VinPropane
dd2fef797d
chore: align game-design docs, SkillDef schema, and docs review agent
...
- Hybrid progression: encounter gig XP, mission skill rewards, Slice 3 split
- SkillDef JSON Schema: stable id, gather/process/make/tech, allowedXpSourceKinds
- Prototype skills: salvage, refine, intrusion; expand E2.M1/E2.M2 contracts
- Add docs-review-agent rule, skills coherence review, AGENTS.md row
- gigs/progression/overview/skills cross-links; explicit HTML anchors in skills.md
2026-04-03 21:21:33 -04:00
VinPropane
b7aeccafa9
chore: defer failure XP, respec, synergy to late-stage tuning
2026-04-03 20:44:04 -04:00
VinPropane
c40923d1f9
chore: log Tech skill category roster as agreed solid for v0
2026-04-03 20:40:41 -04:00
VinPropane
681b9a6a95
chore: clarify Rigging vs Hardshell hybrid note in skills roster
2026-04-03 20:38:37 -04:00
VinPropane
08a9e67211
chore: non-combat Rigging use by specialty skill; utility items without hooks
2026-04-03 20:37:57 -04:00
VinPropane
3786bae41e
chore: gig-gate combat deployables and default Make non-consumables in combat
2026-04-03 20:36:39 -04:00
VinPropane
9f7a1e0af8
chore: split armor into Hardshell and Softshell; powered armor on Rigging
2026-04-03 20:34:09 -04:00
VinPropane
a3140e509e
chore: add Edgesmith Make skill for non-gun weapons
2026-04-03 20:29:15 -04:00
VinPropane
38021311aa
chore: keep Food synth Make skill; remove defer note
2026-04-03 20:28:18 -04:00
VinPropane
cc71b79e78
chore: cybernetic replacement cost; old unit likely becomes scrap
2026-04-03 20:27:39 -04:00
VinPropane
c21f65532c
chore: Armtech swappable vs Cybernetics body-integrated—no overlap
2026-04-03 20:27:07 -04:00
VinPropane
ad0d1bc2b5
chore: cybernetics semi-permanent and not gig-gated (Seams + decisions)
2026-04-03 20:26:25 -04:00
VinPropane
39ef946814
chore: add Cybernetics Make skill to skills roster
2026-04-03 20:23:56 -04:00
VinPropane
f6c4cb6b52
fix: stable #seams-gigs-skills anchor for Seams section links
2026-04-03 20:22:53 -04:00
VinPropane
1757e87830
chore: separate Data scrub (data/firmware) from Fab tech
2026-04-03 20:21:23 -04:00
VinPropane
e13043f09a
chore: generalize multi-stage Process note; roster intro for chain shape
2026-04-03 20:20:18 -04:00
VinPropane
b4f72c77e6
chore: document multi-stage Process chains (e.g. Composite work)
2026-04-03 20:19:27 -04:00
VinPropane
3d57013e14
chore: separate Fab tech (PCBs, chips, solenoids) from Refine
2026-04-03 20:17:46 -04:00
VinPropane
30d7608741
chore: split Refine (physical materials) vs Synth-chem prep (bio/chem)
2026-04-03 20:16:47 -04:00
VinPropane
f8d99bfd4d
chore: note overlapping Process/Make production chains in skills doc
2026-04-03 20:14:34 -04:00
VinPropane
8bcd4cba04
chore: define Salvage (consumer/vehicles) vs Quarry (urban infrastructure)
2026-04-03 20:10:42 -04:00
VinPropane
aa655d7a6f
chore: move grim presentation and teen rating target to game design overview
2026-04-03 20:09:02 -04:00
VinPropane
193001c92b
chore: cap grim skill concepts at non-adult-only presentation
2026-04-03 20:06:48 -04:00
VinPropane
ae0ca367e1
chore: document grim Harvest (bio) sourcing in skills roster
2026-04-03 20:05:32 -04:00
VinPropane
b2de73bbaf
chore: drop Reclaim skill; Salvage and Quarry cover the space
2026-04-03 20:04:57 -04:00
VinPropane
5fded86bca
chore: clarify Extraction (earth) vs Quarry (city infrastructure)
2026-04-03 20:02:22 -04:00
VinPropane
feafb4d5a0
chore: format skill roster as per-category tables like gigs
2026-04-03 19:59:40 -04:00
VinPropane
eacd03e5c5
chore: document low-gig specialist path and growing skill roster
2026-04-03 19:58:16 -04:00
VinPropane
3846c23ef2
chore: drop Social skill category from game design skills doc
2026-04-03 19:54:02 -04:00
VinPropane
0fcedd5c09
chore: expand Tech roster with hacking and cyber security skills
2026-04-03 19:53:11 -04:00
VinPropane
d18656d29b
chore: move fab tech into Process / refine family in skill roster
2026-04-03 19:52:08 -04:00
VinPropane
714f98ae4f
chore: v0 skill roster ideas by Gather/Process/Make/Tech/Social
2026-04-03 19:50:21 -04:00
VinPropane
ebbe1f90b2
chore: clarify skill domains vs categories in skills.md
2026-04-03 19:49:07 -04:00
VinPropane
8fa93d6455
chore: add progression.md; make skills.md non-combat-only at top
2026-04-03 19:46:53 -04:00
VinPropane
18f3635fbe
chore: flesh out skills.md — domains, categories, XP, gates, mastery, epics
2026-04-03 19:43:27 -04:00
VinPropane
68419d0396
chore: add docs/game-design/brainstorm/ for loose ideas
2026-04-03 19:41:30 -04:00
VinPropane
8bc7018776
chore: capture hack + bodyguard mission idea (skills + gigs)
2026-04-03 19:40:22 -04:00
VinPropane
49ee930f5d
chore: note likely fourth damage gig later; keep 9-gig v1 roster
2026-04-03 19:29:03 -04:00
VinPropane
29838c8627
chore: cyberpunk-themed gig names (Breach, Cascade, Sightline, …)
2026-04-03 19:27:27 -04:00
VinPropane
4c8239b3bf
chore: add third damage gig Reach (ranged)
2026-04-03 19:25:32 -04:00
VinPropane
6b59ebbbe4
chore: first-draft 8-gig roster (2 per archetype)
2026-04-03 19:23:48 -04:00
VinPropane
a6b33d8a30
chore: PvP gig rules open indefinite pending PvP scope
2026-04-03 19:22:33 -04:00
VinPropane
4c6dc94d5e
chore: defer recruitment channel until broader vision
2026-04-03 19:22:03 -04:00
VinPropane
c07237db39
chore: conditional LFG design — niches, gig+loadout eligibility, multi-select
2026-04-03 19:17:59 -04:00
VinPropane
1ff835dd91
chore: decouple party recruitment from assumed LFG UI
2026-04-03 19:16:21 -04:00
VinPropane
31e7361ab3
chore: passive consumable amp applies from main or sub-gig
2026-04-03 19:13:48 -04:00
VinPropane
a204fb12e3
chore: gig XP only on main gig; sub earns none
2026-04-03 19:12:54 -04:00
VinPropane
8b97835189
chore: add game-design gigs.md artifact; link from overview and skills
2026-04-03 19:09:36 -04:00
VinPropane
8d5974fb74
chore: agree per-gig combat progression
2026-03-31 23:31:15 -04:00
VinPropane
6114dc613c
chore: agree hub-only gig swap (no on-the-fly)
2026-03-31 23:30:06 -04:00
VinPropane
975acf267b
chore: agree soft skill caps with escalating XP per level
2026-03-31 23:29:13 -04:00
VinPropane
72526ebc11
chore: clarify failure XP is per-skill, open; not death penalty
2026-03-31 23:27:15 -04:00
VinPropane
d30ee1c291
chore: agree primary skill XP from doing the activity
2026-03-31 23:25:51 -04:00
VinPropane
0766bbcc9b
chore: mark combat vs non-combat split agreed in decisions log
2026-03-31 23:24:59 -04:00
VinPropane
0f90f9500e
chore: agree sub-gig; drop combinatorial emphasis
2026-03-31 23:23:32 -04:00
VinPropane
e815b42734
chore: document optional FFXI-style sub-gig slot
2026-03-31 23:18:13 -04:00
VinPropane
f41426cdee
chore: multi-gig mastery OK; time-gated by slow gig leveling
2026-03-31 23:16:35 -04:00
VinPropane
db452e9c56
chore: rep character-wide, gig-scoped storylines and main quests
2026-03-31 23:13:48 -04:00
VinPropane
3d3de5b85e
chore: agree consumables baseline + gig amplification seam
2026-03-31 23:12:26 -04:00
VinPropane
a855551a6b
chore: combat gear crafting has no gig dependency
2026-03-31 23:10:49 -04:00
VinPropane
36533a5f98
chore: seam decision — combat gear is gig-restricted
2026-03-31 23:07:58 -04:00
VinPropane
bb23b155a6
chore: lock game-design vocabulary (gig vs skill)
2026-03-31 23:06:10 -04:00
VinPropane
08673b6e59
chore: document hybrid combat gigs + classless non-combat skills
2026-03-31 23:00:46 -04:00
VinPropane
e929f60e8a
chore: add game-design skills vision doc
2026-03-31 22:44:10 -04:00
VinPropane
55c4396da7
chore: fold professions into skills stub in game-design overview
2026-03-31 22:40:46 -04:00
VinPropane
afe6eed53c
chore: expand game-design overview planned topic stubs
2026-03-31 22:35:58 -04:00
VinPropane
a8dd1b22cd
chore: add game-design overview as master index
2026-03-31 22:33:39 -04:00
VinPropane
ff60b129cd
chore: add docs/game-design for vision and mechanics notes
2026-03-31 22:32:09 -04:00
VinPropane
107eda77d8
chore: add CT content-tooling track and vision plan tooling epic
...
- Add docs/decomposition/tooling/internal_authoring.md and CT.M1–M3 module stubs
- Register CT modules and cross-cutting section in decomposition README
- Add internal-content-authoring execution plan
- Extend neon_sprawl_vision.plan.md with Tooling epic (CT) in Core Epic Map and modules
2026-03-30 23:18:40 -04:00
VinPropane
e2d64a7a57
NS-17: PostgreSQL position persistence and integration tests
...
Wire IPositionStateStore to Npgsql when ConnectionStrings:NeonSprawl is set,
with versioned DDL under server/db/migrations and a shared PostgresPositionBootstrap
for schema plus dev-player seeding at host startup. In-memory tests override Postgres
registrations when CI sets the connection string globally.
Add GitHub Actions Postgres service for dotnet test, server README updates,
decomposition and implementation-plan docs, code review write-up, and C# brace
conventions in csharp-style rule.
2026-03-30 22:55:17 -04:00
VinPropane
3882b0e2c6
NS-16: MoveCommand → server PositionState, Godot sync, tests
...
Implement E1.M1 intent → authority: POST /game/players/{id}/move with v1 JSON
MoveCommandRequest (snap + sequence), extend in-memory store and
PositionStateApi. Godot client splits ground_pick and position_authority_client
with thin main.gd; snap_to_server on player.
Tests live under NeonSprawl.Server.Tests/Game/PositionState/ with AAA layout
and MethodName_ShouldExpectedOutcome_WhenScenario naming. Debug builds use
UseAppHost=false so Linux IDEs resolve .NET 10 from a user-local SDK.
Add NS-16 implementation plan, code review doc, godot-client-script-organization
rule, csharp test layout/naming rules, and refresh E1.M1 / alignment docs.
Server and client README updates include move API, prerequisites, and Rider
notes.
Made-with: Cursor
2026-03-30 19:54:17 -04:00
VinPropane
813baa670d
docs: tidy data_and_ops_policy table and vision plan links
...
Widen content-reload policy table columns; use proper markdown links to
neon_sprawl_vision.plan.md (not code-span wrapped URLs).
Made-with: Cursor
2026-03-30 19:05:49 -04:00
VinPropane
c47892c782
docs: documentation vs implementation alignment ( #7 )
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Add documentation_and_implementation_alignment.md: register Status
semantics, Planned vs partial work, per-module snapshot guidance,
implementation tracking table (E1.M1 + NS-15).
Expand register Status legend; set E1.M1 to In Progress; E1.M1 module
doc Implementation snapshot and status. Link from contracts,
decomposition README, tech_stack.
Made-with: Cursor
2026-03-30 19:03:03 -04:00
VinPropane
4a510847b7
docs: data reload and telemetry operations policy ( #6 )
...
Add data_and_ops_policy.md: boot-time content load, optional dev
reload, E9.M3/E2.M4 for live tuning; telemetry PII rules, sampling,
retention principles; baseline events from vision plan with future
catalog as field source of truth.
Register cross-cutting + intro; E9.M1, E2.M2, contracts, decomposition
README, tech_stack (Related + Observability pointer).
Made-with: Cursor
2026-03-30 19:00:59 -04:00
VinPropane
0f25edb86a
docs: drop conversation-only ( #4 )/( #5 ) from module doc titles
...
Made-with: Cursor
2026-03-30 19:00:06 -04:00
VinPropane
137da33dcc
docs: quest scope and party rules ( #5 )
...
Add quest_scope_and_party.md: per-character QuestStepState default;
QuestDef modes for solo vs party credit and optional leader turn-in;
E8.M1 dependency for party features; E7.M2 per-character rewards;
open-world prototype default; instance_id binding deferred; edge cases
and telemetry.
Register cross-cutting subsection + intro link; update E7.M1, E7.M2,
E8.M1; contracts, decomposition README, tech_stack related docs.
Made-with: Cursor
2026-03-30 18:58:23 -04:00
VinPropane
c9765da311
docs: PvP × combat engine integration ( #4 )
...
Add pvp_combat_integration.md: single E5.M1 pipeline for PvE/PvP;
E6.M1 gate before player-target hostility; stub for PvE-only milestones;
shared kernel + profiles escape hatch; deny reason / telemetry notes;
E6.M3 ordering after resolution.
Register cross-cutting subsection; links from E5.M1, E6.M1,
client_server_authority, contracts, decomposition README, tech_stack.
Fix E6.M1 master plan link markup.
Made-with: Cursor
2026-03-30 18:55:46 -04:00
VinPropane
837251d439
docs: client vs server authority ( #3 ) policy
...
Add modules/client_server_authority.md: default server truth for
persistence/economy/combat; intents vs state table; E1.M1–E1.M4 and
E5.M1 ownership; economy/quest/zone/PvP blanket; deferred tick rate
and lag comp.
Link from contracts.md, register, decomposition README, tech_stack;
one-line Authority pointers in E1_M1, E1_M2, E5_M1. Fix contracts.md
baseline link formatting.
Made-with: Cursor
2026-03-30 18:53:29 -04:00
VinPropane
8ac9953c92
docs: define contract kinds and artifacts (wire, content, telemetry)
...
Add modules/contracts.md: Protobuf wire vs server-internal vs JSON Schema
content vs telemetry catalog; mapping Key contracts to kinds; proposed
contracts/ repo layout; versioning and Ready criteria.
Link from dependency register, decomposition README, tech_stack Related
docs; pointer from E9.M1 module doc.
Made-with: Cursor
2026-03-30 18:51:35 -04:00
VinPropane
293b8a4c79
docs: expand module register to full epic catalog (37 modules)
...
- Split dependency table by epic; every Depends On ID is a register row
- Add InteractionRequest to E1.M1 contract column per epic 1
- Footnote E4.M3 backend world services; E4.M3 register deps E4.M1 only
- Add 28 new module markdown files (E1.M3–E9.M4 gaps)
- Link per-module docs index to all 37 files
- Cross-link existing module docs; remove obsolete E1.M3 register note from E5.M1
- Update decomposition README modules blurb
Made-with: Cursor
2026-03-30 18:48:07 -04:00
VinPropane
93eb1fc936
docs: add per-module decomposition docs and register links
...
Add nine module documents aligned with module_dependency_register rows
(E1.M1, E1.M2, E2.M2, E3.M2, E4.M4, E5.M1, E6.M1, E7.M1, E9.M1) with
purpose, contracts, dependencies, dependents, slices, and risks.
Link register and decomposition README to the new files; note E1.M3
as E5.M1 dependency without a register row yet.
Made-with: Cursor
2026-03-30 18:41:57 -04:00
VinPropane
f7bfd7cb32
NS-15 implement position state api
2026-03-29 23:08:17 -04:00
don
a48da30f2e
NS-15: add implementation plan and story-branch workflow rules
...
Made-with: Cursor
2026-03-29 22:31:31 -04:00
don
64092566a4
fix(client): reliable NS-14 click-to-move without NavigationMesh
...
- Drive movement with horizontal steering + move_and_slide toward click goal
- Remove NavigationRegion3D / NavigationAgent3D; obstacle interaction is slide
- main.gd: raycast to walkable, Player.set_move_goal; viewport camera + mouse
- Scene: explicit physics layers/mask on floor, obstacle, player
- Docs: Godot 4.6 baseline, README + NS-14 plan + tech_stack; Godot .import/.uid
Made-with: Cursor
2026-03-29 22:08:25 -04:00
don
343592541a
feat(client): NS-14 click-to-move with NavigationAgent3D
...
- Main scene: floor, obstacle, nav mesh, camera, CharacterBody3D + agent
- Click-to-move on walkable group; pick mask avoids avatar self-hit
- player.gd drives path following; README and plan AC updated
Made-with: Cursor
2026-03-29 21:19:52 -04:00
don
9a9f4ab3ad
docs: add NS-14 click-to-move implementation plan
...
Made-with: Cursor
2026-03-29 21:09:43 -04:00
don
cbf15fc8bb
chore: retarget server to .NET 10 and update stack docs
...
- NeonSprawl.Server: net8.0 -> net10.0
- README, tech_stack, server README, vision plan: .NET 8 -> .NET 10
Made-with: Cursor
2026-03-29 19:49:45 -04:00
don
31bce2b344
Lock client scripting to GDScript; document in README and tech stack
...
- State GDScript as the locked choice for Godot client code
- Summary tables and client README note standard (non-.NET) Godot build
- Server/client contract via Protobuf or JSON spike, not shared C# on client
Made-with: Cursor
2026-03-29 19:36:18 -04:00
don
8199dab748
Complete Neon Sprawl rename and server project defaults.
...
Remove legacy vision plan filename; epics already reference neon_sprawl_vision.plan.md.
Add launchSettings and appsettings for NeonSprawl.Server.
Made-with: Cursor
2026-03-29 17:24:35 -04:00
don
09a4106543
Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client.
2026-03-29 17:23:00 -04:00
don
25c0dd37e2
Document tech stack, README, and align prototype critical path with modules.
...
Add locked C# / .NET 8 + Godot baseline in docs/architecture/tech_stack.md and
README; link stack from vision plan and decomposition index. Fix vision plan
module graph and lists: include E1.M4 (AbilityInputScaffold) after E5.M1 and
E2.M3 in pre-production additions; update Solo-Dev build order accordingly.
Made-with: Cursor
2026-03-29 17:04:37 -04:00
don
b616b741ac
Update module dependency register and README with new epic documentation and refined next actions. Added SecurityTierZoneFlags module and clarified dependencies in the planning documents.
2026-03-29 16:47:37 -04:00
don
328aec3a60
Initial project vision and decomposition planning baseline.
...
Capture the finalized MMO vision document and structured decomposition workspace for epics, modules, and milestones.
Made-with: Cursor
2026-03-29 16:09:57 -04:00