v1.3.0
Game Systems: implement the major gameplay systems defined in the specification.
Primary Goals:
- Implement the deterministic combat system with body grid, action points, hand tracking, round-delay telegraph, and 20+ combat actions replacing the current balance-based system
- Implement the multi-dimensional reputation system with 9 tiers, faction propagation, decay mechanics, and the devotee NPC system
- Implement the crafting and harvesting system with harvest nodes, devotee-delegated gathering, and interactive crafting minigames
- Implement any remaining specification features not addressed by earlier milestones
Acceptance Criteria:
- Combat is fully deterministic: identical inputs produce identical outcomes with no RNG; uses a 5x7 body grid and 3 AP/turn budget
- Reputation vectors track standing across factions, regions, and individuals with propagation and decay
- Devotees can be recruited, assigned to harvest/guard/trade tasks, and have loyalty/morale mechanics
- Players can harvest resources and craft items through interactive minigames that reward player skill
- Tickets for all game systems are created with full subtasks, acceptance criteria, and BDD scenarios
- All tests pass at 97% unit coverage threshold
19% Completed