Commit Graph

246 Commits

Author SHA1 Message Date
c7a168f4a9 Record production tree v2 decisions and resource deposit rules
progression_design.md: rewrite the resource phases around the four
decided inputs (two mined everywhere, one deposit-gated mid resource,
one scrap-only late input), add the Resource deposits rule set
(freedom first / geography later, deposits only in expansions, patch
area as throughput cap, deterministic content, binary mining), note
the dual gating of the mid resource, and add the deposit-layer action
item.

content_design.md: mark the first-pass tree as superseded and record
the v2 decisions — iron/copper/quartz/voidsteel with their fiction
(M-type asteroid, quartz geodes, battle-forged voidsteel), titanium
dropped with its gating role moved to electronics and possibly a
quality-steel step, the material palette fingerprints, and the
laser-to-railgun rename with lasers reserved as a future weapon type.
Update the balancing target phase boundaries accordingly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 13:54:24 +02:00
a6451f2bdf Add balancing targets section to content_design.md
Record the six root numbers for the balancing pass: run length (win
within ~2 h game time, cycle 20-24), phase boundaries, factory size
curve, fitted threat-cost ladder, swarm fleet size (~25 ships), and
block economy roots (bootstrap, doubling time, expansion cadence).
Derived values are always re-derived from these roots, never patched
directly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 11:30:43 +02:00
493208d230 Add growth curve rules to the building block economy
Diagnose that player output equals building count, so the growth
curve must be shaped by the block and space economy: escalating
expansion costs (formula of expansions purchased) as the long-run
curve, a designed doubling time for the block feedback loop, and an
explicit rule that growth is limited by economy, never by
construction waiting. Note the HQ intake ceiling and add the
condensed-building-block idea to future work, plus an action item
for the expansion cost formula.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 10:50:42 +02:00
4098e40c8c Sync progression_design.md with implemented action items
Prune completed action items 1-4 and 8 (scrap-from-threat, schematic
upgrade and ship level removal, balancing tool cleanup, unlock
prerequisites), renumber the remaining three, and update stale
cross-references: cite REQ-LOCK-PREREQ and unlock_requires, reflect
that REQ-THREAT-SCRAP is now the 1/scrap_per_threat constant, and
drop the obsolete level-up wording from the artifact rule.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 09:44:53 +02:00
730cd3bdf3 refinement 2026-07-03 08:36:33 +02:00
437ac97355 Rewrite progression_design.md as rules/principles document
Turn the rough draft into structured rules for the production tree,
progression pacing, and balancing: resource phases, ratio curve,
shortcut recipes, refactorability, cost archetypes, threat model,
drop pacing, scrap/block economies, and numeric guardrails.

Includes agreed decisions: ship scrap derived from threat via a
scrap_per_threat key, no duplicate schematic drops (Mk2 upgrade
recipes deferred to future work), removal of ship levels, and an
action-item list for the follow-up requirements/code changes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 08:36:33 +02:00
41081620f0 add first draft 2026-07-03 08:36:33 +02:00
6ea0655eaf implement unlock dependencies 2026-07-03 08:35:45 +02:00
58d4586d00 update concept.md 2026-07-02 21:36:42 +02:00
18e732ae99 Remove schematic upgrades and module and ship levels 2026-07-02 21:32:36 +02:00
81b1c7a66b Derive ship scrap drop from threat 2026-07-02 21:30:38 +02:00
5bc581bcb8 write replays next to the executable 2026-07-01 22:43:04 +02:00
0a7e9a34ef Add artifact win condition (#3)
Reviewed-on: #3
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 20:27:29 +00:00
d74ba5bfad Replay: deterministic record & playback (#4)
Add deterministic record/playback for a run.

Recording captures `(seed, config hash, ordered tick-tagged commands)` and re-simulates on playback — no state snapshots. `DotaFactory.exe --replay <file>` re-plays a recorded run view-only with manual speed/pause.

Reviewed-on: #4
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 19:20:08 +00:00
cf68ac2862 Fix selected construction site border not being drawn (#2)
Fixes a bug where the selected construction site was not drawn with a border.

Reviewed-on: #2
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-06-29 20:09:10 +00:00
b301db2008 increase refund rate because altering the factory shall not be punishing 2026-06-23 22:11:30 +02:00
31a8915b0f update keyboard shortcuts 2026-06-23 22:09:26 +02:00
f818c90af0 draw ghost in semi-transparent building color 2026-06-23 21:29:38 +02:00
577927ef70 fix bug where splitter filters were not taken over to blueprint 2026-06-23 21:08:46 +02:00
d271d65678 allow to set the recipe already for construction sites 2026-06-22 22:15:56 +02:00
e5017ab3c5 fix issue where construction sites could be placed outside of game world and add tests 2026-06-22 21:13:01 +02:00
59688e6532 fix issue where scrolling while drawing selection box did not update selection box size 2026-06-22 21:10:38 +02:00
c7218c7c1e Replace recipe/schematic dropdowns with button and selection dialog 2026-06-22 21:07:36 +02:00
c43225b6fa fix issue where beams were also disappearing while the game was paused 2026-06-21 22:09:25 +02:00
405206211e fix issue where right-click did not exit demolish mode 2026-06-21 21:56:40 +02:00
3d577a11db fix bug where recipe combo stayed visible when construction site was selected 2026-06-21 21:54:15 +02:00
a472ec196c cargo component refactoring 2026-06-21 21:49:46 +02:00
665060bcd2 Merge pull request 'fix issue where repair behavior targets enemy HQ in balancing target' (#1) from fix_repair_targeting into master
Reviewed-on: #1
2026-06-19 19:44:28 +00:00
4818997164 fix issue where repair behavior targets enemy HQ in balancing target 2026-06-19 21:36:04 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
7924e037aa increase asteroid size 2026-06-18 21:48:43 +02:00
c371b43a6d make repair ships standby with rest of fleet if there is no one to repair (instead of advancing towards the enemy stations) 2026-06-18 21:45:15 +02:00
abab2bbb6e make repair ships not retreat if someone needs help 2026-06-17 22:40:58 +02:00
313fed02ca fix range of repair tool in config 2026-06-17 22:39:10 +02:00
b95eaaaded fix repair tool targeting 2026-06-17 21:52:47 +02:00
41c8ed2938 draw debug lines to repair and salvage behavior targets 2026-06-17 21:41:35 +02:00
7f4ea93a70 show accumulated threat for teams in balancing target 2026-06-17 21:29:02 +02:00
1a682fdb79 make drone movement look more spaceship-like 2026-06-17 20:51:45 +02:00
e0e11b7933 fix mutually canceling orbits 2026-06-17 20:50:31 +02:00
0cf3d64983 allow custom orbit rotations directions 2026-06-17 20:36:11 +02:00
1324a320e2 fix issue where ships cancel their attacks and advance if on low health in balancing target 2026-06-16 22:17:09 +02:00
5219b227c5 improve targeting rules config 2026-06-16 21:51:45 +02:00
0e02d9ec4a make sensor range semi transparent in debug draw mode 2026-06-16 21:51:26 +02:00
74615f5293 add debug draw mode for balancing target 2026-06-16 21:47:41 +02:00
bd2391876c draw debug lines to target 2026-06-16 21:38:58 +02:00
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
4153b7e2f5 make ships orbit their targets 2026-06-15 21:37:47 +02:00
6b7c3df64a advance towards enemy buildings 2026-06-15 20:52:43 +02:00
e8dd73bcb0 refactor AI system 2026-06-15 09:16:56 +02:00
8451f5a281 fix missed code paths for artificially reduced splitter throughput 2026-06-14 14:50:23 +02:00