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 )
...
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