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