Files
gogobee/gogobee_design_index.md
prosolis 9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

6.9 KiB
Raw Blame History

GogoBee Design Document Index

Read this first. Then read the docs relevant to your work, in dependency order.

All docs in this index live at the repo root (/home/reala-misaki/git/gogobee/*.md). If you're starting an implementation session, read every entry below before opening code — many systems cross-reference each other and reading one doc in isolation has historically led to under-scoped work.


The corpus

Doc Scope Status
gogobee_dnd_design_doc.md v1.0 vision: D&D character system, classes, races, ability scores, leveling, combat resolution, abilities, equipment slots, monsters, skill checks, rest, onboarding/migration, NPC integration Vision; superseded for implementation by v1.1
gogobee_dnd_design_doc_v1.1.md v1.0 reconciled against actual codebase: real schema, archetype names, layered (not replacement) approach, smaller phase plan Implementation source-of-truth
gogobee_dnd_session_summary.md What's actually been built so far across phases 1-7 + audit fixes + flavor wiring Living record
gogobee_design_index.md This file

System docs (companions to v1.0/v1.1)

Doc Owns Hard dependencies
gogobee_action_economy_death.md Turn-based action economy (Action/Bonus/Reaction/Movement), death saves, hospital recovery None — foundation
gogobee_equipment_appendix.md Weapon damage dice, armor AC tables, magic item templates, ammo, ComputeAC helper Action economy
gogobee_spell_system.md 79 spells (cantripL5), spell slots, concentration, three casters (Mage/Cleric/Ranger), spell save DC Action economy, equipment (component pouch / focus)
gogobee_subclass_system.md 15 subclasses (3 per class × 5 classes), L5 selection prompt, L5/7/10/15 abilities Action economy, spells (Arcane Trickster)
gogobee_dungeon_zones.md 10 named zones, TwinBee GM persona w/ Mood Score, 5 room types, named bosses with multi-phase mechanics, tier gating Combat (any), monsters, equipment (loot), spells (boss casters)
gogobee_expedition_system.md Multi-day persistent expeditions, day cycle (06:00 brief / 21:00 recap), threat clock, supply system, camp tiers, extraction, siege mode Zones (zones get wrapped), action economy (combat events), resources
gogobee_resource_combat_integration.md Harvest nodes per zone, combat-as-event (room/interrupt/patrol/ambush), zone-specific loot tables Zones, expedition, action economy, equipment
gogobee_housing_babysitter.md Housing tiers 0-6 (rent + mortgage), 13 property upgrades, FRED ARM rate integration, Pastel babysitter NPC Economy (existing euro_balances), pets (Pastel feeds them)
gogobee_pet_system.md 30 named pets, tier 1-3 + Legendary, Ranger Pet Bond (5 tiers), happiness, pet leveling Subclass (Ranger), housing (pet capacity per tier)
gogobee_remaining_systems.md Skill Proficiency selection, Arena polish, Misty/Arina quest system, Pete Bot broadcasts, Economy by tier, Crafting recipes Various; the catch-all

Reading order by intent

Implementing combat changes: dnd_design_doc_v1.1action_economy_deathequipment_appendixspell_systemsubclass_system.

Implementing world content (zones, dungeons): dnd_design_doc_v1.1dungeon_zonesexpedition_systemresource_combat_integration → relevant flavor files in internal/flavor/.

Implementing economy/housing/pets/NPCs: dnd_design_doc_v1.1housing_babysitterpet_systemremaining_systems (for quests) → internal/flavor/twinbee_npc_flavor.go and twinbee_housing_flavor.go.

Onboarding to the project cold: all of v1.1 → this index → dnd_session_summary.md → then deep-dive into the system you're touching.

Cross-reference graph (one-line summary)

                        dnd_design_doc / v1.1 (root)
                                |
          ┌─────────────────────┼──────────────────────┐
          ↓                     ↓                      ↓
  action_economy_death   dungeon_zones          housing_babysitter
          │                     │                      │
          ├──→ equipment        ├──→ expedition        └──→ pet_system
          ├──→ spell_system     │       │                       │
          ├──→ subclass         │       └──→ resource_combat    │
          │       │             │                ↑              │
          │       └─────────────┴────────────────┘              │
          │                                                     │
          └─────────────→ remaining_systems ←───────────────────┘
                          (quests, arena, Pete bot, crafting,
                           skill profs, economy by tier)

Flavor file locations

All flavor lives in internal/flavor/ (not at the repo root). These files have DO NOT REWRITE headers — never edit content; new pools go in new files only.

  • twinbee_gm_flavor.go — TwinBee GM narration: room entries per zone, boss entries per named boss, combat outcomes, nat 20/1, level up, rest, traps, conditions, saves, taunts/compliments
  • twinbee_expedition_flavor.go — Morning briefings (Day 1/3/7/14/21), evening recaps, camp, supply warnings, threat clock states, per-zone hazards (tides, time distortion, awareness pulses, portal destabilization), extraction, milestones
  • twinbee_resource_flavor.go — Harvest pools per type (forage, mine, scavenge, essence, commune, fish), per-zone harvest variants, fishing per-zone, loot drops by rarity, patrol encounters
  • twinbee_npc_flavor.go — Misty + Arina + Pete pools (greetings, skill checks, quests, trust/favorite tiers, Pete broadcasts including patch notes)
  • twinbee_housing_flavor.go — Thom Krooke (rent, buy, mortgage, default, eviction, passive income), Pastel (hire, fire, level notes 1-5, missed tasks, deliveries, gifts, returns), home arrival, long rest at home, property upgrades (Workshop, Herb Garden, Vault, Trophy Room, Expedition Outpost)
  • pick.goflavor.Pick(pool []string) string helper

Discipline

  • Adding a new system: add a new design doc under gogobee_<system>_name.md. Update this index in the same change.
  • Updating a system: prefer adding a Section X.Y — addendum rather than rewriting prose. The agents read these docs verbatim.
  • Removing a system: mark the doc as deprecated in this index; don't delete unless the entire system is gone.
  • Cross-references in design docs: every doc should declare its companions in its header (> Companion to: ...). The dnd_design v1.0 doc didn't, which is why a session in 2026 spent six hours building 20% of the spec before noticing the rest existed.