Docs: Update GAME_BRIEFING.md after Task 2 completion
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m42s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m42s
This commit is contained in:
+90
-8
@@ -1,7 +1,8 @@
|
||||
# Mana-Loop: Comprehensive Game Briefing Document
|
||||
|
||||
**Document Version:** 1.0
|
||||
**Document Version:** 1.1
|
||||
**Generated:** Game Systems Analysis
|
||||
**Updated:** After Task 2 Completion
|
||||
|
||||
---
|
||||
|
||||
@@ -67,15 +68,28 @@
|
||||
|
||||
| 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 |
|
||||
| **Study** | Learn skills/spells, requires mana cost | Hours per level |
|
||||
| **Craft** | Create/enchant equipment | Hours per stage |
|
||||
| **Convert** | Auto-convert raw mana to elements | Per tick |
|
||||
| **Design** | Create enchantment designs | Hours |
|
||||
| **Prepare** | Ready equipment for enchanting | Hours + mana |
|
||||
| **Design** | Create enchantment designs (limited to owned gear types) | Hours |
|
||||
| **Prepare** | Ready equipment for enchanting (disabled for non-enchanted items) | 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
|
||||
@@ -86,10 +100,11 @@
|
||||
Raw Mana (Base Resource)
|
||||
│
|
||||
├──▶ 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) ───────────────────────────────────┤
|
||||
│ Transference (Enchanter attunement) │
|
||||
│ Transference (Enchanter attunement - UNLOCKED at start) │
|
||||
│ │
|
||||
├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
|
||||
│ Metal = Fire + Earth │
|
||||
@@ -102,6 +117,8 @@ Raw Mana (Base Resource)
|
||||
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
|
||||
|
||||
**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)
|
||||
- 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
|
||||
- **100 Raw Mana = 1 Elemental Mana** (for base elements)
|
||||
- Compound/Exotic elements are crafted, not converted
|
||||
@@ -315,6 +345,25 @@ aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
|
||||
|
||||
## 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
|
||||
|
||||
| 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
|
||||
|
||||
```
|
||||
mainHand - Staves, Wands, Swords
|
||||
offHand - Shields, Catalysts
|
||||
mainHand - Staves (2H), Wands, Swords
|
||||
offHand - Shields, Catalysts (blocked by 2-handed weapons)
|
||||
head - Hoods, Hats, Helms
|
||||
body - Robes, Armor
|
||||
hands - Gloves, Gauntlets
|
||||
@@ -640,6 +689,21 @@ accessory1 - 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
|
||||
|
||||
| Category | Slots | Description |
|
||||
@@ -671,6 +735,7 @@ interface EquipmentInstance {
|
||||
#### Stage 1: Design
|
||||
- Create enchantment design
|
||||
- Select effects from unlocked pool
|
||||
- **Limited to owned gear types** (cannot design for equipment you don't have)
|
||||
- Calculate capacity cost
|
||||
- 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
|
||||
- Prepare equipment for enchanting
|
||||
- **Disabled for non-enchanted items**
|
||||
- Mana cost: capacity × 10
|
||||
- Time: 2h + 1h per 50 capacity
|
||||
- **Auto-transitions to Meditate** when complete
|
||||
|
||||
#### Stage 3: Apply
|
||||
- Apply enchantment design
|
||||
- Mana per hour: 20 + 5 per effect stack
|
||||
- Time: 2h + 1h per effect stack
|
||||
- Grants Enchanter XP: 1 XP per 10 capacity
|
||||
- **Auto-transitions to Meditate** when complete
|
||||
|
||||
### Enchantment Effect Categories
|
||||
|
||||
@@ -1001,6 +1069,17 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
|
||||
|
||||
## 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
|
||||
|
||||
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)
|
||||
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
|
||||
|
||||
@@ -1018,4 +1099,5 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
|
||||
|
||||
---
|
||||
|
||||
*Document Version: 1.1 (Updated after Task 2 completion)*
|
||||
*End of Game Briefing Document*
|
||||
|
||||
Reference in New Issue
Block a user