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>
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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resolution, abilities, equipment slots, monsters, skill checks, rest, onboarding/migration, NPC integration | Vision; superseded for implementation by v1.1 |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 (cantrip–L5), 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_v1.1 → action_economy_death → equipment_appendix → spell_system → subclass_system.
Implementing world content (zones, dungeons): dnd_design_doc_v1.1 → dungeon_zones → expedition_system → resource_combat_integration → relevant flavor files in internal/flavor/.
Implementing economy/housing/pets/NPCs: dnd_design_doc_v1.1 → housing_babysitter → pet_system → remaining_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/complimentstwinbee_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, milestonestwinbee_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 encounterstwinbee_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.go—flavor.Pick(pool []string) stringhelper
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 — addendumrather 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.