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779 changes: 779 additions & 0 deletions plans/neutral-mob-mechanics-dual-map-harvest-and-garden-system.md

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90 changes: 90 additions & 0 deletions plans/world-build-system/00-overview.md
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# Garden Defense System - Overview

## Executive Summary

A vampire-survivor style game where you play as a **Gardener** defending your plot from garden pests. Cultivate three types of plants (Flowers, Vegetables, Trees) to shape your garden's ecosystem, which determines what pests attack and what abilities become powerful.

## Core Concept

Players tend their garden through cultivation choices, shifting the garden's **focus** between three plant types. This determines:
- Which **Gardener Abilities** become powerful
- Which **pest types** are attracted to your garden
- What **terrain features** develop naturally

## The Three Garden Types

| Garden Focus | Plant Type | Color | Theme | Playstyle |
|--------------|------------|-------|-------|-----------|
| **Flowers** | Flower Buds | Pink/Purple | Beauty, pollination | Burst damage, mobility |
| **Vegetables** | Veggie Sprouts | Green/Orange | Sustenance, growth | Sustain, area control |
| **Trees** | Saplings | Brown/Green | Structure, shelter | Defense, constructs |

## Key Systems

### 1. Garden Focus System
- Garden focus tracked as percentages (always sum to 100%)
- Harvesting plants shifts focus toward that type
- Thresholds at 40%, 60%, 80% trigger effects

### 2. Pest Attraction
- Different plants attract different pests
- Your garden composition determines your opposition
- Pests resist damage matching their attraction type
- Creates natural challenge scaling

### 3. Garden Terrain
- Focus affects what terrain features develop
- Plant proximity creates companion planting effects
- Terrain provides strategic advantages

### 4. Gardener Abilities
- Powerful abilities dropped from harvested plants
- Scale with matching garden focus percentage
- Pure gardens: high risk, high reward
- Mixed gardens: safer, more versatile

### 5. Dual Plot System
- Garden Plot: Combat, harvest, defend
- Planning Mode: Plant seeds, manage abilities

## Build Archetypes

### Pure Gardens (80%+ single focus)
- **The Florist**: Flower focus, butterflies, fragrance attacks
- **The Farmer**: Vegetable focus, harvest bounty, sustain
- **The Arborist**: Tree focus, sturdy defense, bird allies

### Mixed Gardens (40%+ two types)
- **Pollinator Garden**: Flowers + Vegetables
- **Orchard**: Flowers + Trees
- **Food Forest**: Vegetables + Trees

## Implementation Phases

1. **Phase 1**: Plant Types (Flower Bud, Veggie Sprout, Sapling)
2. **Phase 2**: Pest System (Aphids, Rabbits, Beetles, etc.)
3. **Phase 3**: Garden Terrain Features
4. **Phase 4**: Gardener Abilities Foundation
5. **Phase 5**: Ability Scaling
6. **Phase 6**: Companion Planting (Ecosystem)
7. **Phase 7**: Dual Plot System
8. **Phase 8**: Polish and Balance

## Success Metrics

- Players feel their gardening choices matter
- Different garden builds feel meaningfully different
- Pest resistance creates interesting challenge
- Terrain features create strategic opportunities
- High replayability due to garden diversity

## Related Documents

- [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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