Add RPG campaign structure inspired by GBC Pokemon TCG
- Define campaign loop: Clubs → Leaders → Medals → Grand Masters → Champion - Update PROJECT_PLAN with campaign as core experience, multiplayer as optional - Add Campaign Structure section to GAME_RULES with clubs, NPCs, rewards - Reorganize development phases to prioritize campaign mode - Update CLAUDE.md project overview and uv commands
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CLAUDE.md
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CLAUDE.md
@ -5,18 +5,20 @@ Guidelines for AI coding agents working on this project.
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## Quick Reference
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**Frontend dev server**: `cd frontend && npm run dev`
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**Backend dev server**: `cd backend && uvicorn app.main:app --reload`
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**Backend dev server**: `cd backend && uv run uvicorn app.main:app --reload`
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**Run frontend tests**: `cd frontend && npm run test`
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**Run backend tests**: `cd backend && python -m pytest`
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**Run backend tests**: `cd backend && uv run pytest`
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**Type check frontend**: `cd frontend && npm run typecheck`
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**Lint frontend**: `cd frontend && npm run lint`
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## Project Overview
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Mantimon TCG is a home-rule-modified Pokemon Trading Card Game web application featuring:
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- Single-player (AI opponents, puzzle mode)
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- Multiplayer (real-time matches)
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- Collection system (packs, crafting, deck building)
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Mantimon TCG is a home-rule-modified Pokemon Trading Card Game web application inspired by the Gameboy Color game *Pokemon TCG*. The core experience is a **single-player RPG campaign**:
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- **Campaign Mode**: Challenge NPCs at themed clubs, defeat Club Leaders to earn medals, collect all medals to face Grand Masters and become Champion
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- **Collection Building**: Win matches to earn booster packs, build your card collection
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- **Deck Building**: Construct decks from your collection to take on tougher opponents
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- **Multiplayer (Optional)**: PvP matches for competitive play
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## Tech Stack
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127
PROJECT_PLAN.md
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PROJECT_PLAN.md
@ -1,6 +1,6 @@
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# Mantimon TCG - Project Plan
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A home-rule-modified Pokemon Trading Card Game implementation as a web application with single-player and multiplayer gameplay.
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A home-rule-modified Pokemon Trading Card Game implementation as a web application, inspired by the Gameboy Color game *Pokemon Trading Card Game*. Players progress through a single-player RPG campaign, building their collection and challenging NPCs to become the champion, with optional multiplayer battles.
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## Project Overview
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@ -12,16 +12,70 @@ A home-rule-modified Pokemon Trading Card Game implementation as a web applicati
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| **Target Audience** | 10-100 concurrent users |
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| **Timeline** | Hobby project, no deadline |
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| **Card Acquisition** | Packs (gacha) + direct crafting |
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| **AI Opponents** | Multiple difficulty tiers (Easy/Medium/Hard) |
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| **AI Opponents** | NPC duelists with personalities and themed decks |
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| **Rule Basis** | Custom hybrid (modified energy, deck building, win conditions) |
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| **Inspiration** | Pokemon TCG (Gameboy Color, 1998) |
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## Core Gameplay Loop
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The primary gameplay experience is a **single-player RPG campaign** inspired by the GBC Pokemon TCG game:
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```
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┌─────────────────────────────────────────────────────────────────────┐
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│ CAMPAIGN PROGRESSION │
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├─────────────────────────────────────────────────────────────────────┤
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│ │
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│ [Start] ──► Challenge NPCs ──► Win Matches ──► Earn Rewards │
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│ │ │ │
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│ ▼ ▼ │
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│ Build Collection ◄────────────── Open Packs │
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│ │ │
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│ ▼ │
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│ Improve Decks ──► Challenge Stronger NPCs │
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│ │ │
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│ ▼ │
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│ Defeat Club Leaders ──► Earn Medals │
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│ │ │
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│ ▼ │
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│ Challenge Grand Masters ──► Become Champion │
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│ │
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└─────────────────────────────────────────────────────────────────────┘
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```
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### Campaign Structure
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| Element | Description |
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|---------|-------------|
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| **Clubs** | Themed locations (Fire Club, Water Club, etc.) with multiple NPCs |
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| **Club Members** | Regular NPCs with themed decks, varying difficulty |
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| **Club Leaders** | Boss battles that award medals upon defeat |
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| **Grand Masters** | End-game opponents, must collect all medals to challenge |
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| **Champion** | Final boss, winning grants champion title |
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### Progression Systems
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| System | Description |
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|--------|-------------|
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| **Medals** | Earned by defeating Club Leaders, required to face Grand Masters |
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| **Packs** | Earned from victories, contain new cards for collection |
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| **Deck Building** | Improve decks as collection grows |
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| **NPC Difficulty** | Scales based on story progression |
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### Multiplayer (Secondary)
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While the campaign is the core experience, players can also:
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- Challenge other players to PvP matches
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- Trade cards (if implemented)
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- Compare collections and rankings
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## Goals
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1. **Faithful TCG Experience**: Card-based gameplay with strategic depth
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2. **Visual Polish**: Animated card interactions, shuffle effects, pack opening experience
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3. **Flexible Rules Engine**: Support home-rule modifications without code changes
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4. **Single & Multiplayer**: AI opponents, puzzles, and online PvP
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1. **Engaging Campaign**: RPG-style progression with memorable NPC opponents
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2. **Faithful TCG Experience**: Card-based gameplay with strategic depth
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3. **Visual Polish**: Animated card interactions, shuffle effects, pack opening experience
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4. **Flexible Rules Engine**: Support home-rule modifications without code changes
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5. **Collection System**: Pack opening, crafting, deck building
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6. **Optional Multiplayer**: PvP for players who want competitive play
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---
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@ -34,12 +88,12 @@ A home-rule-modified Pokemon Trading Card Game implementation as a web applicati
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| Pages (Vue/DOM-based) | Game View (Phaser Canvas) |
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| +----------------------------+ | +----------------------------+ |
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| | - Login/Register | | | - Card rendering | |
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| | - Collection browser | | | - Hand management | |
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| | - Deck builder | | | - Board zones (bench/active)| |
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| | - Pack opening (Phaser) | | | - Drag-and-drop play | |
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| | - Lobby/matchmaking | | | - Attack animations | |
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| | - Profile/stats | | | - Shuffle/draw animations | |
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| | - Puzzle select | | | - Damage counters | |
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| | - World Map / Club Select | | | - Hand management | |
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| | - NPC Dialog / Challenge | | | - Board zones (bench/active)| |
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| | - Collection browser | | | - Drag-and-drop play | |
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| | - Deck builder | | | - Attack animations | |
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| | - Pack opening (Phaser) | | | - Shuffle/draw animations | |
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| | - Profile/stats/medals | | | - Damage counters | |
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| +----------------------------+ | +----------------------------+ |
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+----------------------------------------------------------------------+
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| Pinia State Management |
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| - Collections | - Matchmaking queue |
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| - Decks | |
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| - Match history | |
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| - Puzzle definitions | |
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| - Campaign progress | |
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| - NPC/Club definitions | |
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+----------------------------------------------------------------------+
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```
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@ -150,48 +205,66 @@ A home-rule-modified Pokemon Trading Card Game implementation as a web applicati
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---
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### Phase 5: AI Opponents
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### Phase 5: Campaign Mode (Core Experience)
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**Goal**: Single-player viability.
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**Goal**: Implement the RPG-style single-player campaign.
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| Task | Description |
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|------|-------------|
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| AI framework | Pluggable AI strategy interface |
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| Easy AI | Random legal moves |
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| Medium AI | Heuristic-based (prioritize knockouts, energy efficiency) |
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| Hard AI | Minimax or MCTS with pruning |
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| AI deck selection | Pre-built decks per difficulty |
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| Club/NPC data model | Define clubs, NPCs, their decks, dialog, rewards |
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| World map UI | Navigate between clubs, see available NPCs |
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| NPC challenge flow | Dialog → deck select → match → rewards |
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| Campaign progress tracking | Track defeated NPCs, earned medals, unlocks |
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| Club Leaders | Boss NPCs with medals as rewards |
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| Grand Masters | End-game opponents, require all medals |
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| AI framework | NPC-specific AI behaviors and difficulty |
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**Milestone**: Players can practice against AI at selectable difficulty
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**Milestone**: Player can progress through clubs, defeat leaders, earn medals
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---
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### Phase 6: Puzzle Mode
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### Phase 6: AI Opponents
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**Goal**: Challenge scenarios.
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**Goal**: Make NPC battles engaging and varied.
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| Task | Description |
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|------|-------------|
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| AI strategy interface | Pluggable AI behavior per NPC |
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| Personality-based AI | NPCs have playstyle quirks (aggressive, defensive, etc.) |
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| Difficulty scaling | NPCs get smarter as campaign progresses |
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| Themed decks | Each NPC has a coherent deck strategy |
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| Boss AI | Club Leaders and Grand Masters use advanced tactics |
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**Milestone**: NPCs feel distinct and appropriately challenging
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---
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### Phase 7: Puzzle Mode (Optional)
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**Goal**: Challenge scenarios for variety.
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| Task | Description |
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|------|-------------|
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| Puzzle data model | Fixed board state, win condition, move limit |
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| Puzzle loader | Set up exact game state |
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| Puzzle validation | Check if solution is correct |
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| Puzzle editor (optional) | Create puzzles in-app |
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| Puzzle progression | Unlock sequences, categories |
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**Milestone**: Players can solve puzzles like "Win this turn"
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---
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### Phase 7: Polish & Extended Features
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### Phase 8: Polish & Extended Features
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| Task | Description |
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|------|-------------|
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| Match history | Review past games |
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| Player stats | Win rate, favorite decks, etc. |
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| Seasonal rewards | Ranked ladders, reward tracks |
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| Player stats | Win rate, favorite decks, medals earned |
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| Champion title | Special recognition for completing campaign |
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| Card effects system | Support complex abilities (abilities, trainers, etc.) |
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| Sound effects | Audio feedback for actions |
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| Mobile optimization | Touch controls, responsive layout |
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| PvP matchmaking | Optional multiplayer for competitive players |
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---
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@ -1,19 +1,80 @@
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# Mantimon TCG - Game Rules
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This document defines the home-rule modifications for Mantimon TCG, based on a custom hybrid of Pokemon TCG eras.
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This document defines the home-rule modifications for Mantimon TCG, based on a custom hybrid of Pokemon TCG eras. The game features an RPG-style campaign inspired by the Gameboy Color *Pokemon Trading Card Game*.
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> **Note**: This is a template. Sections marked with `[TBD]` need to be filled in with your specific rule choices.
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## Table of Contents
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1. [Base Ruleset](#base-ruleset)
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2. [Energy System Modifications](#energy-system-modifications)
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3. [Deck Building Rules](#deck-building-rules)
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4. [Win Conditions](#win-conditions)
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5. [Turn Structure](#turn-structure)
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6. [Card Types](#card-types)
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7. [Status Conditions](#status-conditions)
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8. [Glossary](#glossary)
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1. [Campaign Structure](#campaign-structure)
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2. [Base Ruleset](#base-ruleset)
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3. [Energy System Modifications](#energy-system-modifications)
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4. [Deck Building Rules](#deck-building-rules)
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5. [Win Conditions](#win-conditions)
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6. [Turn Structure](#turn-structure)
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7. [Card Types](#card-types)
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8. [Status Conditions](#status-conditions)
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9. [Glossary](#glossary)
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---
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## Campaign Structure
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The core gameplay loop is a single-player campaign where you challenge NPCs, build your collection, and progress toward becoming the champion.
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### Inspiration
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The campaign is inspired by **Pokemon Trading Card Game** for Gameboy Color (1998):
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- Visit themed "Clubs" (Fire Club, Water Club, etc.)
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- Challenge club members to earn booster packs
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- Defeat Club Leaders to earn medals
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- Collect all medals to challenge the Grand Masters
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- Defeat the Grand Masters to become Champion
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### Clubs
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| Club | Theme | Leader | Medal |
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|------|-------|--------|-------|
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| [TBD] | Fire-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Water-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Grass-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Lightning-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Psychic-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Fighting-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Mixed/balanced | [TBD] | [TBD] Medal |
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| [TBD] | Mixed/balanced | [TBD] | [TBD] Medal |
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### NPC Types
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| Type | Description | Rewards |
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|------|-------------|---------|
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| **Club Member** | Regular NPCs in each club | 1-2 booster packs |
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| **Club Leader** | Boss of each club, must defeat to earn medal | Medal + 2-4 booster packs |
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| **Grand Master** | Elite opponents, require all medals to challenge | Special rewards |
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| **Champion** | Final opponent | Champion title |
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### Progression
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1. **New Player**: Start with a starter deck, can challenge any club
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2. **Club Progression**: Defeat club members to practice, then challenge the leader
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3. **Medal Collection**: Earn medals by defeating Club Leaders
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4. **Grand Masters**: Once all medals collected, Grand Masters become available
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5. **Champion**: Defeat all Grand Masters to face the Champion
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### Match Rewards
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| Outcome | Reward |
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|---------|--------|
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| Victory vs Club Member | 1-2 booster packs (based on NPC difficulty) |
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| Victory vs Club Leader | Medal + 2-4 booster packs |
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| Victory vs Grand Master | [TBD] special reward |
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| Defeat | No reward, can retry immediately |
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### Rematch Rules
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- Club Members can be rechallenged anytime for pack rewards
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- Club Leaders can be rechallenged after defeat (for packs, medal already earned)
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- Grand Masters and Champion can be rechallenged for bragging rights
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---
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