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@@ -75,7 +75,22 @@ The game is inspired by the **FF8 Junction System** and the **FF Tactics Job Sys
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4.**Junctioning**: Combine Magic with Cadence **Junction Abilities** to increase character stats.
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5.**Scaling**: Higher stats allow characters to perform related quests faster or unlock higher-tier item quests.
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### **Short-Term Priority**
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- Do not focus on endgame yet.
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-**Goal**: Implement a solid **20-30 minute onboarding experience** that teaches these mechanics (Equipping, Refining, Junctioning).
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- Ensure the core mechanics (Items -> Magic -> Stats -> Efficiency) are fully functional and intuitive before scaling content.
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---
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## [2026-03-04] Automation, Balancing, and Aesthetics
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### **Automation & Pacing**
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-**Gameplay Ratio**: Aim for an optimal gameplay ratio of **2/3 idle** (automated recurring tasks) and **1/3 active** (one-time objectives and long-running quests).
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-**Multi-Tasking**: As players unlock more task slots, they should be encouraged to keep a balance between automated resource generation and manual progression.
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-**The "Wall"**: The first significant "grind" where junction optimization becomes necessary should occur around **10 minutes** into a fresh game.
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### **Character & Stat Limits**
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-**Character Identity**: Characters remain **Blank Slates**. No unique starting passives or narrative roles that influence builds.
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-**Stat Ceiling**: Maximum stat values are capped at **255** (Final Fantasy standard).
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### **Equipment & Economy**
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-**No Equipment**: There will be no dedicated equipment slots (Weapons/Armor). **Junctioning remains the primary and only system** for stat modification.
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-**Resource Scarcity**: Rare progression-gating resources (e.g., Mythril Spark) should initially be one-time rewards. They may become recurring sources much later in the progression tree.
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### **Visual Aesthetic**
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-**Minimalism**: Maintain the clean, minimalist dashboard look.
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-**Visual Cues**: Expand the use of icons for quest requirements. In addition to the "shield" for stats, introduce a "bullet point" or similar icon for item requirements.
Implement the third tier of multi-tasking and the second tier of automation, alongside a massive content expansion across new locations and specialized cadences.
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## 🛤️ Active Tasks
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### Phase 1: UI & Visual Foundation
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-[ ]**Requirement Iconography**: Implement 🛡️ (Stats), 📦 (Items), and 🔑 (Prerequisites) on all Quest and Ability cards.
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-[ ]**Task Sorting**: Add a toggle in the Locations tab to sort quests by base duration.
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-[ ]**Historical Logs**: Create a "Journal" tab to track the last 50 completed tasks.
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### Phase 2: Logistics & Automation (Tier II)
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-[ ]**Logistics II**: Expand character capacity to a **3rd task slot**.
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-[ ]**AutoQuest II**: Enable automation for the **2nd task slot** (Logistics I slot).
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-[ ]**Logic Enforcement**: Ensure Slot 2 (Logistics II) remains manual and single-use quests never loop.
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### Phase 3: Advanced Progression
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-[ ]**Hidden Cadences**: Implement stat-threshold detection for auto-unlocking Cadences (e.g., Geologist at 100 STR).
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### Phase 4: World Content Expansion
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-[ ]**New Regions**: Crystal Peaks, Tidal Caverns, Ancient Library.
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