151 lines
7.2 KiB
Markdown
151 lines
7.2 KiB
Markdown
# Execution Spec: Recruit-Line Auto-Battler Redesign
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> Status: FROZEN
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> Requested: 2026-08-10
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> Frozen by: Owner / 2026-08-10
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> Revision: design-spec-r3
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## Decision This Batch Enables
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Produce a coherent replacement for the current fixed-cast, six-unit,
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three-lane design and, in parallel, replace the obsolete presentation
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authorities with implementation-ready UX, art, audio and validation contracts.
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This batch still does not start runtime development or final media production.
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## Confirmed Product Direction
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- Original landscape 2D Japanese hand-drawn fantasy auto-battler.
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- The transferable loop is: shop offers -> recruit/buy -> equip -> reorder one
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horizontal party line -> choose risk -> fully automatic battle -> reward,
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death, dismissal or replacement -> repeat -> persistent run progression.
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- Recruits are compositional units built from generated name, modular visual
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identity, fixed profession, rolled attributes, one lightweight mechanical
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trait, equipment, level and survival history.
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- Recruits are not 30 fixed protagonists. Remove relationship, affinity,
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romance, personal-arc and mandatory individual voice systems.
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- Battle uses one ordered horizontal line. Remove the 3-lane x front/rear grid,
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in-battle Directive system, Anchor/Cache battle terminology and fixed six-unit
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cap from the core loop.
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- Battle is automated. Player controls are prepare, reorder, equip, start,
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pause, speed, inspect and retreat; no repeated manual skill activation.
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- Simultaneous deployment starts small and grows toward a simulated target of
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10-12. Cumulative recruits in a run are not capped by that deployment number;
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death, dismissal and replacement keep recruitment relevant.
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## Complete Content Envelope
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- 12 base professions, 24 regular advanced professions and 6 hidden hybrid
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professions: 42 playable profession identities.
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- 36 lightweight mechanical recruit traits.
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- 320 equipment items and 60 artifacts.
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- 100 ordinary/elite enemy identities plus 16 bosses across 8 regions.
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- First clear target 15-25 hours; mastery and high-difficulty play 60+ hours.
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- Minimal world framing and regional progression only. Content depth comes from
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profession, equipment, formation-order, enemy and run-economy interaction.
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## Workstreams
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### ABG-V2-CORE-SYSTEMS
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Owns root `AGENTS.md` alignment and `docs/product/`. It defines the complete
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loop, recruitment/dismissal/death rules, horizontal formation grammar,
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deterministic auto-battle, professions as a fixed catalog schema, economy,
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shop refresh, pacing, run structure, difficulty, failure, save and postgame.
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It must not enumerate the content catalog owned by the content workstream.
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### ABG-V2-CONTENT-MATRIX
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Owns `docs/content/`. It replaces the fixed-character bible with generated
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recruit specifications and authors the complete profession, trait, equipment,
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artifact, enemy, boss and region matrices. It must consume the schemas in this
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spec and must not edit product, presentation, prototype or taskgraph files.
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### ABG-V2-UX-SCREENS
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Owns `docs/presentation/SCREEN_AND_STATE_MAP.md` and
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`docs/presentation/UI_AND_VISUAL_SYSTEM.md`. It defines the complete landscape
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navigation, shop, recruit, equipment, party-line, battle, result, failure,
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settings, accessibility, localization and endgame states. Exact system values
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that are still being finalized must use named binding placeholders rather than
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inventing a conflicting authority.
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### ABG-V2-ART-DIRECTION
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Owns `docs/presentation/ART_ASSET_AND_ANIMATION_CATALOG.md`. It replaces fixed
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character, relationship and lane-grid assets with a modular generated-recruit
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system, 42 profession kits, one horizontal battle line, eight region families,
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116 enemy identities, equipment readability, animation states and VFX rules.
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It specifies production; it does not generate final assets.
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### ABG-V2-AUDIO-DIRECTION
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Owns `docs/presentation/AUDIO_MUSIC_AND_VOICE_CATALOG.md`. It removes the
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obsolete 30-character voice burden and specifies readable shop, formation,
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auto-battle, casualty, reward, region, UI, accessibility and lifecycle audio.
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It specifies production; it does not generate or purchase audio.
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### ABG-V2-DESIGN-VALIDATION
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Owns `docs/reviews/DESIGN_VALIDATION_CONTRACT.md` and
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`tools/validate_predevelopment_design.py`. It defines deterministic count,
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cross-reference, forbidden-concept, schema and coverage checks for the merged
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design. It may not change product, content or presentation authority.
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## Shared Vocabulary
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| Term | Meaning |
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|---|---|
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| Recruit | One generated run participant, not an authored story protagonist |
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| Profession | A fixed reusable combat ruleset referenced by many recruits |
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| Trait | One short mechanical modifier with a visible benefit and cost |
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| Party line | The ordered simultaneous deployment from front to rear |
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| Run | One shop/battle/reward sequence with cumulative recruits and losses |
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| Meta progression | Persistent unlock breadth; it may not replace run decisions |
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| Artifact | A run-defining shared rule modifier, distinct from unit equipment |
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## Acceptance Criteria
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- No product authority still requires fixed named protagonists, relationships,
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a six-unit roster, a three-lane grid or Directive/Anchor/Cache battle rules.
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- Recruitment, dismissal, permanent loss, replacement, price pressure,
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deployment capacity and cumulative recruitment are explicit and testable.
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- Party order changes targeting, protection, reach, healing, movement and
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replacement behavior in immediately readable ways.
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- Every profession and content row changes a player decision; no name-only or
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number-only filler.
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- Economy and pacing include five profiles, decision timestamps, solvency and
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anti-dominance checks.
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- Save/failure rules cover migration, corruption, retry, duplicate claim,
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interruption, rollback, clock rollback and bounded offline behavior.
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- Cross-document terminology, IDs, counts and formulas are consistent.
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- Every player-facing page and key state has a landscape composition, primary
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action, readable consequence, empty/error/confirmation behavior and input,
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localization and accessibility coverage.
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- Art, animation, VFX, music, ambience, SFX and voice scope are production-
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countable and match generated recruits rather than fixed protagonists.
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- A deterministic design validator checks counts, IDs, cross-references,
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forbidden retired concepts and presentation coverage after integration.
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- A visible independent reviewer audits the integrated fixed revision before
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any HTML prototype or runtime development begins.
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## Excluded Scope
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- Runtime code, engine selection, packages, signing, store or release work.
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- Final or bulk production art/audio and paid media generation.
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- Copying reference names, prose, formulas, layouts, source or commercial
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assets.
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- HTML/gallery implementation in this batch; it begins only after the six
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design authorities are integrated, independently reviewed and owner-approved.
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## Human Gates
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- Owner accepts or revises the integrated complete-design direction.
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- Owner later reviews every landscape UI page and representative art state.
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- Runtime, media production and release remain separately authorized.
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## Open Questions
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None blocking this design batch. Exact simultaneous capacity within the 10-12
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target is selected by the five-profile simulation, not guessed from the
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reference demo's observed `x/10` display.
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