Commit Graph

2 Commits

Author SHA1 Message Date
Matt ea2d6ad342 docs: add quest tracking + cancel UX to economy design
Plain command surface for V1 (Phase 3): /quests, /quests info,
/quests cancel. Cheap to ship, works on mobile via the bridge.

Quest Log book item in V2 (Phase 3.5) -- nicer surface, same backend.

Sidebar HUD as V3 later, optional.

Adds a 3-quest active slot cap so cancellation is meaningful:
prevents accept-all/RNG-shop-cancel exploit, makes the cancel
button a real choice. Quest moves to READY frees the slot.

State storage schema documented (per-player JSON with active +
completed/cooldown tracking).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:50:01 +00:00
Matt 1af2b9a86f docs: economy & quest system design (v0.1 draft)
Full design for the unified spawn economy:

- Seven themed guild buildings (Adventurer's, Merchant's, Civic,
  Library, Tavern, Foundry, Mint)
- Universal accept → complete → return quest pattern
- Villagers moved fully to spurs with rebalance principles +
  initial price guidance
- Money flow architecture (bounded inflows, scaling sinks)
- Phasing plan (8 phases, each independently shippable)
- Mod stack confirmed (we have everything we need for V1)
- Risk register + open decisions to make before implementation

Status: design, not yet implemented. Phase 0 (spawn skeleton)
is the next concrete deliverable.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:48:12 +00:00