Update module dependency register and README with new epic documentation and refined next actions. Added SecurityTierZoneFlags module and clarified dependencies in the planning documents.

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- Dependencies: E4.M1, backend world services. - Dependencies: E4.M1, backend world services.
- Stage target: Pre-production. - Stage target: Pre-production.
- **E4.M4 SecurityTierZoneFlags** - **E4.M4 SecurityTierZoneFlags**
- Responsibility: High/contested/low-security tagging and client/server zone risk signaling. - Responsibility: High/contested/low-security tagging and client/server zone risk signaling. `E6.M1` reads `SecurityTier` and `ZonePolicyState` from here; Epic 4 does not depend on Epic 6 modules.
- Key contracts: `SecurityTier`, `ZonePolicyState`, `ZoneEntryWarning`. - Key contracts: `SecurityTier`, `ZonePolicyState`, `ZoneEntryWarning`.
- Dependencies: E4.M1, E6.M1. - Dependencies: E4.M1.
- Stage target: Prototype. - Stage target: Prototype.
### Epic 5 Modules - PvE Combat and Encounter Content ### Epic 5 Modules - PvE Combat and Encounter Content

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3. Use stable IDs (E1, E1.M1, P1.M1, etc.) to preserve traceability. 3. Use stable IDs (E1, E1.M1, P1.M1, etc.) to preserve traceability.
4. Every new slice must reference telemetry and validation where applicable. 4. Every new slice must reference telemetry and validation where applicable.
## Epic Files
| Epic | Document |
|------|----------|
| 1 - Core Player Runtime | [epics/epic_01_core_player_runtime.md](epics/epic_01_core_player_runtime.md) |
| 2 - Classless Progression | [epics/epic_02_classless_progression.md](epics/epic_02_classless_progression.md) |
| 3 - Crafting Economy | [epics/epic_03_crafting_economy.md](epics/epic_03_crafting_economy.md) |
| 4 - World Topology | [epics/epic_04_world_topology.md](epics/epic_04_world_topology.md) |
| 5 - PvE Combat | [epics/epic_05_pve_combat.md](epics/epic_05_pve_combat.md) |
| 6 - PvP Security | [epics/epic_06_pvp_security.md](epics/epic_06_pvp_security.md) |
| 7 - Quest / Faction | [epics/epic_07_quest_faction.md](epics/epic_07_quest_faction.md) |
| 8 - Social / Guild | [epics/epic_08_social_guild.md](epics/epic_08_social_guild.md) |
| 9 - LiveOps / Integrity | [epics/epic_09_liveops_integrity.md](epics/epic_09_liveops_integrity.md) |
Template for new epics or major revisions: [epics/_epic_template.md](epics/_epic_template.md)
## Next Actions ## Next Actions
1. Copy `epics/_epic_template.md` into `epics/epic_01_core_player_runtime.md` through `epics/epic_09_liveops_integrity.md`. 1. Expand slices into engineering tickets; keep module IDs aligned with the master plan.
2. Populate `modules/module_dependency_register.md` while decomposing epics. 2. Populate `modules/module_dependency_register.md` as contracts stabilize.
3. Build milestone execution checklists in `milestones/phase_execution_plan.md`. 3. Refine `milestones/phase_execution_plan.md` with dates and owners when execution starts.

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# Epic 1 - Core Player Runtime (Client Controls + Character Loop)
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 1
- Related modules: E1.M1, E1.M2, E1.M3, E1.M4
## Ownership and success (Level 1)
- **Ownership focus:** Gameplay Engineering + Technical Design
- **Success criteria:** Stable 3D isometric control loop feels responsive and readable across supported hardware tiers.
## Objective
Deliver the foundational client runtime: movement, locked isometric camera, world interaction and targeting, and ability input scaffolding so all other epics can attach gameplay, combat, and content without rewriting controls or presentation.
## Module Breakdown
### E1.M1 - InputAndMovementRuntime
- Responsibility: Character locomotion, click-to-move/path-follow baseline, interaction trigger range checks.
- Key contracts: `MoveCommand`, `PositionState`, `InteractionRequest`
- Dependencies: None
- Stage target: Prototype
### E1.M2 - IsometricCameraController
- Responsibility: Locked isometric camera follow, zoom bands, occlusion handling, no-rotation enforcement.
- Key contracts: `CameraState`, `ZoomBandConfig`, `OcclusionPolicy`
- Dependencies: E1.M1
- Stage target: Prototype
### E1.M3 - InteractionAndTargetingLayer
- Responsibility: World object selection, target lock, focus swap rules, hover/highlight feedback.
- Key contracts: `TargetState`, `InteractableDescriptor`, `SelectionEvent`
- Dependencies: E1.M1
- Stage target: Prototype
### E1.M4 - AbilityInputScaffold
- Responsibility: Hotbar bindings, cooldown slot UI hooks, ability activation request path to combat systems.
- Key contracts: `AbilityCastRequest`, `HotbarLoadout`, `CooldownSnapshot`
- Dependencies: E1.M3, E5.M1
- Stage target: Prototype
## Implementation Slices (Backlog-Ready)
### Slice 1 - Movement and position sync
- Scope: Server-authoritative or client-predicted movement baseline with `MoveCommand` / `PositionState` reconciliation suitable for multiplayer tests.
- Dependencies: E1.M1
- Acceptance criteria:
- Avatar moves reliably in the prototype district without rubber-banding artifacts above agreed thresholds.
- Interaction range checks use a single source of truth for distance.
- Telemetry hooks: `session_start`, movement sample or `position_tick` (lightweight), `interaction_attempt` failures.
### Slice 2 - Locked isometric camera
- Scope: E1.M2 end-to-end: follow-center, zoom bands, occlusion policy, no rotation.
- Dependencies: E1.M1
- Acceptance criteria:
- Camera never rotates; zoom stays within configured bands; player remains readable during motion.
- Telemetry hooks: `camera_zoom_changed` (optional throttled), occluder stress markers if needed for perf.
### Slice 3 - Interaction, targeting, and ability input wiring
- Scope: E1.M3 + E1.M4 with stub or live combat consumer for `AbilityCastRequest`.
- Dependencies: E1.M2, E5.M1 (minimum combat hook)
- Acceptance criteria:
- Players can select targets/interactables and fire hotbar-bound abilities when combat module accepts casts.
- Telemetry hooks: `target_changed`, `ability_cast_requested`, `ability_cast_denied` with reason codes.
## Risks and Mitigations
- Risk: Input latency or camera occlusion hides telegraphs in isometric view.
- Mitigation: Tune occlusion policy and feedback early; add readability checklist to prototype gates.
- Risk: Movement and interaction diverge between client prediction and server.
- Mitigation: Single reconciliation ruleset; log desync events via E9.M1 taxonomy.
## Definition of Done
- Functional behavior validated for prototype region.
- Dependencies on E5.M1 for E1.M4 are documented and integration-tested.
- Telemetry events emitted per slice where valid E9.M1 schema exists.
- No blocker defects for prototype demo of core loop.

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# Epic 2 - Classless Skill and Progression Framework
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.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.

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# Epic 3 - Crafting, Gathering, and Itemization Economy
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 3
- Related modules: E3.M1, E3.M2, E3.M3, E3.M4, E3.M5
## Ownership and success (Level 1)
- **Ownership focus:** Economy Design + Content Engineering
- **Success criteria:** Crafting is a primary progression lane with healthy supply-demand loops and consistent item relevance.
## Objective
Implement gathering from world nodes, item/inventory representation, recipe execution, and later durability/sinks and economy policy so players can complete gather-refine-craft-use loops that matter for combat and quests.
## Module Breakdown
### E3.M1 - ResourceNodeAndGatherLoop
- Responsibility: Node spawning, gather interaction, resource output events.
- Key contracts: `ResourceNodeDef`, `GatherResult`, `ResourceYieldTable`
- Dependencies: E1.M3, E2.M2
- Stage target: Prototype
### E3.M2 - RefinementAndRecipeExecution
- Responsibility: Raw-to-refined processing and recipe crafting execution pipeline.
- Key contracts: `RecipeDef`, `CraftRequest`, `CraftResult`
- Dependencies: E3.M1, E3.M3
- Stage target: Prototype
### E3.M3 - ItemizationAndInventorySchema
- Responsibility: Item definitions, rarity/quality fields, stackability and equipment metadata.
- Key contracts: `ItemDef`, `ItemInstance`, `InventorySlot`
- Dependencies: None
- Stage target: Prototype
### E3.M4 - SinkAndDurabilityLifecycle
- Responsibility: Item decay/consumption/repair sinks that sustain market demand.
- Key contracts: `DurabilityState`, `ItemSinkEvent`, `RepairCostRule`
- Dependencies: E3.M3, E8.M3
- Stage target: Pre-production
### E3.M5 - EconomyBalancePolicy
- Responsibility: Faucet/sink parameter set and guardrails for inflation/deflation.
- Key contracts: `EconomyPolicy`, `PriceBandRule`, `FaucetSinkRatio`
- Dependencies: E3.M4, E9.M2
- Stage target: Pre-production
## Implementation Slices (Backlog-Ready)
### Slice 1 - Items and inventory MVP
- Scope: E3.M3 with equipment/consumable slots sufficient for prototype loadouts and quests.
- Dependencies: None
- Acceptance criteria:
- Craft outputs and quest rewards land in inventory deterministically.
- Item schema versioned for forward-compatible migrations.
- Telemetry hooks: `item_created`, `inventory_full` / transfer failures.
### Slice 2 - Gather nodes and outputs
- Scope: E3.M1 with 4-6 node types and yield tables; awards crafting/gathering XP via E2.M2.
- Dependencies: E3.M3, E1.M3, E2.M2
- Acceptance criteria:
- Full gather interaction in prototype region without dupes or free resources.
- Telemetry hooks: `resource_gathered`, `gather_node_depleted`.
### Slice 3 - Recipes and crafting pipeline
- Scope: E3.M2 with 8-12 starter recipes per prototype minimums.
- Dependencies: E3.M1, E3.M3
- Acceptance criteria:
- Player completes gather to refine to usable item used in combat or quest.
- Telemetry hooks: `item_crafted`, `craft_failed` with reason, time-to-first-craft.
### Slice 4 - Sinks and economy policy (pre-production)
- Scope: E3.M4 + E3.M5 with tuning hooks and validation against outliers.
- Dependencies: E8.M3 (market settlement optional), E9.M2
- Acceptance criteria:
- At least one durable sink is live; policy alerts on faucet/sink ratio breaches.
- Telemetry hooks: `item_sink`, `repair_performed`, economy KPI aggregates.
## Risks and Mitigations
- Risk: Crafting bypassed by drops or NPC vendors.
- Mitigation: Prototype quest requires crafted item; monitor gather-to-craft conversion.
- Risk: Exploit duplication or negative stacks.
- Mitigation: Server-authoritative craft and inventory; integrity signals via E9.M4.
## Definition of Done
- Prototype gather-craft loop meets plan pass/fail gates.
- Pre-production adds sinks and policy with dashboard visibility.

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# Epic 4 - World Topology and Zone Infrastructure
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 4
- Related modules: E4.M1, E4.M2, E4.M3, E4.M4
## Ownership and success (Level 1)
- **Ownership focus:** Online/Backend Engineering + World Design
- **Success criteria:** Mostly seamless open world runs reliably with predictable transitions and low-disruption handoffs.
## Objective
Represent the world as a zone graph with travel rules, security-tier signaling for PvP policy, and later spawn ecology and seamless handoffs so content scales from one district to regional scope without rewiring fundamentals.
## Module Breakdown
### E4.M1 - ZoneGraphAndTravelRules
- Responsibility: Regional zone graph, transition links, movement and travel constraints.
- Key contracts: `ZoneDef`, `ZoneEdge`, `TravelRule`
- Dependencies: None
- Stage target: Prototype
### E4.M2 - SpawnEcologyController
- Responsibility: Resource and NPC spawn profiles per zone, respawn pacing, depletion recovery.
- Key contracts: `SpawnProfile`, `RespawnRule`, `ZoneEcologyState`
- Dependencies: E4.M1, E3.M1, E5.M2
- Stage target: Pre-production
### E4.M3 - SeamlessHandoffAndRegionState
- Responsibility: Cross-region handoff behavior and region authority ownership boundaries.
- Key contracts: `RegionHandoffEvent`, `RegionAuthority`, `TransferState`
- Dependencies: E4.M1, backend world services
- Stage target: Pre-production
### E4.M4 - SecurityTierZoneFlags
- Responsibility: High/contested/low-security tagging and client/server zone risk signaling.
- Key contracts: `SecurityTier`, `ZonePolicyState`, `ZoneEntryWarning`
- Dependencies: E4.M1
- Stage target: Prototype
## Implementation Slices (Backlog-Ready)
### Slice 1 - Prototype district zone graph
- Scope: E4.M1 defining hub, PvE pocket, and edge zones with valid transitions.
- Dependencies: None
- Acceptance criteria:
- Server and client agree on current zone id for every player.
- Travel rules prevent illegal shortcuts.
- Telemetry hooks: `zone_enter`, `zone_exit`, invalid transition attempts.
### Slice 2 - Security tier tagging and UI hooks
- Scope: E4.M4 on E4.M1: per-zone `SecurityTier`, `ZonePolicyState`, and entry-warning payloads. E6.M1 subscribes to this data for PvP eligibility (implemented in Epic 6; no circular module dependency).
- Dependencies: E4.M1
- Acceptance criteria:
- Server-authoritative tier matches client display for each zone transition; entry-warning contract is stable for E6.M2 to consume.
- Telemetry hooks: `security_zone_enter`, `security_zone_exit` (aligned with PvP events).
### Slice 3 - Spawn ecology (pre-production)
- Scope: E4.M2 driving node and NPC densities per zone from data.
- Dependencies: E4.M1, E3.M1, E5.M2
- Acceptance criteria:
- No zone starvation or infinite respawn exploits in test scenarios.
- Telemetry hooks: `spawn_wave`, ecology depletion/recovery markers.
### Slice 4 - Seamless handoff spike (pre-production)
- Scope: E4.M3 minimal viable handoff between two regions with authority transfer.
- Dependencies: backend world services
- Acceptance criteria:
- Handoff completes without duplicate entities; rollback path documented.
- Telemetry hooks: `region_handoff_start`, `region_handoff_complete`, failures.
## Risks and Mitigations
- Risk: Zone/security inconsistencies between client and server.
- Mitigation: Server is source of truth; client prediction only for display.
- Risk: Premature seamless complexity for solo dev.
- Mitigation: Prototype stays single region; handoff is gated pre-production slice.
## Definition of Done
- Prototype zone and security signaling validated with Epic 6.
- Pre-production spawns and handoffs meet stage gates in master plan.

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# Epic 5 - PvE Combat and Encounter Content
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 5
- Related modules: E5.M1, E5.M2, E5.M3, E5.M4
## Ownership and success (Level 1)
- **Ownership focus:** Combat Design + Encounter Design
- **Success criteria:** PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play.
## Objective
Deliver tab-target combat resolution, NPC behaviors and telegraphs, encounter templates with rewards, and optional group scaling so PvE is the mandatory progression path with readable isometric presentation.
## Module Breakdown
### E5.M1 - CombatRulesEngine
- Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing.
- Key contracts: `CombatAction`, `CombatResolution`, `ThreatState`
- Dependencies: E1.M3, E2.M2
- Stage target: Prototype
### E5.M2 - NpcAiAndBehaviorProfiles
- Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling.
- Key contracts: `NpcBehaviorDef`, `TelegraphEvent`, `AggroRule`
- Dependencies: E5.M1
- Stage target: Prototype
### E5.M3 - EncounterAndRewardTables
- Responsibility: Encounter setup templates, completion criteria, reward drop routing.
- Key contracts: `EncounterDef`, `RewardTable`, `EncounterCompleteEvent`
- Dependencies: E5.M1, E3.M3, E7.M2
- Stage target: Prototype
### E5.M4 - GroupCombatScaling
- Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks.
- Key contracts: `ScalingProfile`, `PartySizeModifier`, `CombatDifficultyBand`
- Dependencies: E5.M3, E8.M1
- Stage target: Pre-production
## Implementation Slices (Backlog-Ready)
### Slice 1 - Combat rules MVP
- Scope: E5.M1 with target lock, basic attacks, 4-6 abilities, cooldowns/resources per prototype scope.
- Dependencies: E1.M3, E2.M2
- Acceptance criteria:
- Combat readable in fixed isometric camera; no silent failures on ability deny.
- Telemetry hooks: `encounter_start`, `ability_used`, `player_death`, `enemy_defeat`.
### Slice 2 - NPC archetypes and telegraphs
- Scope: E5.M2 for three archetypes: melee pressure, ranged control, elite mini-boss.
- Dependencies: E5.M1
- Acceptance criteria:
- Telegraph timing matches UI feedback; aggro rules deterministic.
- Telemetry hooks: `telegraph_fired`, `npc_state_transition`.
### Slice 3 - Encounters and loot routing
- Scope: E5.M3 wired to E3.M3 and E7.M2 for rewards and quest progress.
- Dependencies: E5.M2, E3.M3, E7.M2
- Acceptance criteria:
- Completing defined encounters grants expected items/quest credit once.
- Telemetry hooks: `encounter_complete`, reward attribution.
### Slice 4 - Group scaling (pre-production)
- Scope: E5.M4 with party-sized modifiers behind E8.M1.
- Dependencies: E8.M1
- Acceptance criteria:
- Duo run remains challenging but fair; metrics show no trivial farm spike.
- Telemetry hooks: `party_combat_scaling_applied`.
## Risks and Mitigations
- Risk: Tab-target feels sluggish or opaque.
- Mitigation: Prototype readability gate; instrument time in combat and failure reasons.
- Risk: Loot tables desync from item schema.
- Mitigation: Shared validation in content pipeline; lint reward references.
## Definition of Done
- Prototype combat, archetypes, and encounters meet documented minimums in master plan.
- Telemetry covers combat health KPIs.

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# Epic 6 - PvP Security Zones and Fairness Rules
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 6
- Related modules: E6.M1, E6.M2, E6.M3, E6.M4
## Ownership and success (Level 1)
- **Ownership focus:** Systems Design + Online Engineering + Trust/Safety
- **Success criteria:** PvP is compelling for participants while remaining fully optional and non-blocking for progression.
## Objective
Implement security-zone based PvP opt-in, clear consent and risk UX, reward parity with PvE/crafting paths, and later loss/anti-grief rules so PvE-first players never need PvP to progress.
## Module Breakdown
### E6.M1 - PvPEligibilityAndFlagState
- Responsibility: PvP enablement logic by zone state and explicit opt-in context.
- Key contracts: `PvPFlagState`, `EligibilityRule`, `PvPStateChanged`
- Dependencies: E4.M4
- Stage target: Prototype
### E6.M2 - ConsentAndRiskUxSignals
- Responsibility: Entry warnings, in-zone risk UI, and clear state communication for PvP status.
- Key contracts: `RiskPrompt`, `ZoneRiskState`, `PvPIndicatorState`
- Dependencies: E6.M1, E1.M2
- Stage target: Prototype
### E6.M3 - LossPenaltyAndAntiGriefRules
- Responsibility: Death/loss rules in PvP contexts plus spawn protection and abuse mitigation.
- Key contracts: `PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`
- Dependencies: E6.M1, E9.M4
- Stage target: Pre-production
### E6.M4 - RewardParityEnforcer
- Responsibility: Guarantee functional equivalents for PvP rewards through PvE/crafting paths.
- Key contracts: `RewardParityMap`, `EquivalentPowerBand`, `ParityViolationAlert`
- Dependencies: E3.M2, E5.M3, E7.M2
- Stage target: Prototype
## Implementation Slices (Backlog-Ready)
### Slice 1 - Zone-based PvP flag core
- Scope: E6.M1 driven by E4.M4 security tiers; high-sec blocks combat between players.
- Dependencies: E4.M4
- Acceptance criteria:
- Server-enforced eligibility; no client-only PvP toggles.
- Telemetry hooks: `pvp_state_changed`, `pvp_zone_enter`, `pvp_zone_exit`.
### Slice 2 - Consent and risk UX
- Scope: E6.M2 prompts on low-sec entry and persistent in-HUD indicator.
- Dependencies: E6.M1, E1.M2
- Acceptance criteria:
- Non-PvP testers report clear understanding without coaching.
- Telemetry hooks: `risk_prompt_shown`, `risk_prompt_accepted`, `risk_prompt_declined`.
### Slice 3 - Reward parity validation
- Scope: E6.M4 enforcing mapping for prototype sidegrade example.
- Dependencies: E3.M2, E5.M3, E7.M2
- Acceptance criteria:
- Every PvP-only functional reward has validated PvE/crafting equivalent per policy.
- Telemetry hooks: `parity_violation`, `parity_grant_path_completed`.
### Slice 4 - Loss and anti-grief (pre-production)
- Scope: E6.M3 with spawn protection timers and strike escalation hooks to E9.M4.
- Dependencies: E9.M4
- Acceptance criteria:
- Repeat killer patterns detectable in tests; abused spawns protected.
- Telemetry hooks: `pvp_death`, `spawn_protection_applied`, `grief_flag_raised`.
## Risks and Mitigations
- Risk: PvP feels mandatory due to reward leakage.
- Mitigation: Parity enforcer blocks ship if mapping incomplete; KPI audit on non-PvP completion.
- Risk: Griefing destroys new-player trust.
- Mitigation: High-sec safe hubs; anti-grief telemetry and fast iteration on rules.
## Definition of Done
- Prototype passes PvP optionality and parity gates from master plan.
- Pre-production tightens loss and abuse response with operational hooks.

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# Epic 7 - Questing, Narrative, and Faction Reputation
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 7
- Related modules: E7.M1, E7.M2, E7.M3, E7.M4
## Ownership and success (Level 1)
- **Ownership focus:** Narrative Design + Quest Design + Tools
- **Success criteria:** Quest content provides clear progression direction, worldbuilding depth, and durable midgame engagement.
## Objective
Provide a quest state machine and reward routing that ties gathering, crafting, and combat into guided and repeatable content, plus faction reputation and contract generation for midgame durability.
## Module Breakdown
### E7.M1 - QuestStateMachine
- Responsibility: Quest start/step/complete state transitions and persistence.
- Key contracts: `QuestDef`, `QuestStepState`, `QuestStateTransition`
- Dependencies: E3.M2, E5.M1
- Stage target: Prototype
### E7.M2 - RewardAndUnlockRouter
- Responsibility: Route quest outputs to XP, items, unlocks, and reputation.
- Key contracts: `QuestRewardBundle`, `UnlockGrant`, `RewardDeliveryEvent`
- Dependencies: E2.M2, E3.M3, E7.M1
- Stage target: Prototype
### E7.M3 - FactionReputationLedger
- Responsibility: Track faction standing and gate faction-specific contracts/content.
- Key contracts: `FactionStanding`, `ReputationDelta`, `FactionGateRule`
- Dependencies: E7.M1
- Stage target: Pre-production
### E7.M4 - ContractMissionGenerator
- Responsibility: Semi-procedural repeatable contract generation with difficulty/reward bands.
- Key contracts: `ContractTemplate`, `ContractSeed`, `ContractOutcome`
- Dependencies: E4.M1, E5.M3, E7.M3
- Stage target: Pre-production
## Implementation Slices (Backlog-Ready)
### Slice 1 - Quest core and persistence
- Scope: E7.M1 supporting branching steps and failure/reset rules for prototype chain.
- Dependencies: E3.M2, E5.M1
- Acceptance criteria:
- 3-5 onboarding quests + one chain requiring gather/craft/combat complete without duped rewards.
- Telemetry hooks: `quest_start`, `quest_step_complete`, `quest_complete`, funnel times.
### Slice 2 - Reward and unlock routing
- Scope: E7.M2 delivering XP, items, blueprint unlocks, and flags for world gates.
- Dependencies: E7.M1, E2.M2, E3.M3
- Acceptance criteria:
- Idempotent reward delivery; replays cannot double-claim.
- Telemetry hooks: `reward_delivery`, `unlock_granted`.
### Slice 3 - Faction ledger (pre-production)
- Scope: E7.M3 gating at least one faction line and mission set.
- Dependencies: E7.M1
- Acceptance criteria:
- Reputation deltas auditable; gates fail closed on tamper.
- Telemetry hooks: `reputation_delta`, `faction_gate_blocked`.
### Slice 4 - Contract generator (pre-production)
- Scope: E7.M4 emitting repeatable contracts from templates by zone difficulty.
- Dependencies: E4.M1, E5.M3, E7.M3
- Acceptance criteria:
- Generated contracts validate against economy and parity rules.
- Telemetry hooks: `contract_issued`, `contract_complete`, reward anomalies.
## Risks and Mitigations
- Risk: Quest scripting becomes engineering-heavy for solo dev.
- Mitigation: Data-first `QuestDef` schema; templates in decomposition tools path.
- Risk: Rewards break parity or economy.
- Mitigation: Lint bundles against E6.M4 and E3.M5 policies.
## Definition of Done
- Prototype quest counts and integrated chain meet master plan minimums.
- Pre-production adds faction + contracts with validation.

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# Epic 8 - Social, Guild/Corp, and Cooperative Features
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 8
- Related modules: E8.M1, E8.M2, E8.M3, E8.M4
## Ownership and success (Level 1)
- **Ownership focus:** Social Systems + Online Services
- **Success criteria:** Players can easily form long-term social bonds and group structures that improve retention.
## Objective
Enable party assembly for cooperative play, player trade and marketplace settlement supporting crafting economy, chat with moderation hooks, and later guild/corp progression tied to faction/social goals.
## Module Breakdown
### E8.M1 - PartyAndMatchAssembly
- Responsibility: Party creation/invite/ready-state flow for cooperative activities.
- Key contracts: `PartyState`, `InviteEvent`, `RolePreference`
- Dependencies: E1.M3
- Stage target: Pre-production
### E8.M2 - GuildCorpProgressionState
- Responsibility: Guild/corp membership, rank permissions, and shared progression tracks.
- Key contracts: `GuildState`, `GuildRolePolicy`, `GuildProgressionEvent`
- Dependencies: E8.M1, E7.M3
- Stage target: Production
### E8.M3 - PlayerTradeAndMarketplace
- Responsibility: Listing, trade, purchase, and settlement flows for player economy.
- Key contracts: `MarketListing`, `TradeOffer`, `SettlementEvent`
- Dependencies: E3.M3, E3.M5
- Stage target: Pre-production
### E8.M4 - ChatModerationAndReporting
- Responsibility: Channel chat, report pipeline, moderation action logs and escalation hooks.
- Key contracts: `ChatMessageEvent`, `PlayerReport`, `ModerationAction`
- Dependencies: E9.M4
- Stage target: Pre-production
## Implementation Slices (Backlog-Ready)
### Slice 1 - Party invites and baseline sync
- Scope: E8.M1 for invite, accept, leave, and party-scoped instance hooks if needed.
- Dependencies: E1.M3
- Acceptance criteria:
- Party membership consistent server-side; UI reflects state.
- Telemetry hooks: `party_formed`, `party_disbanded`, invite failures.
### Slice 2 - Direct trade and listing MVP
- Scope: E8.M3 minimal trade window plus optional listings with fees tuned by E3.M5.
- Dependencies: E3.M3, E3.M5
- Acceptance criteria:
- Duplication and cancel-edge cases covered; settlement atomic on server.
- Telemetry hooks: `trade_completed`, `listing_created`, `purchase_completed`, fraud flags.
### Slice 3 - Chat and reporting
- Scope: E8.M4 with rate limits, report reasons, and audit log export path to E9.M4.
- Dependencies: E9.M4
- Acceptance criteria:
- Moderation can trace message id to action history in test.
- Telemetry hooks: `chat_message_sent`, `player_report filed`, `moderation_action`.
### Slice 4 - Guild/corp progression (production)
- Scope: E8.M2 with ranks, permissions, and shared contracts tied to E7.M3.
- Dependencies: E8.M1, E7.M3
- Acceptance criteria:
- Corp progress cannot be griefed by solo permission bypass.
- Telemetry hooks: `guild_progression_event`, permission denials.
## Risks and Mitigations
- Risk: Marketplace enables RMT/exploit duplication.
- Mitigation: Server settlement; integrity signals; economy policy alerts.
- Risk: Chat toxicity unsustainable for solo ops.
- Mitigation: Channel controls, strong report pipeline before scaling users.
## Definition of Done
- Pre-production delivers party, trade/market MVP, chat/reporting aligned to operational plan.
- Production gates guild features behind social health metrics.

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# Epic 9 - LiveOps, Telemetry, and Game Integrity
## Source Anchors
- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 9
- Related modules: E9.M1, E9.M2, E9.M3, E9.M4
## Ownership and success (Level 1)
- **Ownership focus:** Live Operations + Data/Analytics + Security
- **Success criteria:** Team can operate, balance, and protect the game continuously post-launch with fast feedback loops.
## Objective
Establish event taxonomy, KPI visibility, remote balance tuning where safe, and integrity/incident workflows so solo operation can detect regressions, abuse, and economy drift early.
## Module Breakdown
### E9.M1 - TelemetryEventSchema
- Responsibility: Canonical event taxonomy covering session, progression, economy, combat, and PvP events.
- Key contracts: `TelemetryEvent`, `EventSchemaVersion`, `ClientEventEnvelope`
- Dependencies: None
- Stage target: Prototype
### E9.M2 - KpiDashboardsAndAlerting
- Responsibility: KPI aggregation, dashboard surfaces, trend alerts, and milestone gate signals.
- Key contracts: `KpiDefinition`, `AlertThreshold`, `MilestoneGateSignal`
- Dependencies: E9.M1
- Stage target: Pre-production
### E9.M3 - LiveBalanceControlPlane
- Responsibility: Runtime-safe tuning of combat, progression, and economy parameters.
- Key contracts: `BalancePatch`, `ConfigVersion`, `RolloutState`
- Dependencies: E9.M2, E5.M1, E2.M4, E3.M5
- Stage target: Production
### E9.M4 - IntegrityAndAbuseResponse
- Responsibility: Bot/exploit detection signals, incident triage, and response workflows.
- Key contracts: `IntegritySignal`, `IncidentTicket`, `EnforcementAction`
- Dependencies: E9.M1
- Stage target: Pre-production
## Implementation Slices (Backlog-Ready)
### Slice 1 - Baseline event SDK and schema versioning
- Scope: E9.M1 with client envelope, batching, privacy guardrails, and schema version bumps.
- Dependencies: None
- Acceptance criteria:
- Prototype funnel events match master plan baseline list; breaking changes versioned.
- Telemetry hooks: `schema_version_mismatch`, ingest errors.
### Slice 2 - Minimal dashboards for prototype gates
- Scope: E9.M2 dashboards A/B/E subset for onboarding, loop health, and PvP optionality.
- Dependencies: E9.M1
- Acceptance criteria:
- Each prototype pass/fail gate has at read one chart or query.
- Telemetry hooks: alert firing on thresholds defined in KPI section.
### Slice 3 - Integrity pipeline and incidents
- Scope: E9.M4 correlating integrity signals to tickets and enforcement actions with audit trail.
- Dependencies: E9.M1
- Acceptance criteria:
- Known exploit replay test produces ticket + action log.
- Telemetry hooks: `integrity_signal`, `incident_open`, `enforcement_action`.
### Slice 4 - Live balance control plane (production)
- Scope: E9.M3 applies signed `BalancePatch` bundles to combat/progression/economy knobs with rollout states.
- Dependencies: E9.M2, E5.M1, E2.M4, E3.M5
- Acceptance criteria:
- Rollback path for bad patch within agreed SLO; diff visible in ops UI.
- Telemetry hooks: `balance_patch_applied`, client config hash.
## Risks and Mitigations
- Risk: Telemetry noise obscures real issues.
- Mitigation: Decision-driven instrumentation rules from master plan; sampling strategy.
- Risk: Remote tuning causes live incidents.
- Mitigation: Staged rollout, automated rollback, parity checks with E6.M4/E3.M5.
## Definition of Done
- Prototype runs with E9.M1 + minimal E9.M2 visibility.
- Pre-production adds integrity workflows; production adds E9.M3 with governance.

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| E2.M2 | XpAwardAndLevelEngine | E2.M1 | XpGrantEvent, LevelUpEvent | Prototype | Planned | | E2.M2 | XpAwardAndLevelEngine | E2.M1 | XpGrantEvent, LevelUpEvent | Prototype | Planned |
| E3.M2 | RefinementAndRecipeExecution | E3.M1, E3.M3 | CraftRequest, CraftResult | Prototype | Planned | | E3.M2 | RefinementAndRecipeExecution | E3.M1, E3.M3 | CraftRequest, CraftResult | Prototype | Planned |
| E5.M1 | CombatRulesEngine | E1.M3, E2.M2 | CombatAction, CombatResolution | Prototype | Planned | | E5.M1 | CombatRulesEngine | E1.M3, E2.M2 | CombatAction, CombatResolution | Prototype | Planned |
| E4.M4 | SecurityTierZoneFlags | E4.M1 | SecurityTier, ZonePolicyState, ZoneEntryWarning | Prototype | Planned |
| E6.M1 | PvPEligibilityAndFlagState | E4.M4 | PvPFlagState, EligibilityRule | Prototype | Planned | | E6.M1 | PvPEligibilityAndFlagState | E4.M4 | PvPFlagState, EligibilityRule | Prototype | Planned |
| E7.M1 | QuestStateMachine | E3.M2, E5.M1 | QuestStateTransition | Prototype | Planned | | E7.M1 | QuestStateMachine | E3.M2, E5.M1 | QuestStateTransition | Prototype | Planned |
| E9.M1 | TelemetryEventSchema | None | TelemetryEvent envelope | Prototype | Planned | | E9.M1 | TelemetryEventSchema | None | TelemetryEvent envelope | Prototype | Planned |