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new roadmap
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docs/guidence/2026-03-04_automation_philosophy.md

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docs/guidence/2026-03-04_character_identity.md

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docs/guidence/2026-03-04_equipment_system.md

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docs/guidence/2026-03-04_progression_wall.md

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docs/guidence/2026-03-04_resource_scarcity.md

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docs/guidence/2026-03-04_stat_caps.md

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docs/guidence/2026-03-04_visual_aesthetic.md

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docs/guidence_knowledge_base.md

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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.

docs/roadmap.md

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# Mythril Project Roadmap
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(Cleared for next development phase)
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## 🎯 Current Goal
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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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- [ ] **New Cadences**: Slayer, Geologist, Tide-Caller.
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- [ ] **Quest Lines**: 6 new recurring quest chains for advanced materials.
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- [ ] **Refinement Tier II**: Earth, Water, and Haste magic; Geode/Seed processing.

docs/roadmap_detailed.md

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# Resolved Implementation Details
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(Cleared for next development phase)
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# Resolved Implementation Details: Phase 2 Content & Systems
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## ⚙️ Mechanical Specifications
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### 1. Tiered Multi-Tasking
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- **Logistics II**: A high-tier ability. When active on a character, the `CharacterDisplay` UI will render 3 task slots.
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- **AutoQuest II**: Extends the auto-restart logic.
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- If a character has AutoQuest II, recurring tasks in **Slot 0 AND Slot 1** will restart.
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- Slot 2 remains manual-only.
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### 2. Requirement Iconography
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- **Icons**:
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- `StatRequirement`: 🛡️
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- `ItemRequirement`: 📦
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- `Prerequisite`: 🔑
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- **Implementation**: Cards will display these icons inline with text. Tooltips will explain the requirement on hover.
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### 3. Hidden Cadences (Stat Gates)
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- `ResourceManager` will check `MaxStats` during each `Tick`.
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- **Geologist**: Unlocks when any character reaches **100 Strength**.
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- **Tide-Caller**: Unlocks when any character reaches **100 Speed**.
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- **Scholar**: (Reserved for future) Unlocks at **100 Magic**.
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### 4. Content Mapping
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- **Crystal Peaks**:
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- Quests: *Shatter the Crystals* (Rewards: Crystal Shards).
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- Refinement: *Refine Earth* (Shards -> Earth I).
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- **Tidal Caverns**:
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- Quests: *Deep Sea Scavenge* (Rewards: Blue Coral).
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- Refinement: *Refine Water* (Coral -> Water I).
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- **Ancient Library**:
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- Quests: *Archive Sifting* (Rewards: Lost Parchment).
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- Refinement: *Refine Parchment* (Parchment -> Haste I).
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## 🧪 Simulation Constraints
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- The **Reachability Simulator** must be updated to include these new nodes.
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- Total Stat Ceiling: **255**.
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- "No combining" rule: All refinement recipes must follow the `1 Input -> 1 Output` pattern.

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