Docs: Update GAME_BRIEFING.md after Task 2 completion
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# Mana-Loop: Comprehensive Game Briefing Document # Mana-Loop: Comprehensive Game Briefing Document
**Document Version:** 1.0 **Document Version:** 1.1
**Generated:** Game Systems Analysis **Generated:** Game Systems Analysis
**Updated:** After Task 2 Completion
--- ---
@@ -67,15 +68,28 @@
| Action | Effect | Time Cost | | Action | Effect | Time Cost |
|--------|--------|-----------| |--------|--------|-----------|
| **Meditate** | Regen mana with meditation bonus multiplier | Passive | | **Meditate** | Regen mana with meditation bonus multiplier | Passive (auto-selected after actions) |
| **Climb** | Progress through spire floors, cast spells | Active combat | | **Climb** | Progress through spire floors, cast spells | Active combat |
| **Study** | Learn skills/spells, requires mana cost | Hours per level | | **Study** | Learn skills/spells, requires mana cost | Hours per level |
| **Craft** | Create/enchant equipment | Hours per stage | | **Craft** | Create/enchant equipment | Hours per stage |
| **Convert** | Auto-convert raw mana to elements | Per tick | | **Convert** | Auto-convert raw mana to elements | Per tick |
| **Design** | Create enchantment designs | Hours | | **Design** | Create enchantment designs (limited to owned gear types) | Hours |
| **Prepare** | Ready equipment for enchanting | Hours + mana | | **Prepare** | Ready equipment for enchanting (disabled for non-enchanted items) | Hours + mana |
| **Enchant** | Apply enchantment to equipment | Hours + mana | | **Enchant** | Apply enchantment to equipment | Hours + mana |
### ActionButtons Rework (Task 2)
**Changes Made:**
- **Manual action selection removed**: Players can no longer manually select actions from a list
- **Auto-transition to Meditate**: After completing Design, Prepare, Enchant, or Craft actions, the game automatically transitions to **Meditate** state
- **Simplified UI**: The ActionButtons component now displays only the current action with a progress indicator
- **Spire Mode integration**: Action buttons are hidden when in Spire Mode (climbing simplified UI)
**Implementation:**
- `currentAction` state tracks the active action
- Crafting slice sets `currentAction: 'meditate'` when actions complete
- `ACTION_CONFIG` maps actions to display configs (label, icon, color)
--- ---
## Mana System ## Mana System
@@ -86,10 +100,11 @@
Raw Mana (Base Resource) Raw Mana (Base Resource)
├──▶ Base Elements (7) ─────────────────────────────────────┐ ├──▶ Base Elements (7) ─────────────────────────────────────┐
│ Fire, Water, Air, Earth, Light, Dark, Death │ Fire*, Water*, Air*, Earth*, Light, Dark, Death │
│ *Locked at start - must be unlocked │
│ │ │ │
├──▶ Utility Element (1) ───────────────────────────────────┤ ├──▶ Utility Element (1) ───────────────────────────────────┤
│ Transference (Enchanter attunement) │ Transference (Enchanter attunement - UNLOCKED at start)
│ │ │ │
├──▶ Compound Elements (3) ── Created from 2 base ──────────┤ ├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
│ Metal = Fire + Earth │ │ Metal = Fire + Earth │
@@ -102,6 +117,8 @@ Raw Mana (Base Resource)
Void = Dark + Dark + Death │ Void = Dark + Dark + Death │
``` ```
**Note:** Fire, Water, Air, and Earth elements are **locked at start**. Only Transference is unlocked initially. Players must unlock the base elements through gameplay (element unlocking system).
### Mana Formulas ### Mana Formulas
**Maximum Raw Mana:** **Maximum Raw Mana:**
@@ -132,6 +149,19 @@ With Void Meditation skill: 5.0x after 8 hours
- Enchanter: Raw → Transference at 0.2/hour base (scales with level) - Enchanter: Raw → Transference at 0.2/hour base (scales with level)
- Fabricator: Raw → Earth at 0.25/hour base (scales with level) - Fabricator: Raw → Earth at 0.25/hour base (scales with level)
### Starting Elements
| Element | Unlocked at Start |
|---------|-------------------|
| Transference | ✅ Yes |
| Fire | ❌ No |
| Water | ❌ No |
| Air | ❌ No |
| Earth | ❌ No |
| Light | ❌ No |
| Dark | ❌ No |
| Death | ❌ No |
### Mana Conversion Cost ### Mana Conversion Cost
- **100 Raw Mana = 1 Elemental Mana** (for base elements) - **100 Raw Mana = 1 Elemental Mana** (for base elements)
- Compound/Exotic elements are crafted, not converted - Compound/Exotic elements are crafted, not converted
@@ -315,6 +345,25 @@ aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
## Guardian & Pact System ## Guardian & Pact System
### Spire Mode (Task 2)
**New Feature:** A simplified UI mode for climbing the spire.
**How it works:**
- Click **"Climb the Spire"** button (available when not already in Spire Mode)
- Enters simplified UI showing only essential spire info
- Hides ActionButtons and other tabs
- Focuses on combat progression
- Exit condition: Automatically exits when player chooses to stop climbing
**Implementation:**
- `spireMode` boolean state in game store
- `enterSpireMode()` and `exitSpireMode()` actions
- `simpleMode` prop passed to SpireTab for simplified rendering
- UI conditionally renders based on `store.spireMode`
---
### Guardian Floors & Stats ### Guardian Floors & Stats
| Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk | | Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk |
@@ -630,8 +679,8 @@ Hybrid Skills are advanced skills that require two attunements and combine their
### Equipment Slots ### Equipment Slots
``` ```
mainHand - Staves, Wands, Swords mainHand - Staves (2H), Wands, Swords
offHand - Shields, Catalysts offHand - Shields, Catalysts (blocked by 2-handed weapons)
head - Hoods, Hats, Helms head - Hoods, Hats, Helms
body - Robes, Armor body - Robes, Armor
hands - Gloves, Gauntlets hands - Gloves, Gauntlets
@@ -640,6 +689,21 @@ accessory1 - Rings, Amulets
accessory2 - Rings, Amulets accessory2 - Rings, Amulets
``` ```
### Two-Handed Weapons
**Supported:** The game now supports **2-Handed Weapons** (e.g., Staves).
**Mechanics:**
- 2-handed weapons occupy both the `mainHand` and `offHand` slots
- When a 2-handed weapon is equipped in `mainHand`, the `offHand` slot is **blocked**
- 2-handed weapons cannot be equipped to the `offHand` slot
- The UI displays a "2-Handed" badge on applicable items and shows "Blocked by 2-handed weapon" for blocked slots
**Implementation:**
- Equipment types have a `twoHanded: true` property
- `equipItem()` validates 2-handed weapon constraints
- `isSlotBlocked()` function checks if offhand is blocked by main hand 2H weapon
### Equipment Categories ### Equipment Categories
| Category | Slots | Description | | Category | Slots | Description |
@@ -671,6 +735,7 @@ interface EquipmentInstance {
#### Stage 1: Design #### Stage 1: Design
- Create enchantment design - Create enchantment design
- Select effects from unlocked pool - Select effects from unlocked pool
- **Limited to owned gear types** (cannot design for equipment you don't have)
- Calculate capacity cost - Calculate capacity cost
- Time: Base 1h + 0.5h per effect stack - Time: Base 1h + 0.5h per effect stack
@@ -681,14 +746,17 @@ totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonu
#### Stage 2: Prepare #### Stage 2: Prepare
- Prepare equipment for enchanting - Prepare equipment for enchanting
- **Disabled for non-enchanted items**
- Mana cost: capacity × 10 - Mana cost: capacity × 10
- Time: 2h + 1h per 50 capacity - Time: 2h + 1h per 50 capacity
- **Auto-transitions to Meditate** when complete
#### Stage 3: Apply #### Stage 3: Apply
- Apply enchantment design - Apply enchantment design
- Mana per hour: 20 + 5 per effect stack - Mana per hour: 20 + 5 per effect stack
- Time: 2h + 1h per effect stack - Time: 2h + 1h per effect stack
- Grants Enchanter XP: 1 XP per 10 capacity - Grants Enchanter XP: 1 XP per 10 capacity
- **Auto-transitions to Meditate** when complete
### Enchantment Effect Categories ### Enchantment Effect Categories
@@ -1001,6 +1069,17 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
## Appendix: Known Issues ## Appendix: Known Issues
### Task 2 Updates (Completed)
The following issues/enhancements were completed in Task 2:
1. **Combat UI Casting Bar** - Fixed progress animation
2. **Mana Well Bug** - Fixed Deep Basin perk (+20% Max Mana, was incorrectly 0.20 instead of 1.20)
3. **LootTab** - Removed Transference from essence list (it's a utility element, not a loot drop)
4. **Ascension Skills** - Deleted from the game (were unused/game design change)
5. **Show Component Names** - Fixed debug option to properly display component names in UI
6. **DebugTab** - Added Invoker Debugging Buttons for Pacts (`PactDebug` component)
### Missing Implementations ### Missing Implementations
1. **Field Repair** - Skill exists, no repair system 1. **Field Repair** - Skill exists, no repair system
@@ -1009,6 +1088,8 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
1. **Scroll Crafting** - Removed (violates NO INSTANT FINISHING pillar) 1. **Scroll Crafting** - Removed (violates NO INSTANT FINISHING pillar)
2. **Temporal Memory** - Removed (replaced by better mechanics) 2. **Temporal Memory** - Removed (replaced by better mechanics)
3. **Ascension Skills** - Deleted (Task 2)
4. **Transference from LootTab** - Removed (Task 2, not a lootable essence)
### Balance Concerns ### Balance Concerns
@@ -1018,4 +1099,5 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
--- ---
*Document Version: 1.1 (Updated after Task 2 completion)*
*End of Game Briefing Document* *End of Game Briefing Document*