Commit Graph

6 Commits

Author SHA1 Message Date
5d11d7730c docs: spec for light & darkness (model B, blocking)
Room.dark + Item.light flags, a Light helper (isLit/carryingLight), and command
gating: can't enter a dark room without a lit light source; look/take/examine
obscured in the dark; HUD light field wired. Entry-gate prevents soft-locks.
Demo: dark dungeon needs the lit lamp. Fuel/timed light out of scope.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:00:15 +02:00
0f40ee637d docs: spec for win-condition & endings (sub-project 3.3)
Priority-ordered condition-driven endings + an end-of-game summary (turns,
quests X/Y, rank). EndingEngine mirrors the quest engine; Game ends the loop
when an ending fires. endings.yaml optional; World gains 5/6/7-arg back-compat
constructors. Two reachable demo endings (victory, flee) with no new mechanics.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:44:01 +02:00
20d4f1470a docs: spec for quests & quest-log (sub-project 3.2)
Condition-driven multi-stage quests on top of the foundation: Quest/QuestStage
data, QuestLog + QuestEngine (per-turn auto-advance with announcements),
START_QUEST effect, QuestView display via a console 'quests' command and a GUI
quest-box under the map. quests.yaml optional; World gains a 5-arg back-compat
constructor. Win/endings deferred to 3.3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:20:49 +02:00
f79382c43a docs: spec for quest foundation (world-state + conditions/effects)
Approach A: one typed condition/effect vocabulary (GameState + Conditions +
Effects) reused by five integration points (locked exits, state-dependent
descriptions, conditional NPC dialogue, reactions with requires/effects,
switch effects). All new YAML fields optional. Light/dark, item-combination,
quest objects, endings deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:39:59 +02:00
025372b9b1 docs: spec for map / mini-map (sub-project 2)
Fog-of-war map from the directional exit graph. MapLayout (BFS) produces a
frontend-agnostic MapView; SwingIO draws it (Graphics2D MapPanel, replaces
exits text), ConsoleIO mirrors it as ASCII via the map command. Visited
tracking on Player. Item/NPC markers and locked-door styling deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:51:09 +02:00
705d5f9db1 docs: spec for presentation/output layer (sub-project 1)
Semantic output model (Style/Span/StyledText) + RoomView/Hud views,
GameIO extended additively (write(String) stays as default), ConsoleIO
(ANSI + box-drawing, tiered glyph modes) and SwingIO (region layout,
JTextPane, bundled font) renderers, command + TestIO migration. Map,
menu, save, music explicitly deferred to later sub-projects.

Also: capture "don't overwhelm / distribute info across regions" and
"B baseline + ASCII for big moments" decisions in the backlog.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:06:36 +02:00