Major gameplay improvements - barriers, HP regen, descent mechanic
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- Fix transference mana display (show unlocked elements even with 0 mana) - Remove blocking/dodging mechanics (player has no health): - Replace Seer's foresight with criticalMastery - Replace Warden's defensive skills with mana efficiency skills - Replace Strider's evasive with fluidMotion - Add guardian barriers (50% of HP, doesn't regenerate) - Add floor HP regeneration (scales with floor level, 0 for guardians) - Implement climb-down mechanic: - Cannot switch away from climb while above floor 1 - Must fight through each floor to exit - Exit Spire button triggers descent - Update UI to show barrier bar and descent status
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54
worklog.md
54
worklog.md
@@ -610,3 +610,57 @@ Stage Summary:
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- Transference mana type verified and working
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- Crafting slice TODOs resolved with proper skill integration
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- All lint checks pass
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---
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Task ID: 20
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Agent: Main
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Task: Major gameplay improvements - barriers, HP regen, descent mechanic, skill cleanup
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Work Log:
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- **Fixed transference mana display**:
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- Updated ManaDisplay to show unlocked elements even with 0 mana
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- Previously filtered to elements with current >= 1
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- **Removed blocking/dodging mechanics** (player has no health):
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- Replaced Seer's `foresight` (dodge) with `criticalMastery` (crit damage)
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- Replaced Warden's defensive skills with mana efficiency skills
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- Replaced Strider's `evasive` (dodge) with `fluidMotion` (combo duration)
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- Warden now focuses on mana efficiency and resource management
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- **Added guardian barriers**:
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- Added `barrier` property to GuardianDef in types.ts
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- Added barriers to all 10 guardians (50% of HP)
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- Barriers are extra HP that must be depleted before main HP
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- Barriers do NOT regenerate (one-time shield)
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- UI shows gray barrier bar above main HP when active
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- **Added floor HP regeneration**:
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- Created `getFloorHPRegen()` function - scales with floor level
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- Non-guardian floors regen 1% + 0.2% per floor HP per hour
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- Guardian floors have 0 regen
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- Regen only happens during combat (climbing action)
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- **Implemented climb-down mechanic**:
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- Added `climbDirection` ('up' | 'down') and `isDescending` to GameState
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- Added `floorBarrier` and `floorMaxBarrier` to GameState
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- Created `exitSpire()` function that triggers descent
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- When descending, player must fight through each floor to floor 1
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- Cannot switch away from climb while above floor 1 - must descend first
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- On guardian defeat during descent, no pact is signed
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- Updated UI with descent indicator and exit spire button
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- **Updated SpireTab UI**:
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- Shows barrier bar for guardian floors
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- HP bar grays out when barrier is active
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- Added "Exit Spire" button during climb
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- Shows descent status indicator
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- **Updated store persistence**:
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- Added new fields to partialize function for save/load
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Stage Summary:
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- Guardian barriers add strategic depth - must break shield before damaging
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- Floor HP regen makes higher floors harder without burst DPS
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- Descent mechanic ensures player must survive entire climb in one go
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- Blocking/dodging skills replaced with meaningful alternatives
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- All lint checks pass
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