262 lines
16 KiB
Markdown
262 lines
16 KiB
Markdown
# Transferable Structure Lessons
|
|
|
|
## Use And Originality Boundary
|
|
|
|
This document converts the authorized census into independently authored
|
|
planning guidance for Aetherbound Guild. It transfers system roles, decision
|
|
timing, information needs and production implications only. It does not
|
|
transfer reference names, prose, formulas, prices, layouts, progression trees,
|
|
visual composition, art, animation, music, sound effects or source code.
|
|
|
|
Reference counts remain evidence about a captured build, not targets for this
|
|
project. Aetherbound Guild's scope comes exclusively from the [frozen product
|
|
contract][PRODUCT], while factual support comes from the [runtime census][CENSUS].
|
|
|
|
## Evidence-To-Lesson Trace
|
|
|
|
| Census evidence | What it supports | What it does not authorize |
|
|
|---|---|---|
|
|
| C-02 through C-06 | Recruits, professions and persistent branches can create overlapping build axes | Copying labels, branch themes, node topology, unlock order or values |
|
|
| C-08 and C-09 | Enemy readability benefits from role-level telegraphing before commitment | Copying enemy identities, silhouettes, attacks or encounter compositions |
|
|
| C-10 through C-13 | Equipment and milestone rewards can change party behavior and contingency planning | Copying item or artifact identities, effects, rarity rules, prices or tooltip prose |
|
|
| C-14 and C-15 | Party order is a meaningful preparation decision | Copying a formation layout, slot count or exact battlefield mapping |
|
|
| C-16 through C-19 | Environment production and run progression need separate accounting | Treating asset families, victories, chapters and waves as interchangeable units |
|
|
| C-20 through C-23 | Collection, achievement and mode scope must be authored explicitly because the reference totals are unknown | Filling gaps with guesses from menu labels, scripts or assets |
|
|
| A-01 through A-08 | Layered presentation has a large and multi-category production footprint | Treating files, frames, types or component instances as gameplay content |
|
|
|
|
## Original Core-Loop Structure
|
|
|
|
Aetherbound Guild should use the following independently authored loop:
|
|
|
|
`guild forecast -> roster and job plan -> equipment and formation -> route commitment -> readable auto-battle with bounded intervention -> causal result -> recovery or reward -> guild progression`
|
|
|
|
The transferable lesson is the separation of player questions, not the
|
|
reference screen sequence:
|
|
|
|
| Boundary | Player question | Required state change | Required handoff |
|
|
|---|---|---|---|
|
|
| Guild forecast | What pressure is approaching, and what can I prepare for? | Threat and opportunity information becomes actionable | Opens roster, job, equipment and route planning without hiding constraints |
|
|
| Roster and job plan | Which people and capabilities form the expedition thesis? | Recruits receive explicit jobs and responsibilities | Formation and equipment previews expose consequences |
|
|
| Equipment and formation | What behavior, timing and position will each choice change? | Loadout and order create a testable battle plan | Route commitment summarizes the plan's known strengths and risks |
|
|
| Route commitment | Which uncertainty is worth accepting now? | Resources and risk are committed | Battle starts from a reviewable snapshot |
|
|
| Battle | Is the prepared plan working, and why? | The simulation resolves with sparse, legible intervention windows | Result view preserves the causal record |
|
|
| Result | What succeeded, where did the first failure begin, and what changed? | Rewards, injuries, losses and discoveries are explained | Recovery and progression actions are offered in context |
|
|
| Recovery or reward | How should the guild adapt rather than merely restore numbers? | The next plan gains a new option, constraint or tradeoff | Returns to forecast with a meaningfully changed decision space |
|
|
|
|
This loop preserves anticipation, observation and diagnosis while giving the
|
|
original game its own guild-management framing, route logic and intervention
|
|
rules.
|
|
|
|
## Decision Timing
|
|
|
|
### Opening
|
|
|
|
The first interactive state should ask for a real build commitment using a
|
|
small, understandable option set. Onboarding may stage information, but it
|
|
should not make the opening plan on the player's behalf. The choice must expose
|
|
what changes in role, resource pressure or formation behavior.
|
|
|
|
### Before Battle
|
|
|
|
Route, equipment, job and formation choices should converge in a plan review.
|
|
The review must show projected responsibilities and known threats without
|
|
pretending to predict the exact simulation. Reversible edits stay reversible
|
|
until commitment; destructive or costly changes require explicit confirmation.
|
|
|
|
### During Battle
|
|
|
|
Automatic execution is valuable only when cause remains inspectable. Each
|
|
bounded intervention should answer a distinct tactical question and preserve
|
|
the value of preparation. Slow playback, pause where platform rules allow, and
|
|
event inspection are diagnostic controls; they are not separate game modes.
|
|
|
|
### After Battle
|
|
|
|
The first post-battle view should identify the earliest meaningful collapse,
|
|
the interaction that caused it and the downstream cost. Contribution totals
|
|
are secondary to a causal timeline. Reward selection follows diagnosis so that
|
|
the next choice responds to what the player just learned.
|
|
|
|
### After Failure
|
|
|
|
Recovery must create a new viable plan without erasing consequence. Replacement
|
|
availability, injury handling, debt, route retreat and guild support should be
|
|
authored as economy rules. A platform-funded revival cannot be the balancing
|
|
assumption.
|
|
|
|
### Persistent Progression
|
|
|
|
Persistent rewards should open new planning grammar: information, formation
|
|
options, profession transformations, route tools, recovery policies or
|
|
resource conversions. Flat universal bonuses may support progression, but
|
|
cannot carry it alone because they do not create a new decision.
|
|
|
|
## Content Grammar
|
|
|
|
Every content row should declare its player-facing job before art production.
|
|
The following schemas are original planning requirements, not reconstructions
|
|
of reference data.
|
|
|
|
| Content family | Required differentiators | Filler rejection test |
|
|
|---|---|---|
|
|
| Recruit | Personal constraint, decision preference, formation responsibility, profession affinities, recovery consequence and relationship hook | Reject when swapping the name and portrait leaves every decision unchanged |
|
|
| Base profession | Battlefield responsibility, resource verb, preferred position, readable cadence, failure mode and counterplay | Reject when it is only a stat package or element label |
|
|
| Advanced profession | A transformation of targeting, timing, position, resource flow or risk ownership | Reject when it is only a stronger version of the base profession |
|
|
| Enemy identity | Pre-commitment signal, threat rule, target pressure, counter, ally interaction, escalation state and result explanation | Reject when color or health is the only meaningful difference |
|
|
| Equipment or item | Eligible users, changed verb, trigger, tradeoff, positioning consequence, comparison rule and visible feedback | Reject when only a scalar value or rarity changes |
|
|
| Milestone relic | Build-level contingency, route-valuation change, conflict with other plans and a visible trigger | Reject when it is merely a larger generic bonus |
|
|
| Chapter | New route pressure, enemy grammar, economy stress, environmental rule, recovery question, boss synthesis and lasting guild consequence | Reject when it is only a visual reskin with larger numbers |
|
|
| Achievement | Explicit behavior worth recognizing, progress visibility, completion condition and non-distorting reward | Reject when it rewards passive repetition without teaching or celebrating mastery |
|
|
| Collection entry | Discoverability rule, readable unknown state, provenance, completion semantics and accessibility text | Reject when it exposes spoilers or exists only to inflate completion time |
|
|
|
|
The matrices should distinguish an **identity** from its **presentation
|
|
variants**. Rarity, level, portrait expression, equipment overlay, animation
|
|
frame, VFX layer and localization string belong to production tables, not to
|
|
the gameplay-identity count.
|
|
|
|
## Information Hierarchy
|
|
|
|
Information should be organized around the current decision rather than around
|
|
the underlying data model.
|
|
|
|
| Moment | Primary information | Secondary information | Deferred detail |
|
|
|---|---|---|---|
|
|
| Forecast | Route pressure, known threat, opportunity and deadline | Guild capacity and recovery exposure | Full historical statistics |
|
|
| Recruit or job choice | Responsibility gained, constraint accepted and team interaction | Growth path and equipment eligibility | Complete progression tree |
|
|
| Equipment | Changed behavior, eligible target, replacement result and resource cost | Synergies and comparison detail | Collection lore |
|
|
| Formation | Order, targeting exposure, protection relationship and movement implication | Alternate saved plans | Cosmetic presentation |
|
|
| Route commitment | Expected risk, reward class, uncertainty and irreversible cost | Relevant counters and recovery reserve | Unrelated collection progress |
|
|
| Battle | Current objective, dangerous cause, intervention availability and speed state | Aggregate team state | Long-form build explanation |
|
|
| Result | First collapse, decisive interaction, injuries/losses and earned choices | Contribution detail and event log | Meta collection celebration |
|
|
| Progression | New decisions unlocked and prerequisites | Long-term path preview and reset consequence | Unrelated branch detail |
|
|
|
|
Tooltips must explain changed behavior in the same vocabulary used by battle
|
|
and results. Empty, locked, unaffordable, incompatible, full-capacity and
|
|
destructive states need authored reasons and next actions. Accessibility labels
|
|
must carry meaning without relying on color, animation speed or audio alone.
|
|
|
|
## Approved Original Scope
|
|
|
|
These are direct, exact product-specification commitments, not observed or
|
|
inferred reference totals. Their authority is the [frozen product contract][PRODUCT].
|
|
|
|
| Original content family | Approved count | Evidence class and exactness | Planning consequence |
|
|
|---|---:|---|---|
|
|
| Named recruitable characters | 30 | Direct specification; exact | Each row needs a distinct personal constraint and build role. Shared rigs may support production, but identities cannot be palette variants. |
|
|
| Base professions | 12 | Direct specification; exact | The base set must cover genuinely different responsibilities and resource verbs. |
|
|
| Advanced professions | 24 | Direct specification; exact | Each base profession receives authored transformations whose decision impact survives comparison. |
|
|
| Enemy combat identities | 100 | Direct specification; exact | Encounter design must compose rule interactions, not multiply visual variants. |
|
|
| Chapters | 8 | Direct specification; exact | Each chapter adds a decision grammar and culminates in a synthesis encounter. |
|
|
| Equipment and items | 320 | Direct specification; exact | Production should use coherent families while keeping each gameplay record traceable. |
|
|
| Behavior-changing equipment and items | At least 120 | Direct specification; lower-bound acceptance threshold | Validators must flag rows that change behavior, targeting, timing, positioning, resources or job identity and reject unsupported claims. |
|
|
|
|
The reference census neither proves nor justifies these targets. It demonstrates
|
|
why gameplay rows and presentation assets need separate budgets. The original
|
|
contract remains the sole authority for scope.
|
|
|
|
## Production-Scope Implications
|
|
|
|
### Separate Ledgers
|
|
|
|
Maintain linked but independent ledgers for:
|
|
|
|
- gameplay identities and their rules;
|
|
- screen and state coverage;
|
|
- portraits, bodies, equipment layers and environment sets;
|
|
- animation states, transitions and reusable motion families;
|
|
- VFX events and readability roles;
|
|
- SFX events, variations, cooldowns, polyphony and mix states;
|
|
- music states and transitions;
|
|
- localization strings and accessibility alternatives.
|
|
|
|
One gameplay identity may need many presentation assets, and one presentation
|
|
asset may support many identities. Neither ledger may derive its total from the
|
|
other.
|
|
|
|
### Reuse With Legibility
|
|
|
|
Shared rigs, motion families, equipment layers and effect grammars are valid
|
|
scope controls when silhouettes, timing and cause remain readable. Reuse must
|
|
be planned from the original art direction. It cannot trace or imitate the
|
|
reference actor construction or asset style.
|
|
|
|
### Author Behavior Before Variants
|
|
|
|
Approve an identity only after its trigger, tradeoff, counterplay, interaction
|
|
and feedback are specified. Rarity and numerical tuning come later. This keeps
|
|
variant production from disguising an incomplete content matrix.
|
|
|
|
### Count States, Not Just Screens
|
|
|
|
The gallery and prototype must cover success, failure, empty, locked,
|
|
unaffordable, incompatible, full-capacity, confirmation, cancellation,
|
|
recovery, postgame and accessibility states. A screen title alone does not
|
|
prove the workflow is designed.
|
|
|
|
### Budget Diagnostic Feedback
|
|
|
|
Auto-battle production scope includes more than attacks. It needs pre-commit
|
|
telegraphs, impact readability, misses and mitigation, status changes, death or
|
|
withdrawal, intervention readiness, speed-safe feedback and result causality.
|
|
Animation, VFX and audio budgets should map to these event roles before bulk
|
|
asset creation.
|
|
|
|
## Adopt, Adapt, Reject
|
|
|
|
| Decision | Structural guidance | Originality guardrail |
|
|
|---|---|---|
|
|
| Adopt | Make pre-battle choices visibly affect automated outcomes and make results diagnostic | Author new rules, vocabulary and presentation for every state |
|
|
| Adopt | Use recovery to keep failure consequential but playable | Balance from the original economy, without platform-funded rescue assumptions |
|
|
| Adopt | Let persistent progression expand the planning space | Build an original graph, prerequisites, branch meanings and reset policy |
|
|
| Adapt | Combine related preparation questions where it reduces navigation | Use an original information architecture; do not reproduce the reference arrangement |
|
|
| Adapt | Use milestone rewards as build pivots | Create original identities, triggers, conflicts and visual language |
|
|
| Adapt | Use modular asset production to control scope | Define original silhouettes, rigs, layers and animation grammar |
|
|
| Reject | File counts as evidence of gameplay breadth | Validate content matrices and asset inventories separately |
|
|
| Reject | Speed settings, tutorials or UI states counted as content modes | Define mode boundaries by rules, progression and failure contract |
|
|
| Reject | Scalar-only rows presented as distinct content | Enforce the filler rejection tests before review |
|
|
| Reject | Copied names, prose, formulas, prices, layouts, topology or expressive assets | Keep all product-facing work independently authored and source-traceable |
|
|
|
|
## Downstream Design Requirements
|
|
|
|
The census should change downstream work in concrete ways:
|
|
|
|
- **Systems specifications:** define the full loop handoffs, intervention
|
|
boundary, failure recovery, persistence and save semantics.
|
|
- **Content matrices:** assign stable original IDs and the differentiator fields
|
|
above; maintain separate variant and asset references.
|
|
- **Screen/state map:** show decision-specific hierarchy, reversible and
|
|
irreversible transitions, all error/empty/locked states and diagnostic
|
|
results.
|
|
- **Art and animation plan:** budget by original actor family, equipment layer,
|
|
event state and environment need, never by reference export counts.
|
|
- **Audio plan:** budget event roles, variants and mix behavior, never one event
|
|
per archived clip.
|
|
- **Economy and build simulations:** test whether recovery preserves viable
|
|
counterfactuals and whether persistent progression creates choices rather
|
|
than only larger values.
|
|
- **Interactive prototype:** verify that players can predict a plan, identify
|
|
the first collapse and state the next adaptation without seeing hidden
|
|
formulas.
|
|
|
|
## Review Gate
|
|
|
|
Before any lesson enters a product-facing artifact, reviewers should be able to
|
|
answer yes to all of the following:
|
|
|
|
- Is the lesson traceable to a census row or the frozen original contract?
|
|
- Is it stated as a player decision or production requirement rather than a
|
|
copied implementation?
|
|
- Are reference lower bounds kept separate from original targets?
|
|
- Are gameplay identities kept separate from assets, frames, layers and UI
|
|
states?
|
|
- Are names, prose, formulas, values, layouts, trees, art and audio independently
|
|
authored?
|
|
- Does the result add a distinct job, counterfactual or information need rather
|
|
than a cosmetic variant?
|
|
|
|
Failure of any answer is an originality or completeness blocker during the
|
|
design-only stage.
|
|
|
|
[CENSUS]: REFERENCE_RUNTIME_CENSUS.md
|
|
[PRODUCT]: ../../.agent-taskgraph/spec.md
|