docs(reference): record long user-play study
This commit is contained in:
+20
-12
@@ -9,7 +9,7 @@ authority after the direction is approved.
|
||||
- [`product/GAME_PRODUCT_CONTRACT.md`](product/GAME_PRODUCT_CONTRACT.md):
|
||||
audience, fantasy, play loop, duration, modes, onboarding, completion
|
||||
- [`product/SYSTEMS_AND_BATTLE.md`](product/SYSTEMS_AND_BATTLE.md): deterministic
|
||||
battle, six-person formation, Directives, damage, professions and failure
|
||||
battle, Party-line rules, Directives, damage, professions and failure
|
||||
- [`product/ECONOMY_AND_BALANCE.md`](product/ECONOMY_AND_BALANCE.md): progression,
|
||||
prices, pacing profiles, difficulty and solvency
|
||||
- [`product/SAVE_AND_FAILURE_CONTRACT.md`](product/SAVE_AND_FAILURE_CONTRACT.md):
|
||||
@@ -17,20 +17,26 @@ authority after the direction is approved.
|
||||
|
||||
## Complete Content
|
||||
|
||||
- [`content/CHARACTER_BIBLE.md`](content/CHARACTER_BIBLE.md): 30 named characters
|
||||
- [`content/PROFESSION_AND_SKILL_MATRIX.md`](content/PROFESSION_AND_SKILL_MATRIX.md):
|
||||
12 base and 24 advanced professions
|
||||
- [`content/ENEMY_BESTIARY.md`](content/ENEMY_BESTIARY.md): 100 enemy identities
|
||||
- [`content/CONTENT_INDEX.md`](content/CONTENT_INDEX.md): content namespaces,
|
||||
exact counts and cross-catalog authority
|
||||
- [`content/RECRUIT_GENERATION.md`](content/RECRUIT_GENERATION.md): generated
|
||||
run-bound Recruit identity, offer and determinism rules
|
||||
- [`content/PROFESSION_CATALOG.md`](content/PROFESSION_CATALOG.md): 12 base,
|
||||
24 advanced and 6 hidden professions
|
||||
- [`content/TRAIT_CATALOG.md`](content/TRAIT_CATALOG.md): 36 mechanical
|
||||
benefit-and-cost traits
|
||||
- [`content/ENEMY_CATALOG.md`](content/ENEMY_CATALOG.md): 100 ordinary/elite
|
||||
enemies and 16 bosses
|
||||
- [`content/EQUIPMENT_CATALOG.md`](content/EQUIPMENT_CATALOG.md): 320 items
|
||||
- [`content/CAMPAIGN_AND_CHAPTERS.md`](content/CAMPAIGN_AND_CHAPTERS.md): eight
|
||||
chapters, ending and postgame
|
||||
- [`content/ACHIEVEMENTS_AND_COLLECTIONS.md`](content/ACHIEVEMENTS_AND_COLLECTIONS.md):
|
||||
48 achievements and 20 collections
|
||||
- [`content/ARTIFACT_CATALOG.md`](content/ARTIFACT_CATALOG.md): 60 run-wide
|
||||
Artifacts
|
||||
- [`content/REGION_CATALOG.md`](content/REGION_CATALOG.md): eight Regions,
|
||||
bosses, pressures and route roles
|
||||
|
||||
## Presentation And Production
|
||||
|
||||
- [`presentation/SCREEN_AND_STATE_MAP.md`](presentation/SCREEN_AND_STATE_MAP.md):
|
||||
82 player-facing pages and required states
|
||||
50 player-facing pages and required states
|
||||
- [`presentation/UI_AND_VISUAL_SYSTEM.md`](presentation/UI_AND_VISUAL_SYSTEM.md):
|
||||
landscape layout, interaction, accessibility and localization
|
||||
- [`presentation/ART_ASSET_AND_ANIMATION_CATALOG.md`](presentation/ART_ASSET_AND_ANIMATION_CATALOG.md):
|
||||
@@ -45,8 +51,10 @@ authority after the direction is approved.
|
||||
- [`prototype/generation/README.md`](prototype/generation/README.md): four concept
|
||||
image calls and their provenance
|
||||
- [`reference/REFERENCE_RUNTIME_CENSUS.md`](reference/REFERENCE_RUNTIME_CENSUS.md)
|
||||
and [`reference/TRANSFERABLE_STRUCTURE_LESSONS.md`](reference/TRANSFERABLE_STRUCTURE_LESSONS.md):
|
||||
evidence-labeled reference research and originality boundary
|
||||
[`reference/TRANSFERABLE_STRUCTURE_LESSONS.md`](reference/TRANSFERABLE_STRUCTURE_LESSONS.md),
|
||||
and [`reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md`](reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md):
|
||||
evidence-labeled reference research, the current long-session study, and the
|
||||
originality boundary
|
||||
- [`reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md`](reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md):
|
||||
verified completion and open human/runtime gates
|
||||
|
||||
|
||||
@@ -41,6 +41,8 @@ The archive-level sources are:
|
||||
- [P-IMG]: the complete image catalog and asset-category assignments.
|
||||
- [P-CODE]: type inventory and IL2CPP/source-code boundary.
|
||||
- [P-MANIFEST]: extraction manifest for build and export traceability.
|
||||
- [P-VID]: the 2026-08-11 fixed user-play video study and its private evidence
|
||||
package.
|
||||
|
||||
The screenshot groups used for manual visible-identity counts are:
|
||||
|
||||
@@ -70,7 +72,7 @@ observation method, provenance and unresolved boundary.
|
||||
|
||||
| ID | Content surface | Count or result | Evidence class and exactness | Confidence | Observation method | Provenance | Why the game-wide total remains unresolved |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| C-01 | Captured play sessions | 2 sessions | Direct runtime observation; exact for archive scope | High | Read the ledger scope and separated the completed adventure from the subsequent opening verification | [P-OBS] | The archive is not an exhaustive survey of all saves, modes or versions. |
|
||||
| C-01 | Research play records | 2 investigator-captured sessions plus 1 fixed user-play recording | Direct runtime observation; exact for current archive scope | High | Separated the earlier completed adventure and opening verification from the independent 51-minute user-play recording | [P-OBS], [P-VID] | The archive is not an exhaustive survey of all saves, modes or versions. |
|
||||
| C-02 | Named recruit labels | At least 8 distinct visible labels | Direct runtime observation; lower bound | High | Manually transcribed and de-duplicated visible recruit and party labels across both captured sessions; ignored repeated appearances and equipment variants | [P-RCR-01] through [P-RCR-08] | No complete roster or collection surface was captured; procedural label generation also cannot be excluded. |
|
||||
| C-03 | Base profession identities | At least 7 identities | Direct runtime observation; lower bound | High | Re-counted the distinct base-role identities consolidated from ordinary-play tooltips and the visible progression surface | [P-AUDIT], [P-RCR-01] through [P-RCR-08], [P-SKL-00] | No complete profession index was captured, and the package database does not expose its runtime array. |
|
||||
| C-04 | Advanced profession identities | At least 6 identities | Direct runtime observation; lower bound | High | Re-counted distinct advanced-role labels exposed in the captured progression and party evidence | [P-AUDIT], [P-SKL-00] through [P-SKL-06] | Unseen, locked or build-gated professions cannot be counted from the captured surface. |
|
||||
@@ -86,13 +88,21 @@ observation method, provenance and unresolved boundary.
|
||||
| C-14 | Editable formation grammar | At least 1 ordered party-line formation surface | Direct runtime observation; lower bound | High | Observed party cards being rearranged before combat and the resulting battlefield order | [P-FRM-01], [P-FRM-02], [P-OBS] | No formation index, preset list or complete capacity progression was captured. Arbitrary arrangements are states, not necessarily authored formation identities. |
|
||||
| C-15 | Authored formations or presets | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured screens and structural inventory for an enumerable formation catalog | [P-FRM-01], [P-OBS], [P-CODE] | The evidence proves rearrangement, not a finite catalog of named formations. |
|
||||
| C-16 | Environment or biome families | At least 5 visual asset families | Inference from direct package inspection; lower bound | Medium | Grouped environment exports by recurring visual family and checked the prior structural audit | [P-AUDIT], [P-IMG], [P-EXT] | Asset families may be unused, transitional, layered or combined at runtime; later traversal was not captured. This is not a runtime biome count. |
|
||||
| C-17 | Victories in the completed captured adventure | 12 victories | Direct runtime observation; exact for that completed adventure only | High | Read the final run state and ledgered result sequence | [P-OBS], [P-RUN-01], [P-RUN-02] | Victory count does not reveal chapter count, wave count, encounter taxonomy or other adventure lengths. |
|
||||
| C-17 | Victories in completed observed runs | 12 in the earlier completed adventure; 59 on the separate user-video final report | Direct runtime observation; each value exact only for its recorded run | High | Read each fixed final run state without combining the counters into a universal mode length | [P-OBS], [P-RUN-01], [P-RUN-02], [P-VID] | Victory count does not reveal chapter count, wave count, encounter taxonomy, every mode length or a game-wide cap. |
|
||||
| C-18 | Chapters | Unknown | Unknown; no exact or lower-bound chapter total asserted | High confidence in the unknown status | Checked the captured run, environment catalog and type inventory for a chapter index | [P-OBS], [P-AUDIT], [P-IMG], [P-CODE] | No chapter-select or complete campaign surface was captured, and environment families are not chapters. |
|
||||
| C-19 | Waves or encounters | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Reviewed the completed-run ledger and combat captures without treating screenshot ordinals or victories as authored wave totals | [P-OBS], [P-RUN-01], [P-RUN-02] | Encounters can contain multiple waves, optional branches or special events; the archive does not expose the mapping. |
|
||||
| C-20 | Achievements | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory and type inventory for an enumerable achievement page or record set | [P-OBS], [P-CODE] | No achievement surface or serialized achievement catalog was captured. |
|
||||
| C-21 | Collection entries | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory for roster, enemy, item, artifact or general collection indexes | [P-OBS], [P-AUDIT] | No complete collection surface was captured; separate visible samples cannot establish completion totals. |
|
||||
| C-22 | Play modes | At least 1 run-based adventure path | Direct runtime observation; lower bound | High | Inspected the new-run selection and setup states and separated the optional tutorial from the adventure path | [P-RUN-03], [P-OBS] | The screen does not establish every unlockable or later-version mode. Battle speed and zoom are controls, not modes, so they are excluded. |
|
||||
| C-23 | Exact mode total | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Cross-checked the visible run selector with the captured surface inventory | [P-RUN-03], [P-OBS] | Locked, postgame, challenge or build-gated paths were not enumerated. |
|
||||
| C-24 | Displayed roster and field scale | Capacity 10 in the recorded state; at least 8 occupied members and 8 simultaneously fielded | Direct runtime observation; exact for the named frames and a lower bound for field scale | High | Read `7/10` and `8/10` occupancy states, eight-member party views and eight live battle panels | [P-VID] | The recording does not prove that 10 is universal, that 8 is the maximum deployment, or a total recruit-identity count. |
|
||||
| C-25 | Inventory and storage scale | Backpack capacity 22 plus a separate storage page showing `1/10` | Direct runtime observation; exact for the displayed states | High | Compared party inventory headers with the distinct paged storage surface | [P-VID] | Page capacity, upgrade rules, all contents and cross-mode limits remain unknown. |
|
||||
| C-26 | Shop progression surface | Visible levels 4, 6, 8 and 9; ordinary three-offer and broader six-offer states | Direct runtime observation; lower bound for shop-state breadth | High | Read fixed headers and separately classified the recurring offer layouts and upgrade-information state | [P-VID] | Upgrade formula, complete level range, quality probabilities, refresh rules and full offer pools remain unknown. |
|
||||
| C-27 | Runtime arena presentations | At least 4 directly seen families: forest, cave, red-rock/open and snow-field | Direct runtime observation; lower bound | High | Compared fixed battle frames across the complete user recording | [P-VID] | Presentation families do not establish authored regions, chapters, mechanical modifiers or the game-wide arena total. |
|
||||
| C-28 | Ordinary victory signal | Sampled victories follow the opposing living-unit counter reaching zero and then open a result state | Direct runtime observation for sampled battles; not a universal rule proof | High | Followed battle-to-victory-to-report transitions at fixed timestamps | [P-VID] | Other modes, bosses, timeouts, retreats and defeat terminals were not exhaustively observed. |
|
||||
| C-29 | Same-battle revival or reserve entry | Unknown | Unknown; no qualifying state transition | High confidence in the unknown status | Checked a visible contraction from seven-member evidence to three live panels and the later eight-member state without inferring the missing transition | [P-VID] | Death, knockout, benching, revival, recruitment, replacement and reserve behavior are not distinguishable from the recording. |
|
||||
| C-30 | Final persistent award | 35 displayed units after the separate 59-victory run | Direct runtime observation; exact for that final report | High | Read the final report and subsequent title return | [P-VID] | Currency identity, formula, spend path and other mode rewards remain unknown. |
|
||||
| C-31 | Runtime audio mapping in the user recording | Unknown | Unknown because narration and the mixed recording prevent reliable event isolation | High confidence in the unknown status | Sampled battle, shop, victory, reward and final transitions without exporting clips or assigning speculative cues | [P-VID] | File inventory proves audio assets exist but not their runtime event, mixing, layer or fatigue behavior. |
|
||||
|
||||
## Package And Asset Census
|
||||
|
||||
@@ -149,7 +159,7 @@ milestone artifacts and editable party order. It also proves that a completed
|
||||
captured adventure reaches a finite result and feeds persistent progression.
|
||||
|
||||
The strongest defensible numerical statements are the lower bounds and
|
||||
scope-limited exact counts in C-01 through C-23. No row should be read as a
|
||||
scope-limited exact counts in C-01 through C-31. No row should be read as a
|
||||
complete current-version encyclopedia unless its exactness cell explicitly
|
||||
states that scope.
|
||||
|
||||
@@ -173,6 +183,7 @@ result, not incomplete arithmetic.
|
||||
[P-IMG]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/image-catalog.json
|
||||
[P-CODE]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/CODE_AND_SCRIPT_INVENTORY.md
|
||||
[P-MANIFEST]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/extracted-assets/asset-extraction-manifest.json
|
||||
[P-VID]: USER_PLAY_VIDEO_STUDY_2026-08-11.md
|
||||
|
||||
[P-RCR-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-01.jpg
|
||||
[P-RCR-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-02.jpg
|
||||
|
||||
@@ -0,0 +1,117 @@
|
||||
# User-Play Video Study, 2026-08-11
|
||||
|
||||
## Decision Boundary
|
||||
|
||||
This study records generalized behavior from one authorized private user-play
|
||||
recording. It does not transfer names, prose, formulas, prices, layouts, art,
|
||||
audio, code or other expressive material. No third-party frame is stored in
|
||||
this repository. The complete private evidence package remains outside Git.
|
||||
|
||||
The decision enabled by this study is whether Aetherbound Guild should retain
|
||||
its compact current deployed line or adopt an independently authored larger
|
||||
Company-growth envelope before any runtime implementation begins.
|
||||
|
||||
## Source And Evidence
|
||||
|
||||
- Source SHA-256:
|
||||
`188373d2bc3686afb74815f9f6aa9ff3abc59708dda2618ca2ea843d4f46358b`
|
||||
- Duration: `00:51:12.939`; 1280x720 video with stereo audio.
|
||||
- Private evidence root:
|
||||
`/Users/wusumac/Documents/game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-user-video/`
|
||||
- Three fixed time segments retain 25 native source frames each, 75 total.
|
||||
- Every segment has a 25-row SHA-256 screenshot manifest verified against the
|
||||
final files. Product Git remains free of those commercial frames.
|
||||
|
||||
## Directly Proven Behavior
|
||||
|
||||
### Run Arc And Scale
|
||||
|
||||
- The recording enters a new run, shows preparation, advances through repeated
|
||||
automatic battles and results, and reaches a final report at a displayed 59
|
||||
victories before returning to the title screen.
|
||||
- The final report has eight Company result rows and awards 35 units of a
|
||||
persistent resource. The displayed time field is not interpreted because
|
||||
its unit and relationship to the edited recording are unknown.
|
||||
- The visible roster grows from two occupied members to seven, then later
|
||||
reaches eight. A roster occupancy display shows `8/10`; eight members are
|
||||
also simultaneously represented in live battle.
|
||||
|
||||
### Preparation And Economy
|
||||
|
||||
- Repeated recruit offers expose unequal prices, role/profession presentation
|
||||
and multiple attributes before commitment.
|
||||
- Member inspection exposes level, attributes, weapon category, attack
|
||||
interval and an active-ability field.
|
||||
- Equipment has multiple member slots and tooltips with eligibility, stats,
|
||||
conditional behavior and sell value. The visible backpack capacity is 22,
|
||||
and a separate paged storage surface is present.
|
||||
- Visible shop levels include 4, 6, 8 and 9. The recording includes ordinary
|
||||
three-offer states, a broader six-offer state, shop-upgrade information and
|
||||
recurring zero-price three-choice states.
|
||||
- Results separate per-member condition rows from no-loot, one-item and
|
||||
multi-item reward variants.
|
||||
|
||||
### Battle
|
||||
|
||||
- Battle resolves without a visible normal target or skill command. Opposing
|
||||
groups advance from the sides, meet near the center and exchange actions.
|
||||
- The HUD exposes aggregate side state, living-unit counters, per-member
|
||||
status, elapsed time, speed and local numerical/effect feedback.
|
||||
- Sampled ordinary victories follow the opposing living-unit count reaching
|
||||
zero and transition into a separate result presentation. The recording does
|
||||
not support line crossing as the ordinary victory rule.
|
||||
- Forest, cave, red-rock/open and snow-field presentations are directly seen.
|
||||
|
||||
## Explicit Unknowns
|
||||
|
||||
- One mid-run battle visibly contracts to three live Company panels while
|
||||
twelve opponents remain, and later states show eight members. The recording
|
||||
does not expose whether the contraction or recovery involved death,
|
||||
temporary knockout, benching, revival, recruitment or another rule.
|
||||
- No fixed source frame proves same-battle respawn, reserve auto-entry,
|
||||
permanent-loss confirmation, retreat settlement or full-party defeat.
|
||||
- Ten is a displayed roster capacity in this state, not a proven universal
|
||||
mode limit or a total number of recruit identities.
|
||||
- The recording does not enumerate complete professions, skills, equipment,
|
||||
artifacts, enemies, bosses, regions, chapters, modes or achievements.
|
||||
- Narration and the mixed recording prevent reliable event-to-audio mapping.
|
||||
|
||||
## Reconciliation With Earlier Research
|
||||
|
||||
The earlier private observation proved a separate 12-victory completed run.
|
||||
This new 59-victory result does not contradict it: both values are exact only
|
||||
for their recorded run and mode state. The new recording strengthens runtime
|
||||
lower bounds for Company size, shop progression, storage and environment
|
||||
coverage, but does not convert any package file count into a gameplay count.
|
||||
|
||||
The new evidence also corrects two unsafe interpretations:
|
||||
|
||||
1. A shrinking live-panel count followed by a larger later roster does not
|
||||
prove same-battle revival.
|
||||
2. Moving battlefield composition does not prove boundary crossing as a base
|
||||
victory condition; sampled victories instead follow enemy elimination.
|
||||
|
||||
## Product Implications, Not Reference Facts
|
||||
|
||||
The reference evidence demonstrates that visible Company growth can carry a
|
||||
long run: recruitment changes the battle silhouette, preparation density and
|
||||
result report. Aetherbound's current compact line is an original product
|
||||
choice, but it now requires explicit Owner review because it may underdeliver
|
||||
the requested large-recruit fantasy.
|
||||
|
||||
The recommended independent envelope is:
|
||||
|
||||
`two-member opening -> ten-member run roster -> deployed capacity grows through
|
||||
four, six and eight -> no same-battle respawn -> no automatic Reserve entry ->
|
||||
ordinary victory requires eliminating the enemy group`
|
||||
|
||||
This is not yet product authority. It would require one coherent revision of
|
||||
the game contract, battle system, economy, save/failure rules, screen map,
|
||||
interactive prototype, simulation fixtures and validators. Formal runtime
|
||||
development remains frozen.
|
||||
|
||||
## Shortest Next Action
|
||||
|
||||
Owner accepts or rejects the recommended Company-scale and ordinary-battle
|
||||
envelope before any product-contract or HTML-prototype revision.
|
||||
|
||||
Reference in New Issue
Block a user