Session artifact · final
Development Epics
The first layout of the development epics used later in the pipeline
- Document
- TestGame Production-Chain Strategy PoC
- Created
- 1 August 2026
- Updated
- 1 August 2026
TestGame - Development Epics
These epics sequence complete player-visible capabilities. They describe design outcomes, not engine architecture or implementation classes.
Epic 1: Play Space and Interaction
Outcome: The player can enter the compact sandbox, understand its zones, navigate the camera, select actors, issue commands, and place every required Building.
High-Level Stories
- Present the production, Deer, and two Monster zones with readable world labels.
- Pan, rotate, and zoom the camera within bounds that preserve zone readability.
- Select one or multiple units and issue contextual move or attack commands.
- Create and recall control groups.
- Preview and place each available Building on a valid pad with explicit invalid-state feedback.
- Keep Storage, selection, active Quests, and job timers visible across interactions.
Completion Evidence
- Every required Building can be placed without blocking unit routes.
- Invalid placement changes no state and explains why it failed.
- All five player units can be selected and commanded using the documented input model.
Epic 2: Mythical Storage and Production
Outcome: Raw Resources enter shared Storage and become intermediate materials through visible, cancellable, concurrent jobs.
High-Level Stories
- Begin each session with the documented starting Resource quantities.
- Generate each configured raw Resource at
1per10 seconds. - Display exact Storage quantities, recent changes, and each Resource Building’s active generation cadence.
- Start a valid 30-second Processing job and commit its inputs.
- Run one job per Building while allowing separate Buildings to work concurrently.
- Keep each active job’s output, progress percentage, and remaining time visible after its Building panel closes.
- Cancel a job for a full refund without duplicated or lost Resources.
- Deliver every intermediate output to Mythical Storage.
Completion Evidence
- Every intermediate in the canonical production table can be produced.
- Concurrent jobs maintain independent timers and exact Resource accounting.
- Start, completion, cancellation, and blocking states are visible and numerically correct.
- Active Processing and Crafting interfaces provide a visible Cancel action; a busy Building names that blocker.
Epic 3: Crafting, Inventory, and Equipment
Outcome: The player can turn intermediates into Crafted Goods, receive them in reserved slots, and apply their exact effects to eligible units.
High-Level Stories
- Browse canonical Recipes with exact inputs, availability, outputs, and duration.
- Reserve one of ten Inventory slots before committing Craft inputs.
- Block Craft start when an input or slot is missing and state the remedy.
- Complete a Craft into its reserved slot, or cancel it with a full input refund and slot release.
- Distinguish empty, reserved, occupied, focused, equipped, and ineligible slots.
- Equip an Iron Sword to an eligible melee unit and show the
+5%HP change. - Upgrade T1 Leather Armor into T2 Metal Armor and equip it to a Soldier for
+10%HP. - Preserve correct current/max HP when equipment is added or removed.
Completion Evidence
- All four Crafted Goods can be produced through their full chains.
- Full Inventory and missing-input cases never consume Resources.
- Before/after unit values make the sword and armor effects unambiguous.
- Craft completion names the Crafted Good and visibly changes its reserved slot to occupied.
Epic 4: Units, Combat, and Morale
Outcome: The starting force can fight two Monster groups, hunt Deer, and visibly benefit from permanent and temporary crafted effects.
High-Level Stories
- Spawn the documented player roster, Monsters, and Deer with initial tuning values.
- Move, acquire targets by command, attack automatically, take deterministic damage, and resolve defeat.
- Recover defeated player units at the starting area after
10 secondswithout losing session progression. - Run simple bounded Monster acquisition, pursuit, and return behavior.
- Make Deer flee and transfer
1 Leatherto Storage on defeat. - Deploy a Morale Flag within range of a Soldier.
- Show its
10 marea, affected Soldiers,+5%HP effect, and10-secondtimer. - Remove the Flag and effect cleanly without stacking or salvage.
- Expose HP, damage values, damage source, and active effects throughout combat.
Completion Evidence
- Both encounter groups can be engaged and defeated; move/attack commands either execute or show a documented invalid-state response, and no unit remains indefinitely stuck in acquire, pursue, or return.
- Leather acquisition supports the armor and Morale chains.
- Equipment and Flag effects can be compared using visible exact values.
Epic 5: Loot, Hero Skills, and Quests
Outcome: Monster loot expands Hero actions and both strategy paths produce visible Quest progress and acknowledgment.
High-Level Stories
- Drop one Slash Scroll and one Fireball Scroll from designated Monsters.
- Distinguish dropped, learned, and equipped skill states.
- Teach and equip each Scroll only to its eligible Hero.
- Target, preview, execute, and cool down Slash and Fireball using documented values.
- Make both Quests available from session start and accept either independently.
- Initialize accepted Quest progress from session counters so earlier qualifying events are preserved.
- Track the accepted Aggressive Quest from
0/10to10/10Monster defeats. - Track the accepted Production Quest from incomplete to one completed T2 Metal Armor.
- Acknowledge completion with a transient popup and persistent completed tracker state, without material reward.
Completion Evidence
- Dropped, learned, and equipped states are visibly distinct; invalid targets consume neither cooldown nor skill state.
- Dropped, learned, and equipped Skill states are visually distinguishable.
- Quest counts update once per qualifying event and cannot duplicate completion.
- Both Quests remain concurrently visible and progress independently; completing either leaves the other active and unchanged except for shared qualifying events.
Epic 6: UX, Accessibility, and Feedback
Outcome: The full experiment is understandable from the game surface and remains operable at its supported desktop layouts.
High-Level Stories
- Apply the restrained command-table visual hierarchy and consistent state colors.
- Keep Storage, selection context, active Quests, and active timers persistent.
- Present exact blockers and remedies without mutating state.
- Provide visible keyboard focus for every keyboard-operable screen control.
- Scale the UI with supported window changes without losing critical information.
- Communicate every state with text or iconography in addition to color.
- Keep nonessential motion restrained while preserving timing and effect legibility.
- Anchor placement validity, dropped Scrolls, affected Soldiers, and damage values to their world subjects.
Completion Evidence
- The production, crafting/equipment, combat/loot, and Quest journeys can each be completed without hover-only information.
- Required persistent information remains available after resize and scaling.
- A silent run retains full causal readability.
Epic 7: Baseline Evaluation and Stabilization
Outcome: Tim can repeatedly complete and judge the whole experiment using evidence rather than implementation completion alone.
High-Level Stories
- Complete an aggression-first pass and record perceived payoff and friction.
- Complete a production-first pass and record perceived payoff and friction.
- Explain the exact sword, armor, and Flag effects from the game surface.
- Complete three consecutive end-to-end sessions without inspection or state mutation through Unity or development tools.
- Run the ten-minute performance scenario on Tim’s reference PC and record average FPS, 1% low, and the reference configuration.
- Record every tuning change with its value and reason; retest core-journey changes.
- Make and record a continue, extend, rethink, or stop decision.
- Capture the evaluation using the PRD’s
evaluation-template.mdprompts. - If continuing, define the Extension Milestone’s hypothesis, smallest scope, success criteria, counter-metrics, and relationship to Baseline before expanding scope.
Completion Evidence
- Technical and gameplay success metrics in
gdd.mdhave recorded pass/fail results and observations. - Known failures and scope pressures are recorded rather than hidden.
- Any proposed extension is separable from the completed Baseline.
Epic Sequence and Dependencies
- Epic 1 establishes the interaction surface required by every later capability.
- Epic 2 supplies authoritative Resource and job behavior.
- Epic 3 establishes crafting, Inventory, eligibility, and equipment state; its tactical-effect evidence completes with Epic 4’s unit health model.
- Epic 4 establishes units and combat, then completes the observable equipment and Morale effects supplied by Epic 3.
- Epic 5 depends on combat, crafting completion, and visible event feedback.
- Epic 6 begins alongside Epic 1, supplies the shared feedback and accessibility contract across Epics 1–5, and receives final end-to-end validation after Epic 5.
- Epic 7 begins only when the full Baseline journey is playable.
