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docs: record fun + living-world milestone
Browse files- docs/rpg-progression-plan.md +21 -0
docs/rpg-progression-plan.md
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> (tiny-army) + `local` (auto-battler). Phase 0 state · Phase 1 leveling · Phase 2
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> skill forge + detail art · Phase 3 chat · Phase 4 voice · Phase 5 emotes. Each
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> verified in-browser (logic + mount + live sidecar round-trip). Not yet pushed.
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**Goal:** turn each fighter from a static persona into a living, evolving character that
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**levels up**, **forges unique skills** (code + flavor + art), and you can **talk to**
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> (tiny-army) + `local` (auto-battler). Phase 0 state · Phase 1 leveling · Phase 2
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> skill forge + detail art · Phase 3 chat · Phase 4 voice · Phase 5 emotes. Each
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> verified in-browser (logic + mount + live sidecar round-trip). Not yet pushed.
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> **Fun + living-world milestone (2026-06-13, also committed, not pushed):**
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> The core game loop was shallow, so a second pass made combat actually fun and
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> wove in more load-bearing LLM:
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> - **Leveling scales power** — level+spent points → rank/HP/damage (`statBonuses`); a
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> level-up gives an immediate live buff + full heal; attribute points spendable (+HP/+DMG).
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> - **Escalating waves** — foes ramp with time+kills; Elite (2.4× HP) and Champion boss
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> (4.6× HP, bigger sprite) on kill milestones, worth far more XP.
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> - **Hit juice** — hitstop + screenshake (processLog onHit/onDeath hooks); existing red flash.
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> - **Dodge roll** — Shift / ⟲ button → fast i-frame dash (engine `invulnUntil` in dealDamage).
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> - **Combat HUD** — adrenaline meter, per-skill ready-dim, top threat badge (surfaces the
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> engine's hidden adrenaline/condition/combo depth).
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> - **Live combat state in chat** — `buildStateTurn` takes a live snapshot (HP/threat) so a
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> fighter answers aware of its current wounds, not just persisted history.
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> - **Death after-action + war-diary recap** — on death, a report (kills/threat/levels/time)
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> + an in-voice LLM recap of the run, banked to the hero's memory (feeds chat).
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> - **Personal-best records + shared Chronicle** — a record to beat per hero; fallen heroes'
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> legends post to a world feed shown on the after-action (the world feels populated).
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> Still open (good next swings): loot/rewards, the bigger living-world LLM features
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> (social fabric/relationships, off-screen evolution, skill+soul mutation, an LLM director).
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**Goal:** turn each fighter from a static persona into a living, evolving character that
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**levels up**, **forges unique skills** (code + flavor + art), and you can **talk to**
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