neon-sprawl-archived/docs/decomposition/epics/epic_02_classless_progressi...

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Epic 2 - Classless Skill and Progression Framework

Source Anchors

  • Master epic reference: neon_sprawl_vision.plan.md — Core Epic Map, System Modules Epic 2
  • Related modules: E2.M1, E2.M2, E2.M3, E2.M4

Ownership and success (Level 1)

  • Ownership focus: Systems Design + Gameplay Engineering
  • Success criteria: Any character can train all skills, and progression remains long-term without dead-end grinds.

Objective

Provide a data-driven classless progression layer: skill definitions, XP awards, level curves, and eventually mastery/perk and pacing controls so gathering, crafting, and combat all feed one coherent progression model.

Module Breakdown

E2.M1 - SkillDefinitionRegistry

  • Responsibility: Central catalog for skill metadata, category tags, unlock prerequisites.
  • Key contracts: SkillDef, SkillCategory, UnlockRequirement
  • Dependencies: None
  • Stage target: Prototype

E2.M2 - XpAwardAndLevelEngine

  • Responsibility: XP award rules, level thresholds, level-up event generation.
  • Key contracts: XpGrantEvent, LevelCurve, LevelUpEvent
  • Dependencies: E2.M1
  • Stage target: Prototype
  • Note: E3.M1, E3.M2, and E5.M1 integrate by calling this engine; they are not dependencies for implementing E2.M2 (see Slice 3).

E2.M3 - MasteryAndPerkUnlocks

  • Responsibility: Mastery tracks and perk unlock state for non-class build expression.
  • Key contracts: MasteryTrack, PerkUnlockEvent, PerkState
  • Dependencies: E2.M2
  • Stage target: Pre-production

E2.M4 - ProgressionPacingControls

  • Responsibility: Tuning knobs for progression velocity and catch-up policy enforcement.
  • Key contracts: XpModifierProfile, CatchUpRule, PacingPolicy
  • Dependencies: E2.M2, E9.M2
  • Stage target: Pre-production

Implementation Slices (Backlog-Ready)

Slice 1 - Skill registry and prototype skills

  • Scope: E2.M1 with at least three skills (one gathering, one crafting, one combat) loaded from data.
  • Dependencies: None
  • Acceptance criteria:
    • All prototype activities reference skills by stable IDs.
    • Invalid skill references fail validation in CI or at load time.
  • Telemetry hooks: skill_unlock (if gating exists), schema validation metrics.

Slice 2 - XP engine (E2.M2 core)

  • Scope: Implement XpGrantEvent, LevelCurve, LevelUpEvent, and server-authoritative level resolution on top of SkillDef from E2.M1. No dependency on Epic 3 or Epic 5 modules beyond future call sites.
  • Dependencies: E2.M1 (matches module-level E2.M2 → E2.M1 only).
  • Acceptance criteria:
    • XP and level-up can be triggered from tests or a stub caller without gathering/combat content.
    • Curves and thresholds are data-driven and hot-reloadable or reloadable by policy agreed for prototype.
  • Telemetry hooks: xp_grant, level_up, time-to-first-level-up (once integration slice fires real activity).

Slice 3 - XP award integration at activity sites

  • Scope: Wire gathering (E3.M1), crafting (E3.M2), and combat (E5.M1) to invoke the E2.M2 award API so the three prototype skill lines gain XP from real play.
  • Dependencies: E2.M2, E3.M1, E3.M2, E5.M1 (integration prerequisites; not part of the E2.M2 module dependency list).
  • Acceptance criteria:
    • Visible XP and level-up feedback within first session from real gather/craft/combat actions.
  • Telemetry hooks: xp_grant, level_up, time-to-first-level-up.

Slice 4 - Mastery and pacing (pre-production)

  • Scope: E2.M3 and E2.M4 for first mastery branch and global pacing policy.
  • Dependencies: E2.M2, E9.M2
  • Acceptance criteria:
    • At least one mastery path unlocks a perk without blocking other skills.
    • Pacing policy can be toggled for test cohorts without redeploy where possible.
  • Telemetry hooks: perk_unlock, pacing_profile_applied.

Risks and Mitigations

  • Risk: XP faucets create runaway leveling in one skill.
    • Mitigation: Diminishing returns per slice; monitor skill distribution via E9.M2.
  • Risk: Classless identity feels flat without mastery expression.
    • Mitigation: Ship E2.M3 early in pre-production with one flagship mastery line.

Definition of Done

  • Prototype uses E2.M1 + E2.M2 for all three skill lines.
  • Pre-production adds E2.M3/E2.M4 with documented tuning workflow.
  • Events align with baseline telemetry in master plan.