build-isometric-arpg
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ChineseBuild Isometric ARPG
构建等距动作ARPG
Build one coherent playable loop before expanding scope: title/menu, character choice, movement, one encounter, reward, progression, and continuation.
在扩展范围之前先构建一个连贯的可玩循环:标题/菜单、角色选择、移动、一场战斗、奖励、进度提升以及后续流程。
Establish the production contract
确立生产规范
- Inspect the current game entry point, scene loop, content model, controls, save model, and tests.
- Record the authoritative baseline before integrating dependent work. Preserve unmerged work and do not build from a stale branch.
- Define data-driven contracts for player classes, equipment, enemies, zones, encounters, quests, and review fixtures. Keep authored content separate from runtime state.
- 检查当前游戏的入口点、场景循环、内容模型、控制方式、存档模型和测试用例。
- 在集成依赖工作之前记录权威基准版本。保留未合并的工作内容,不要基于过时分支进行构建。
- 为玩家职业、装备、敌人、区域、战斗、任务定义数据驱动的规范,并审核测试用例。将创作内容与运行时状态分离。
Build in vertical slices
采用垂直切片开发
Deliver each slice with a playable route and deterministic test state. Prefer this order:
- Movement, camera, collision, target selection, and pause/restart.
- One combat verb plus contact, damage, posture, recovery, and death.
- One enemy with telegraph, decision loop, and counterplay.
- One reward and atomic inventory/progression update.
- One zone transition or objective completion.
Avoid adding a second system until the preceding slice has gameplay proof, automated coverage, and a stable save/load path.
每个切片都需提供可玩路径和确定性测试状态。优先遵循以下顺序:
- 移动、相机、碰撞、目标选择以及暂停/重启功能。
- 一种战斗动作,加上接触判定、伤害、姿态、恢复和死亡机制。
- 一个带有动作预警、决策循环和应对机制的敌人。
- 一种奖励机制以及原子化的物品栏/进度更新。
- 一次区域切换或目标完成流程。
在前一个切片具备游戏玩法验证、自动化测试覆盖以及稳定的存档/加载路径之前,不要添加第二个系统。
Maintain runtime boundaries
维护运行时边界
- Keep simulation state deterministic and serializable where possible.
- Consume authoritative contact events; do not infer physics outcomes from visual state.
- Centralize timing, damage, cooldown, and content values. Do not duplicate combat clocks across components.
- Make equipment, pickups, save migration, and reset flows atomic and idempotent.
- Provide review query parameters or fixtures for difficult states such as boss phase changes, empty inventory, interrupted actions, and save migrations.
- 尽可能保持模拟状态的确定性和可序列化。
- 使用权威的接触事件;不要从视觉状态推断物理结果。
- 集中管理计时、伤害、冷却和内容数值。不要在组件间重复设置战斗时钟。
- 使装备、拾取物、存档迁移和重置流程具备原子性和幂等性。
- 提供用于查看特殊状态的查询参数或测试用例,例如 boss 阶段变化、空物品栏、中断动作和存档迁移。
Validate before release
发布前验证
Run focused unit tests, type/lint checks, production build, and a real playthrough in the repository-approved browser. Verify a fresh start, saved continuation, loss/retry, one complete objective, keyboard/mouse controls, and the intended mobile baseline. Report known baseline failures separately from new failures.
运行针对性的单元测试、类型检查/代码规范检查、生产构建,并在仓库认可的浏览器中进行实际游玩测试。验证全新启动、存档续玩、失败重试、完整目标完成、键鼠控制以及预期的移动端基准表现。将已知的基准故障与新故障分开报告。