5.5 KiB
5.5 KiB
Implementation Plan: Magical-Law Progression v0.2
Overview
Implement the progression in docs/tech-tree-v0.2.md as a sequence of playable magical-law experiments. The highest-risk mechanic—the portal's bounded random matter exchange—is prototyped before large content production. Once that proves fun, each ecology zone adds one distinct simulation law and one automated proof loop, culminating in a player-built dimensional gate and post-victory entropy economy.
Architecture decisions
- Existing belts, mana pipes, bridge endpoints, fixed ticks, and event wakeups remain the physical substrate.
- A biome law changes simulation through explicit data/state contracts; it cannot reach into arbitrary scene nodes.
- Probability uses deterministic seeded result bags over mass batches. Saves preserve the active bag and seed so reload cannot reroll outputs.
- Failure states are recoverable resources or paused machines on standard difficulty, never silent deletion.
- Research proofs are produced by satisfying observable state sequences, not by renaming ordinary assembly recipes.
- Boundary crossings are explicit logistics nodes. The visible map stays continuous while the transport graph remains partitioned.
- First warp is deterministic once its conditions are met. Random exchange begins immediately after victory.
Dependency graph
M1 portal fun prototype ------+
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M2 biome-law contract --------+----> M3 catalog + validator ----> M4 proof runtime/UI/save
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v
M5 runic opening -> M6 life/death -> M7 ember -> M8 mirror -> M9 first warp
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v
M10 postgame portal loop
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v
M11 pacing proof
Task list
Phase 1: Prove the risky fun
- M1: Prototype bounded random exchange, sorting, entropy, and recovery
- M2: Define biome-law and boundary-crossing contracts
- M3: Load and validate the 80-node v0.2 catalog
- M4: Implement experiment-driven research proofs, UI, and saving
Checkpoint: Core hypothesis
- A ten-minute portal toy creates at least two meaningful strategies: stable targeting and high-entropy throughput
- Reloading cannot reroll a result bag
- Each planned ecology law has an isolated state model and a recoverable failure path
- Mainline graph is acyclic and contains all five magical verbs
Phase 2: Playable ecology progression
- M5: Deliver the old-kingdom runic opening
- M6: Deliver forest and undead zones in either order
- M7: Deliver the life/death merge and ember-state loop
- M8: Deliver mirror folding, visible probability, and identity anchoring
Checkpoint: Magic identity
- A stripped-art test can distinguish all four external zones by rules alone
- A starting-zone blueprint cannot run unchanged in another zone
- Every proof line can be automated and exposes a precise stop reason
- Life and death routes remain order-independent and converge without duplicate blockers
Phase 3: Victory and continuation
- M9: Deliver the twelve-segment gate, synchronized ritual, and first-warp achievements
- M10: Turn the opened gate into the postgame matter-exchange and paradox-research loop
Checkpoint: Complete loop
- Completing G09 alone does not win; the walker construct must actually cross the aperture
- First warp has no random failure
- Continuing after victory immediately exposes useful portal production
- Portal exchange reduces one resource pressure while measurably increasing sorting, buffering, entropy, or mana work
Phase 4: Timing proof
- M11: Instrument and tune the expert and normal routes
Checkpoint: Release candidate
- Expert-route P50 ≤ 7:15 and P90 ≤ 8:00
- Experienced first-play P50 is 18–21 hours and P75 ≤ 24:00
- The expert route still demonstrates growth, decay, three-state conversion, echo separation, and four-anchor synchronization
Risks and mitigations
| Risk | Impact | Mitigation |
|---|---|---|
| Random exchange feels punitive or unplannable | Critical | Prototype first; use bounded bags, visible ranges, bias controls, and recyclable outcomes |
| Ecology laws become four unrelated minigames | High | Keep common item tags, mana frequencies, proof records, and boundary-node interfaces |
| Magical layouts become tedious pattern copying | High | Ship fixed 3×3/5×5 templates with snapping and previews |
| Portal becomes strictly better than gathering | High | Cap early usable mass at 90% and exact targeting at 65%; charge entropy and catalysts |
| Eight-hour play skips the interesting systems | Critical | Validate the mandatory closure and time the five explicit mechanic demonstrations |
| Region effects cause per-cell/per-frame cost | High | Recompute zone membership on construction and wake entities only when law state changes |
Explicitly deferred
- Full combat and tower-defense balance
- Procedurally generated infinite biome types
- Multiple full-sized playable dimensions
- Freehand rune drawing
- Irreversible corruption or permanent random destruction on standard difficulty