections: Info, capacity, ports, flows, tips, maintenance - Building-specific details: Mining, Storage, Smelter, Workshop, Farm - Port management: Edit, navigate, disconnect, filter configuration - Real-time flows: Input/output with visual progress - Optimization tips: AI suggestions, bottleneck detection - Maintenance: Upgrade, move, demolish options - Mobile-optimized: 375px viewport, <500ms load - Phase 2: Auto-optimization, monitoring, historical data
Complete summary document showing: - 4-file tech-spec structure (3,847 lines total) - Content breakdown by section and file - Story distribution across 8 stories (40 SP) - 16 stories fully specified (90 SP total) - What was delivered in each section - Build-specific detail panels for 5 building types - Notification system (4-level hierarchy) - Interaction patterns and mobile optimization - What needs to be done next (story implementation) - Numbers and metrics (22,500 words, 95% complete) - Next immediate actions for Sprint 2 Ready for story implementation and bug fixes before development begins.
CoderMariusz
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December 4, 2025 09:32
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