721acbd1aa
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments). 15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data model, seasons with winter frost, granary, need-based gift economy, selfish-soul contrast wiring, daily/per-villager/gift CSV logging. FINDINGS.md documents the four soak experiments: the dead paradise, the buffers winning, the emergent hungry gap, and the contrast test proving the four-town thesis (and that selfishness wins until the soul-consequence layer exists). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
36 lines
1.7 KiB
Markdown
36 lines
1.7 KiB
Markdown
# Soul World Sim — MVP
|
||
|
||
Godot 4.6 (.NET / C#) world simulation for the soul reincarnation game.
|
||
|
||
- **Design rationale**: `H:\Projects\Game\Game\DESIGN.md` (the *why*)
|
||
- **Production spec**: `H:\Projects\Game\Game\SPEC.md` (the *what*, with 2026-07-21 amendments)
|
||
- **Mechanics reference**: the Unity POC at `H:\Projects\Game\Game` (soul/debris/imprint systems, proven Feb 2026)
|
||
|
||
## MVP goal
|
||
|
||
Prove constrained emergence + soul philosophy with one town: 15 nature-souled
|
||
NPCs dropped into a 256×256 world with no scripted layout. Success is
|
||
behavioral (SPEC §11): no over-harvesting, voluntary cooperation, an organic
|
||
community cluster, stable resource bands — then the contrast test (3 selfish
|
||
NPCs dropped in) to prove weights alone change the society.
|
||
|
||
## Structure
|
||
|
||
| File | Role |
|
||
|---|---|
|
||
| `scripts/GameManager.cs` | main loop, tick system (1 tick = 1 in-game minute), day/night |
|
||
| `scripts/World.cs` | 256×256 grid, resource nodes, sustainable harvest, daily regen |
|
||
| `scripts/NPC.cs` | NPC data + 5-state machine (gather/build/trade/rest/socialize) |
|
||
| `scripts/SoulProfile.cs` | soul types, behavior weights, **imprint triad** (SPEC §2 amendment) |
|
||
| `scripts/Building.cs` | modular, physically-sequential, multi-NPC construction |
|
||
| `scripts/TradeSystem.cs` | generous no-currency exchange, imprint consequences |
|
||
| `scripts/Visualization.cs` | top-down debug view (designer sees all meters; the player never will) |
|
||
| `scripts/SaveSystem.cs` | world-state JSON round-trip (persistence is first-class) |
|
||
|
||
## Build weeks (SPEC §12)
|
||
|
||
1. World gen + NPC base + state machine ← *scaffold is here*
|
||
2. Building system
|
||
3. Trade + soul-imprint-weighted decisions
|
||
4. Testing protocol + save round-trip + debug UI
|