From 088738e00f161cb28d25d03e280f86594b326a5c Mon Sep 17 00:00:00 2001 From: wusumac <736139669@qq.com> Date: Tue, 11 Aug 2026 18:09:03 +0800 Subject: [PATCH] docs(reference): record long user-play study --- docs/README.md | 32 +++-- docs/reference/REFERENCE_RUNTIME_CENSUS.md | 17 ++- .../USER_PLAY_VIDEO_STUDY_2026-08-11.md | 117 ++++++++++++++++++ 3 files changed, 151 insertions(+), 15 deletions(-) create mode 100644 docs/reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md diff --git a/docs/README.md b/docs/README.md index cb3f4e8e..1c0bd2b7 100644 --- a/docs/README.md +++ b/docs/README.md @@ -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 diff --git a/docs/reference/REFERENCE_RUNTIME_CENSUS.md b/docs/reference/REFERENCE_RUNTIME_CENSUS.md index 28c56c2c..759ed704 100644 --- a/docs/reference/REFERENCE_RUNTIME_CENSUS.md +++ b/docs/reference/REFERENCE_RUNTIME_CENSUS.md @@ -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 diff --git a/docs/reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md b/docs/reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md new file mode 100644 index 00000000..bafe655b --- /dev/null +++ b/docs/reference/USER_PLAY_VIDEO_STUDY_2026-08-11.md @@ -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. +