Commit Graph

35 Commits

Author SHA1 Message Date
1e980a80e2 docs: note interactive start-of-game tutorial 2026-06-01 21:59:44 +02:00
5c9a8cb568 docs: implementation plan for interactive start tutorial
4 TDD tasks: Tutorial model+loader+tutorial.yaml, TutorialGuide engine,
Game+App wiring (New Game only), docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 21:23:06 +02:00
055a256b03 docs: spec for interactive start-of-game tutorial
Interactive walkthrough layered on the real game loop via a TutorialGuide
(optional in Game): core arc look->examine->take->inventory->use->go->go to,
verb-based alias-aware completion (movement steps require an actual room
change), closing tips, skippable via 'skip'. Data-driven tutorial.yaml +
separate TutorialLoader (not in World). Shown only on New Game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 21:10:13 +02:00
930915da59 docs: sync spec unknown-target message with implemented wording 2026-06-01 20:27:19 +02:00
6d1b36f853 docs: mark go to <room> pathfinding implemented 2026-06-01 20:24:26 +02:00
7b60230f1e docs: implementation plan for go to <room> pathfinding
4 TDD tasks: GameIO.travelStep hook (+SwingIO animation), Pathfinder BFS over
visited rooms (locks+light), GoCommand routing/resolve/walk/summary, docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 20:02:11 +02:00
d10632b800 docs: spec for go to <room> pathfinding
BFS over visited rooms (respecting locks + light), routed via GoCommand
(go to <room> vs go <direction>); silent console traversal + summary naming
start/middle/destination; GUI minimap animates per step via a new
GameIO.travelStep hook (SwingIO override, ~300ms). Trie autocomplete deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 19:03:26 +02:00
966762fff9 docs: mark use X on Y item combination implemented 2026-06-01 17:45:16 +02:00
2e48ec7221 docs: implementation plan for use X on Y combinations
7 TDD tasks: Combination model+key, World.combinations, CombinationDto+Factory
(id validation), Combinations engine, UseCommand routing, loader wiring + demo
(matches+torch -> lit_torch), docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 17:06:35 +02:00
34cbb7f158 docs: spec for use X on Y item combinations
Data-driven combination recipes (requires/consume/produce/effects/response/
failText), operands from inventory or current room, order-independent lookup,
generic-or-failText feedback. No parser change (on/with already fillers).
Minimal matches+torch -> lit_torch demo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 16:58:39 +02:00
8a8700994c docs: mark main menu + save/load implemented; note minimal settings scope
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:30:51 +02:00
aa0852cf10 docs: implementation plan for main menu + save/load
13 TDD tasks: GameSession + delegation, restore hooks, GameIO.choose,
SaveData/SaveCodec/SaveService (JSON), Settings + mutable ConsoleIO,
menu package, save/menu commands, quest autosave, App shell loop,
SwingIO buttons, docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 14:11:42 +02:00
2f96b7896b docs: spec for main menu + save/load (+ minimal settings)
Brainstormed design for backlog #6/#7: shell loop above the game loop,
GameIO.choose() primitive (console default + Swing buttons), GameSession
bundling savable state, JSON SaveData delta over the YAML world, single
active slot, autosave (quest-complete + quit + every 10 turns), and minimal
runtime-togglable settings (color/glyph mode).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 14:00:32 +02:00
9ea07470a9 feat(content): dark dungeon needs the lit lamp
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:08:42 +02:00
acd797bf65 docs: implementation plan for light & darkness
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:02:01 +02:00
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
7295463805 feat(content): victory & flee endings; front-door flee switch
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:50:46 +02:00
3ac9540a6a docs: implementation plan for win-condition & endings
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:45:12 +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
55944a0343 feat(content): demo quest 'restore_power'; document quests command
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:34:57 +02:00
84ab176b47 docs: implementation plan for quests & quest-log
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:24:20 +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
93a5da3af7 feat(content): demo the state engine (generator unlocks/lights the cellar)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:01:57 +02:00
c4542165ab docs: implementation plan for quest foundation
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:44:37 +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
fdc4915431 docs: note quest-log GUI box (under map) for quest sub-project
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:37:37 +02:00
b182b09070 feat(io): adaptive ASCII map width; document map command, mark sub-project done
AsciiMap sizes room boxes to the longest visible name (capped) so names
like 'Dark Hallway' are no longer truncated; connector centering follows.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:09:08 +02:00
7298427eaf docs: implementation plan for map / mini-map (sub-project 2)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:57:00 +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
5181622f7d docs: mark presentation layer (sub-project 1) as implemented
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:25:42 +02:00
9e7961e903 docs: implementation plan for presentation/output layer
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:13:30 +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
0b9f55d0b1 docs: flesh out enhancement backlog (menu, save, music, mechanic spine)
- decisions: standard collections only, libraries allowed
- main menu + settings + saved-games list
- save/load system
- GUI music: per-room via YAML, external folder, compressed + streamed
- game core: "restore the power" main goal, 5-piece mechanic spine,
  quest chain routing the player room-by-room, condensed by design

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 19:54:29 +02:00
a130cf329b docs: start enhancement-ideas backlog for post-1.0 work
Living backlog of ideas to take the game beyond the required minimum:
richer presentation, nerd-font strategy, map, quest system, ~60-min
content expansion. No design committed yet.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 19:39:42 +02:00
83643a192f semesterprojekt: implement full text adventure (phases 1-7)
Walking skeleton through Swing GUI: YAML-driven world (4 rooms,
4 items, 1 NPC), HashMap command dispatch with parser, three-tier
item hierarchy (readable / switchable / plain), and end-to-end
NPC give/receive flow. 67 tests green.
2026-05-25 21:37:59 +02:00