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docs: World Build System design plans#4

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docs: World Build System design plans#4
roomote-v0[bot] wants to merge 2 commits intomasterfrom
feature/world-build-system-plans

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@roomote-v0 roomote-v0 bot commented Mar 7, 2026

This PR adds comprehensive design documentation for the World Build System - a neutral mob mechanic inspired by Vampire Survivor and Balatro.

Summary

The World Build System transforms neutral mobs from simple obstacles into a strategic layer where:

  • Harvesting choices terraform the world and shift alignment between Arcane, Primal, and Forged
  • Enemy types are attracted based on your cultivation choices
  • Aspects (abilities) scale with alignment, rewarding build commitment
  • Ecosystem interactions create hybrid terrain when different neutrals are nearby
  • Dual-map system provides PvE combat and Creation planning modes

Documents Added

Overview

  • plans/world-build-system/00-overview.md - Executive summary

Phase Plans (8 phases)

  1. Multiple Neutral Types
  2. Enemy Type System
  3. Alignment Effects
  4. Aspect System Foundation
  5. Aspect Scaling
  6. Ecosystem Interactions
  7. Dual Map System
  8. Polish and Balance

Full Design Spec

  • plans/neutral-mob-mechanics-dual-map-harvest-and-garden-system.md

Key Design Decisions

  • Fluid alignment: Players can shift mid-run but it takes effort
  • Pure vs Hybrid builds: Pure (80%+) is high-risk/high-reward, hybrid is safer
  • Enemy attraction: Your build attracts enemies that resist your damage type
  • Incremental implementation: Each phase maintains a playable game state

- Add comprehensive neutral mob mechanics design
- Include 8-phase implementation plan
- Cover alignment system, enemy attraction, aspects, dual-map system
- Inspired by Vampire Survivor and Balatro mechanics
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roomote-v0 bot commented Mar 7, 2026

Rooviewer Clock   See task

Reviewed thematic rename from World Build System to Garden Defense System. The content changes are comprehensive and consistent.

  • File names still use old theme terminology (neutral-types, enemy-types, alignment-effects) while content uses new garden theme
Previous reviews

Mention @roomote in a comment to request specific changes to this pull request or fix all unresolved issues.

- Replace Arcane/Primal/Forged with Flowers/Vegetables/Trees
- Replace abstract enemies with realistic garden pests (Aphids, Rabbits, Beetles, etc.)
- Rename Aspects to Gardener Abilities with garden-themed powers
- Update terrain features to garden elements (Pollen Clouds, Scarecrows, Bird Houses)
- Rename Ecosystem to Companion Planting system
- Update Dual Map to Garden Plot / Planning Mode
- Player is now a Gardener defending their plot from pests
Comment on lines +83 to +90
- [Phase 1: Plant Types](./01-phase-neutral-types.md)
- [Phase 2: Pest System](./02-phase-enemy-types.md)
- [Phase 3: Garden Terrain](./03-phase-alignment-effects.md)
- [Phase 4: Gardener Abilities](./04-phase-aspect-foundation.md)
- [Phase 5: Ability Scaling](./05-phase-aspect-scaling.md)
- [Phase 6: Companion Planting](./06-phase-ecosystem.md)
- [Phase 7: Dual Plot System](./07-phase-dual-map.md)
- [Phase 8: Polish and Balance](./08-phase-polish.md)
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File names still use old theme terminology (neutral-types, enemy-types, alignment-effects) while content and link descriptions use the new garden theme (Plant Types, Pest System, Garden Terrain). This creates a mismatch between file names and their content that could confuse future readers or implementers.

Fix it with Roo Code or mention @roomote and request a fix.

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