3.8 KiB
Aetherbound Guild Agent Contract
This file narrows the portfolio rules for this repository.
Current Stage
Phase 8 design is Owner-accepted. Phase 9 Godot vertical-slice development is
authorized only through the active Goal named by CURRENT_CHECKPOINT.md.
Runtime source belongs under runtime/; accepted HTML design authority remains
under prototype/ and may not be silently rewritten to fit implementation.
P9.0R3 is the Owner-accepted baseline for tutorial-battle pacing and
event-bound combat feedback inside the preserved Title -> Guild Yard ->
tutorial battle -> victory flow. Its source is frozen. P9.0R4 remains the
preserved two-battle preview baseline. P9.0R5 is the Owner-accepted complete
first-session baseline through Guild choice, third battle and session result.
P9.0R6 is the preserved route-decision baseline. P9.0R7 is the preserved
individual-growth H5 baseline. P9.0R8 is the preserved front-door H5 baseline.
P9.0R9 is a preserved first-Company H5 baseline whose separate front/rear
selection was rejected by Owner review. P9.0R9A is the preserved automatic-
formation baseline: the player chooses any two of four Recruits and the system
orders them. P9.0R10 is the preserved six-pair compatibility baseline. P9.1 is
the active runtime milestone: carry every legal starting pair through the
complete five-battle first-session shape, while first extracting modular runtime
boundaries so parallel developers do not concurrently edit runtime/main.gd.
P9.1 begins with a specification-only expert wave; implementation opens only
after game-design, UX/visual and technical-architecture outputs are reconciled
into one frozen contract.
Contract, difficulty, authoritative XP/levels three through ten, promotion,
formal Market/permanent equipment inventory, Party order, casualty/recovery,
authoritative combat, persistence, chapters, device packaging, stores and
release remain frozen.
Originality Boundary
- Authorized private reference material may be inspected only to identify systems, player decisions, content categories, pacing patterns, and production scope.
- Do not copy reference names, prose, formulas, layouts, progression trees, source code, art, music, sound effects, or other expressive assets.
- Do not place third-party commercial assets in this repository.
- Every product-facing design must be independently authored and traceable to this game's approved product contract.
Design Completion Gate
Formal development remains frozen until all of these are complete, mutually consistent, independently reviewed, and owner-approved:
- Product and player-experience contract.
- Core loop, battle, profession, skill, progression, economy, failure, save, difficulty, and postgame specifications.
- Complete generated-recruit rules; 12 base, 24 advanced, and 6 hidden professions; 36 mechanical traits; 320 equipment items; 60 artifacts; 100 ordinary/elite enemies; 16 bosses; and 8 regions, with no filler rows. Recruits are not fixed story protagonists and do not require relationship, affinity, romance, personal-arc, or individual voice-content systems.
- Complete screen/state map, onboarding, accessibility, localization, input, error, empty, confirmation, settings, and endgame states.
- Art direction, asset inventory, animation matrix, VFX language, music plan, and SFX event catalog.
- Landscape HTML design gallery showing every player-facing page and key state.
- Economy/build simulations and a decision-density audit.
- Interactive design prototype and owner review.
Owner visual/feel acceptance applies only to the bounded P9.0R3 tutorial battle presentation. Human listening, broader comprehension/fun, device, packaging, store, and release acceptance remain separate gates. P9.0R3 does not authorize the later authoritative battle system.