5.4 KiB
5.4 KiB
Epic 3 - Crafting, Gathering, and Itemization Economy
Source Anchors
- Master epic reference:
neon_sprawl_vision.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 + Client presentation (Godot)
- Success criteria: Crafting is a primary progression lane with healthy supply-demand loops and consistent item relevance — playable in the client, not server/Bruno-only proof.
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_failedwith reason, time-to-first-craft.
Slice 5 - Client economy integration (prototype)
- Scope: Godot clients + HUD for E3.M3 inventory, E3.M1 gather feedback, E3.M2 craft UI; playable gather → refine → make session in the client (vision prototype gates).
- Dependencies: Slice 1–3 server APIs landed (NEO-55, NEO-63, NEO-70); E2.M2 skill-progression GET for XP visibility.
- Acceptance criteria:
- Inventory HUD reflects server state after gather and craft.
- Player completes gather → refine → usable item in Godot without Bruno.
- Salvage / refine skill progression visible after gather/craft (Epic 2 Slice 3 integration AC).
- Telemetry hooks: reuse Slice 1–3 server hook sites; client dev
print/ HUD feedback only until E9.M1 ingest.
Linear backlog: E3S5-client-prototype-backlog.md — NEO-72 → NEO-75.
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 in the Godot client (Slice 5), not Bruno-only.
- Slices 1–3 + Slice 5 together satisfy vision prototype in-scope features for crafting loop and progression visibility.
- Pre-production adds sinks and policy with dashboard visibility (Slice 4).