diff --git a/memory/org/audit_pattern_analysis_6계층_2026-04-23_0200.md b/memory/org/audit_pattern_analysis_6계층_2026-04-23_0200.md new file mode 100644 index 0000000..47385e3 --- /dev/null +++ b/memory/org/audit_pattern_analysis_6계층_2026-04-23_0200.md @@ -0,0 +1,37 @@ +--- +name: 세션 시작 교훈 환기 6계층 운영 모니터링 보고서 (2026-04-23_0200) +description: BT4 6계층 체계 운영 데이터 누적 분석. pm-auditor 지속 모니터링 SOT 기반. 개선 안건 식별 + PD 보고 +type: audit_pattern +period: 2026-04-23_0200 +trigger: archive_entry_moved +--- + +# BT4 6계층 운영 모니터링 보고서 — 2026-04-23_0200 + +## 1. 트리거 상태 +- project_context_조직운영_archive.md 엔트리 수: 2 + +## 2. 감사관 E안 자동 윈도우 실측 +- pm-auditor: 7일 +- dev-auditor: 7일 +- plan-auditor: 7일 + +## 3. 계층별 발동 통계 + +**BT4 6계층 첫 가동 모니터링 스켈레톤** — 운영 데이터 축적 대기 상태. 본 보고서는 BT4 집행 완결(2026-04-23 `37729cd`) 이후 `project_context_조직운영_archive.md` 첫 엔트리 이동 시점 자동 발동분이며, 실 운영 데이터는 **다음 archive 이동 시점**부터 축적되어 다음 보고서(`audit_pattern_analysis_6계층_{YYYY-MM-DD_HHMM}.md`)에 집계 예정. + +- 계층 0 고정 주입: 매 세션 1회 (기본 전제, BT4 집행 이후 활성) +- 계층 1~5: 운영 데이터 축적 대기 (현 시점 기록 없음) + +## 4. 개선 안건 + +**본 첫 가동 스켈레톤 단계에서는 개선 안건 없음** — BT4 규칙 그대로 운영하며 최소 1회 이상의 archive 이동 사이클 관찰 후 Phase 3-B·3-C 실 데이터 기반 개선 안건 도출 예정. + +## 5. PD 결정 요청 + +**현 시점 없음** — 다음 이동 사이클의 데이터 축적 후 PM·pm-auditor 협의로 개선 안건 도출 시 PD 보고 + +## 연관 +- `memory/org/feedback_session_restore_monitoring.md` (모니터링 SOT) +- `memory/org/project_context_조직운영.md` (트리거 기반) +- `scripts/recent_feedback_brief.sh` (6계층 구현) diff --git a/memory/org/feedback_pm_dev_task_delegation_failure.md b/memory/org/feedback_pm_dev_task_delegation_failure.md new file mode 100644 index 0000000..467e5e5 --- /dev/null +++ b/memory/org/feedback_pm_dev_task_delegation_failure.md @@ -0,0 +1,82 @@ +--- +type: feedback_memory +pattern: PM_환경제약_PD수동전가_반복 +severity: major +triage_date: 2026-04-23 +last_updated: 2026-04-23 +related_rules: [C23, C29, C36, C2, C11] +related_feedback: [feedback_pm_capability_underestimation.md] +--- + +# PM 환경 제약 → PD 수동 집행 전가 패턴 (개발팀 Agent 실측 우선) + +## 1. 사건 요약 (2026-04-23 BT5-Dev 2단계) + +PD 지시: BT5-Dev 2단계 (EerieVillage 캐릭터 교체·이동·공격·i-frame) — 원 계획은 "Claude Desktop Unity MCP로 Unity Editor 직접 조작". + +PM 인식 경로: +- Claude Code 세션에는 `mcp__unity-mcp__*` 도구가 노출되지 않음 (BT4에서 Claude Desktop 전용 배포) +- PM 초기 프레이밍: "Claude Code 세션에서 Unity MCP 불가 → PD 수동 집행 대기" + +PD 지적 (요지): "Unity 프로젝트 파일 직접 Edit으로 수행 가능한 범위 최대 구현. PD 수동 개입 최소화." + +개발팀장 Agent 재설계: +- Unity 프로젝트는 **YAML·JSON·C# 텍스트 포맷** → Claude Code의 Read·Edit·Write로 **95%+ 구현 가능** +- 불가능한 것: Play 모드 런타임 검증, Animator GUI 특유의 StateMachine 시각 편집, Editor Inspector 컴포넌트 Add +- 파일 직접 Edit으로 수행한 범위: C# 스크립트 5종(신규 2·개정 3), Input Actions JSON 바인딩 추가, Scene YAML의 Sprite GUID 교체, .meta guid 할당 + +## 2. 근본 원인 + +1. **PM이 환경 제약을 탐색 없이 포장**: "MCP 도구 부재 = 수행 불가"로 과속 결론 +2. **개발팀 Agent의 파일 직접 Edit 가능성 과소평가**: Unity 자산이 모두 텍스트 기반이라는 속성 간과 +3. **C29 업무 자율 수행 위반**: PD에게 "Play 모드 검증 외 전부 수동으로 해주세요" 수준으로 떠넘기기 +4. **C36 방향·원칙 수준 축소 시도**: "자동화 최대" 방향을 "일부는 불가"로 희석 + +## 3. 재발 방지 — PM 체크리스트 + +환경·도구 제약 보고 전 **반드시 다음 4단계 선행 실측**: + +1. **실 파일 포맷 확인** — 편집 대상이 텍스트(YAML·JSON·md·C#)인지 바이너리인지 +2. **개발팀 Agent의 Read·Edit·Write로 가능한 범위 실증** — 1개 샘플 파일로 조작 성공 여부 확인 +3. **불가능한 부분만 분리** — "전부 불가"가 아닌 "A·B는 가능, C·D는 GUI 필수"로 세분 +4. **C·D만 PD 수동 요청** — 개수·구체 내용 명시, 전체 떠넘기기 금지 + +체크리스트 미통과 시 PM 자기검증 C31-A (C29 준수) 위반 후보로 간주. + +## 4. 연관 사건 로그 + +| 일시 | 사건 | 근본 원인 | 재발 방지 | +|---|---|---|---| +| 2026-04-20 | PM이 PreToolUse 차단 workflow를 "복잡도 과다"로 축소 시도 | 구현 복잡도 선입견 | pm-auditor 의무 호출·근본 해결안 우선 제시 (C2-3) | +| 2026-04-22 | PM이 Unity MCP 미지원을 "PD 수동 집행 대기"로 결론 | 환경 제약 = 불가 공식화 | 본 SOT 신설 — 실측 4단계 선행 | +| 2026-04-23 | 본 사건 (BT5-Dev 2단계) | 위와 동일 반복 | 본 체크리스트 운용 + C31-A 연동 | + +## 5. 실증 가치 (조직 자산) + +EerieVillage BT5-Dev 2단계에서 **파일 직접 Edit으로 수행한 실적**: +- C# 스크립트 신규 2종·개정 3종 +- InputActions JSON 바인딩 2건 추가 +- Scene YAML Sprite 참조 1건 교체 +- .meta guid 할당 2종 +- 백업 5종 (C6-1 표준 포맷 `{원본명}.bak_YYYYMMDD_HHMM.{확장자}`) + +PD 수동 요청은 4건으로 축소: +1. AttackHitbox 컴포넌트 Player에 Add +2. Health 컴포넌트 Enemy에 Add +3. Play 모드 검증 +4. (선택) Animator attack trigger 파라미터 추가 + +**커버리지 ~90%** 달성 — "전부 PD 수동" 대비 대폭 개선. + +## 6. 연관 규칙 + +- **C23** 허위 보고·역할 연기 절대 금지 — 환경 제약을 "수행 불가"로 과포장 시 C23 위반 후보 +- **C29** 업무 자율 수행 체계 — PM 결정 떠넘기기 금지 +- **C36** PM 자율 판단 범위 상한 — 자동화 최대 방향 축소 금지 +- **C2** 근원적 문제 해결 최우선 — "MCP 도구 부재" 대신 "텍스트 포맷 활용"으로 근본 재설계 +- **C11** 개발 관점 원칙 (개발팀 전용) — 자원 효율성 (PD 시간)·코드 직관성(Agent 자동화) 우선 +- **feedback_pm_capability_underestimation.md** — 조직 역량 과소평가 일반 패턴의 특수 사례 + +## 7. 영구 보존 사유 + +본 패턴은 **Unity MCP 확장·다른 외부 도구 도입 시에도 재발 가능**. 환경 제약이 있는 모든 경우에 본 체크리스트를 재활용할 수 있도록 SOT로 영구 보존. diff --git a/공유/PD_지시_트래킹/개발팀_PD_지시_로그.md b/공유/PD_지시_트래킹/개발팀_PD_지시_로그.md index f94c1d1..f6b4308 100644 --- a/공유/PD_지시_트래킹/개발팀_PD_지시_로그.md +++ b/공유/PD_지시_트래킹/개발팀_PD_지시_로그.md @@ -33,8 +33,7 @@ C3·C13 위반에 해당. **즉시 자진 보고 후 소급 등록**. | # | 일시 | 지시 요지 | 처리 상태 | 산출물 경로 | 중단 사유 | 사후 조치 | |---|------|----------|----------|-----------|----------|----------| -| BT5-Dev | 2026-04-23 | **EerieVillage Phase 3 파일럿 (개발)** — ①Unity 프로젝트 git 초기화 + C안 자동 sync(Unity Editor GitAutoSync + BT 본 레포 unity_auto_sync.sh) ②캐릭터 스프라이트 세트 교체·이동·공격(마우스 좌) — Claude Desktop Unity MCP ③템플릿 구조·소스코드 선행 분석 | **진행중** | [1단계 완료 + 경로 변경 반영] Unity 프로젝트 `E:/EerieVillage/`(2026-04-23 PD 이동) · 초기 commit `9f689c1` · **원격 push 완료** (`origin/main`) · Gitea 레포 생성 + Discord 웹훅 연결 PD 완료 · `scripts/unity_auto_sync.sh` 버그 fix(환경변수·고정 경로 우선) · `paths.local.json.template` 경로 예시 갱신 [3단계 완료 2026-04-23 01:29] `프로젝트/EerieVillage/개발/01_템플릿_구조_분석.md`·`02_스크립트_분석.md`·`03_게임_제작_준비.md` — 스크립트 36개 중 11개 Read 실측 + 재사용/교체/신규 10/5/11 분류 + P0/P1/P2 로드맵 + BT.Framework Tier 1 5종 선별 + Additive Load 씬 구조 결정 + JSON 저장소 결정 [2단계 대기] Claude Desktop Unity MCP 캐릭터 교체 | — | 2단계만 남음: PD Claude Desktop에서 Unity MCP로 캐릭터 교체 작업 수행 시 활성 지시 완료 처리 | -| BT5-Plan | 2026-04-23 | **EerieVillage Phase 3 파일럿 (기획)** — PD 9개 코어 룰 기반 초기 기획: 캐주얼 로그라이크 2D 횡스크롤 플랫포머 · 마을/전투 구분 · 보스 스테이지 · 레벨업 스킬 카드 3픽 · 기본 라이프 1 (사망 시 레벨·스킬 초기화) · 아이템 파츠별 1개 (교체식) · 특성 영구 시스템. 스킬 카드·아이템 상세는 "추후 기획" 표기. narrative·system·content·level·balance·ux 서브에이전트 동원은 기획팀장 재량 | **진행중** | 예상: `프로젝트/EerieVillage/기획/01_게임_컨셉.md`·`02_코어_루프.md`·`03_진행_시스템_초안.md`·`04_전투_기본_스펙.md`·`05_스테이지_구조_초안.md` + 팀원 동원분 | — | 기획팀장 Agent background 호출 → 산출물 수령 시 종합 보고 | +| BT5-Dev | 2026-04-23 | **EerieVillage Phase 3 파일럿 (개발)** — ①Unity 프로젝트 git 초기화 + C안 자동 sync ②캐릭터 스프라이트 세트 교체·이동·공격(마우스 좌)·i-frame ③템플릿 구조·소스코드 선행 분석 | **진행중** | [1단계 완료 + 경로 변경 반영] Unity `E:/EerieVillage/` · `9f689c1` 원격 push · `scripts/unity_auto_sync.sh` · `paths.local.json.template`·`paths.local.json` PM 대행 [3단계 완료 01:29] `프로젝트/EerieVillage/개발/01~03_*.md` · 재사용 10/교체 5/신규 11·P0/P1/P2·BT.Framework Tier 1 5종·Additive Load·JSON [2단계 완료 02:10 · Unity 파일 직접 Edit 커버 ~90%] **PM 자진 정정 후 개발팀 Agent 재수행** (Claude Desktop PD 전가 패턴 `feedback_pm_dev_task_delegation_failure.md` 신설) · Unity 편집 5종(`PlayerAttack.cs`·`AttackHitbox.cs` 신설·`PlayerController.cs`·`Health.cs`·`PlayerEnemyCollision.cs` 개정 + `InputSystem_Actions.inputactions` Attack 액션·`SampleScene.unity` Alien→PlayerIdle GUID 교체) · 공격 마우스 좌클릭·i-frame 0.6s·밟기 판정 폐기 · 백업 5종 C6-1 표준 · 구현 보고 `프로젝트/EerieVillage/개발/04_BT5-Dev_2단계_구현보고.md` | — | **PD 수동 검증 요청 4건** — ①Player GameObject에 AttackHitbox 컴포넌트 Add ②Enemy.prefab에 Health 컴포넌트 Add ③Play 모드 실행 검증(이동·점프·공격·i-frame·사망) ④(선택)Animator attack trigger 추가 · 방법: Unity Editor GUI Inspector Add Component 또는 Claude Desktop Unity MCP 지시 · 완료 시 BT5-Dev 전체 완료 아카이브 이동 | --- diff --git a/공유/PD_지시_트래킹/기획팀_PD_지시_로그.md b/공유/PD_지시_트래킹/기획팀_PD_지시_로그.md index 4476f0f..ece893f 100644 --- a/공유/PD_지시_트래킹/기획팀_PD_지시_로그.md +++ b/공유/PD_지시_트래킹/기획팀_PD_지시_로그.md @@ -33,8 +33,7 @@ C3·C13 위반에 해당. **즉시 자진 보고 후 소급 등록**. | # | 일시 | 지시 요지 | 처리 상태 | 산출물 경로 | 중단 사유 | 사후 조치 | |---|------|----------|----------|-----------|----------|----------| - -(활성 지시 없음 — BT5 EerieVillage 파일럿 초기 기획 5종 작성 완료 아카이브 이동됨. 후속 상세 기획(Phase 3-B/C)은 PD 지시 수령 후 신규 항목 등록) +| BT6-Plan | 2026-04-23 | **Phase 3-B 상세 기획 (기획팀 6개 전문 에이전트 병렬)** — BT5-Plan 기획 5종 파일럿 계승 후 상세 기획 착수. 영역별 6개 전문 에이전트(narrative·system·content·level·balance·ux) | **진행중** | [6개 영역 산출 완결 · commit 대기] 14개 문서 약 2224 라인 · 기각안 53건 (narrative 9·system 9·content 9·level 8·balance 12·ux 6) — narrative 3종(129·119·179 = 마을 **안개골**·보스 알머리 영감·솟대 장군·흑룡 미완성·해학 60/민속 30/공포 10) · system 2종(170·186 = 카드 3티어 가중 무작위·특성 A/B/C 3축·오행 태그) · content 3종(166·150·97 = 카드 32·아이템 파츠 5종 21예시·특성 15종·한자 병기) · level 2종(188·165 = 스테이지 5·보스 3 3페이즈) · balance 2종(215·216 = 이동 6.0·점프 3.5·i-frame 0.6s·보스 HP 400·XP 80+Lv×20) · ux 2종(가상 스틱+버튼·HUD 라이프→레벨→카드·Tier 2 SafeArea·UITouchHandler·BackKey 편입 후보) | — | pm-auditor 재감사 통과 후 commit 집행 → commit hash 확정 시 완료 아카이브 이동 | --- diff --git a/공유/개발팀_백업/EerieVillage/Health.cs.bak_20260423_0201.cs b/공유/개발팀_백업/EerieVillage/Health.cs.bak_20260423_0201.cs new file mode 100644 index 0000000..95bf9c4 --- /dev/null +++ b/공유/개발팀_백업/EerieVillage/Health.cs.bak_20260423_0201.cs @@ -0,0 +1,60 @@ +using System; +using Platformer.Gameplay; +using UnityEngine; +using static Platformer.Core.Simulation; + +namespace Platformer.Mechanics +{ + /// + /// Represebts the current vital statistics of some game entity. + /// + public class Health : MonoBehaviour + { + /// + /// The maximum hit points for the entity. + /// + public int maxHP = 1; + + /// + /// Indicates if the entity should be considered 'alive'. + /// + public bool IsAlive => currentHP > 0; + + int currentHP; + + /// + /// Increment the HP of the entity. + /// + public void Increment() + { + currentHP = Mathf.Clamp(currentHP + 1, 0, maxHP); + } + + /// + /// Decrement the HP of the entity. Will trigger a HealthIsZero event when + /// current HP reaches 0. + /// + public void Decrement() + { + currentHP = Mathf.Clamp(currentHP - 1, 0, maxHP); + if (currentHP == 0) + { + var ev = Schedule(); + ev.health = this; + } + } + + /// + /// Decrement the HP of the entitiy until HP reaches 0. + /// + public void Die() + { + while (currentHP > 0) Decrement(); + } + + void Awake() + { + currentHP = maxHP; + } + } +} diff --git a/공유/개발팀_백업/EerieVillage/InputSystem_Actions.inputactions.bak_20260423_0201.inputactions b/공유/개발팀_백업/EerieVillage/InputSystem_Actions.inputactions.bak_20260423_0201.inputactions new file mode 100644 index 0000000..0511d71 --- /dev/null +++ b/공유/개발팀_백업/EerieVillage/InputSystem_Actions.inputactions.bak_20260423_0201.inputactions @@ -0,0 +1,806 @@ +{ + "version": 1, + "name": "InputSystem_Actions", + "maps": [ + { + "name": "Player", + "id": "df70fa95-8a34-4494-b137-73ab6b9c7d37", + "actions": [ + { + "name": "Move", + "type": "Value", + "id": "351f2ccd-1f9f-44bf-9bec-d62ac5c5f408", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "Jump", + "type": "Button", + "id": "f1ba0d36-48eb-4cd5-b651-1c94a6531f70", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Menu", + "type": "Button", + "id": "660e2b4b-b11a-4b85-9d42-2beada90fd4a", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false + } + ], + "bindings": [ + { + "name": "", + "id": "978bfe49-cc26-4a3d-ab7b-7d7a29327403", + "path": "/leftStick", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "WASD", + "id": "00ca640b-d935-4593-8157-c05846ea39b3", + "path": "Dpad", + "interactions": "", + "processors": "", + "groups": "", + "action": "Move", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "e2062cb9-1b15-46a2-838c-2f8d72a0bdd9", + "path": "/w", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "up", + "id": "8180e8bd-4097-4f4e-ab88-4523101a6ce9", + "path": "/upArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "320bffee-a40b-4347-ac70-c210eb8bc73a", + "path": "/s", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "1c5327b5-f71c-4f60-99c7-4e737386f1d1", + "path": "/downArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "d2581a9b-1d11-4566-b27d-b92aff5fabbc", + "path": "/a", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "2e46982e-44cc-431b-9f0b-c11910bf467a", + "path": "/leftArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "fcfe95b8-67b9-4526-84b5-5d0bc98d6400", + "path": "/d", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "77bff152-3580-4b21-b6de-dcd0c7e41164", + "path": "/rightArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "", + "id": "1635d3fe-58b6-4ba9-a4e2-f4b964f6b5c8", + "path": "/{Primary2DAxis}", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "3ea4d645-4504-4529-b061-ab81934c3752", + "path": "/stick", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "eb40bb66-4559-4dfa-9a2f-820438abb426", + "path": "/space", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "daba33a1-ad0c-4742-a909-43ad1cdfbeb6", + "path": "/buttonSouth", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "603f3daf-40bd-4854-8724-93e8017f59e3", + "path": "/secondaryButton", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "bf91b079-c2a3-41a7-ab9e-6e5fbc7e9f4b", + "path": "/escape", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse;Gamepad;Touch;Joystick;XR", + "action": "Menu", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "ab1194d0-a370-48e0-b510-68e72eba2707", + "path": "/start", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Menu", + "isComposite": false, + "isPartOfComposite": false + } + ] + }, + { + "name": "UI", + "id": "272f6d14-89ba-496f-b7ff-215263d3219f", + "actions": [ + { + "name": "Navigate", + "type": "PassThrough", + "id": "c95b2375-e6d9-4b88-9c4c-c5e76515df4b", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Submit", + "type": "Button", + "id": "7607c7b6-cd76-4816-beef-bd0341cfe950", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Cancel", + "type": "Button", + "id": "15cef263-9014-4fd5-94d9-4e4a6234a6ef", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Point", + "type": "PassThrough", + "id": "32b35790-4ed0-4e9a-aa41-69ac6d629449", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "Click", + "type": "PassThrough", + "id": "3c7022bf-7922-4f7c-a998-c437916075ad", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "RightClick", + "type": "PassThrough", + "id": "44b200b1-1557-4083-816c-b22cbdf77ddf", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": 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+ } + ] +} \ No newline at end of file diff --git a/공유/개발팀_백업/EerieVillage/PlayerController.cs.bak_20260423_0201.cs b/공유/개발팀_백업/EerieVillage/PlayerController.cs.bak_20260423_0201.cs new file mode 100644 index 0000000..6f1b6d7 --- /dev/null +++ b/공유/개발팀_백업/EerieVillage/PlayerController.cs.bak_20260423_0201.cs @@ -0,0 +1,151 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Platformer.Gameplay; +using static Platformer.Core.Simulation; +using Platformer.Model; +using Platformer.Core; +using UnityEngine.InputSystem; + +namespace Platformer.Mechanics +{ + /// + /// This is the main class used to implement control of the player. + /// It is a superset of the AnimationController class, but is inlined to allow for any kind of customisation. + /// + public class PlayerController : KinematicObject + { + public AudioClip jumpAudio; + public AudioClip respawnAudio; + public AudioClip ouchAudio; + + /// + /// Max horizontal speed of the player. + /// + public float maxSpeed = 7; + /// + /// Initial jump velocity at the start of a jump. + /// + public float jumpTakeOffSpeed = 7; + + public JumpState jumpState = JumpState.Grounded; + private bool stopJump; + /*internal new*/ public Collider2D collider2d; + /*internal new*/ public AudioSource audioSource; + public Health health; + public bool controlEnabled = true; + + bool jump; + Vector2 move; + SpriteRenderer spriteRenderer; + internal Animator animator; + readonly PlatformerModel model = Simulation.GetModel(); + + private InputAction m_MoveAction; + private InputAction m_JumpAction; + + public Bounds Bounds => collider2d.bounds; + + void Awake() + { + health = GetComponent(); + audioSource = GetComponent(); + collider2d = GetComponent(); + spriteRenderer = GetComponent(); + animator = GetComponent(); + + m_MoveAction = InputSystem.actions.FindAction("Player/Move"); + m_JumpAction = InputSystem.actions.FindAction("Player/Jump"); + + m_MoveAction.Enable(); + m_JumpAction.Enable(); + } + + protected override void Update() + { + if (controlEnabled) + { + move.x = m_MoveAction.ReadValue().x; + if (jumpState == JumpState.Grounded && m_JumpAction.WasPressedThisFrame()) + jumpState = JumpState.PrepareToJump; + else if (m_JumpAction.WasReleasedThisFrame()) + { + stopJump = true; + Schedule().player = this; + } + } + else + { + move.x = 0; + } + UpdateJumpState(); + base.Update(); + } + + void UpdateJumpState() + { + jump = false; + switch (jumpState) + { + case JumpState.PrepareToJump: + jumpState = JumpState.Jumping; + jump = true; + stopJump = false; + break; + case JumpState.Jumping: + if (!IsGrounded) + { + Schedule().player = this; + jumpState = JumpState.InFlight; + } + break; + case JumpState.InFlight: + if (IsGrounded) + { + Schedule().player = this; + jumpState = JumpState.Landed; + } + break; + case JumpState.Landed: + jumpState = JumpState.Grounded; + break; + } + } + + protected override void ComputeVelocity() + { + if (jump && IsGrounded) + { + velocity.y = jumpTakeOffSpeed * model.jumpModifier; + jump = false; + } + else if (stopJump) + { + stopJump = false; + if (velocity.y > 0) + { + velocity.y = velocity.y * model.jumpDeceleration; + } + } + + if (move.x > 0.01f) + spriteRenderer.flipX = false; + else if (move.x < -0.01f) + spriteRenderer.flipX = true; + + animator.SetBool("grounded", IsGrounded); + animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed); + + targetVelocity = move * maxSpeed; + } + + public enum JumpState + { + Grounded, + PrepareToJump, + Jumping, + InFlight, + Landed + } + } +} \ No newline at end of file diff --git a/공유/개발팀_백업/EerieVillage/PlayerEnemyCollision.cs.bak_20260423_0201.cs b/공유/개발팀_백업/EerieVillage/PlayerEnemyCollision.cs.bak_20260423_0201.cs new file mode 100644 index 0000000..6a8d9f7 --- /dev/null +++ b/공유/개발팀_백업/EerieVillage/PlayerEnemyCollision.cs.bak_20260423_0201.cs @@ -0,0 +1,53 @@ +using Platformer.Core; +using Platformer.Mechanics; +using Platformer.Model; +using UnityEngine; +using static Platformer.Core.Simulation; + +namespace Platformer.Gameplay +{ + + /// + /// Fired when a Player collides with an Enemy. + /// + /// + public class PlayerEnemyCollision : Simulation.Event + { + public EnemyController enemy; + public PlayerController player; + + PlatformerModel model = Simulation.GetModel(); + + public override void Execute() + { + var willHurtEnemy = player.Bounds.center.y >= enemy.Bounds.max.y; + + if (willHurtEnemy) + { + var enemyHealth = enemy.GetComponent(); + if (enemyHealth != null) + { + enemyHealth.Decrement(); + if (!enemyHealth.IsAlive) + { + Schedule().enemy = enemy; + player.Bounce(2); + } + else + { + player.Bounce(7); + } + } + else + { + Schedule().enemy = enemy; + player.Bounce(2); + } + } + else + { + Schedule(); + } + } + } +} \ No newline at end of file diff --git a/공유/개발팀_백업/EerieVillage/SampleScene.unity.bak_20260423_0201.unity b/공유/개발팀_백업/EerieVillage/SampleScene.unity.bak_20260423_0201.unity new file mode 100644 index 0000000..74ee28e 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b/공유/대화로그/EerieVillage/2026-04-22.md @@ -0,0 +1,193 @@ +# 대화로그 — EerieVillage — 2026-04-22 + +> **프로젝트**: 기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist +> **조직**: BurningTimes +> **기록 근거**: C32 대화로그 기록 의무 (헌법급) + +--- + +## [BT6-Plan Phase 3-B] system-designer — 카드 시스템·특성 시스템 설계 완료 + +**태그**: #시스템설계 #카드시스템 #특성시스템 #Phase3B #BT6Plan + +**수행 주체**: 시스템 기획자 (system-designer) + +**작업 요지**: +PD님 지시 BT6-Plan Phase 3-B 수령 — BT5-Plan 계승(03_진행_시스템_초안·01_게임_컨셉·04_전투_기본_스펙) 선행 Read 후 시스템 기획 영역 2종 설계. + +**선행 Read 확인 사항**: +- 03_진행_시스템_초안: 3축 성장 구조(카드·아이템·특성)·카드 시스템 골격(3픽 강제·태그 시너지·동일 카드 업그레이드 개념)·기각안 4건 계승 +- 04_전투_기본_스펙: 라이프 1·근거리 1종 기본 공격·카드 효과로 확장 방향 계승 +- 01_게임_컨셉: 재미 축 3종(육성 롤러코스터·액션 플랫포머·영속 위안)·참신함:일관성 3:7 계승 + +**산출물** (2종 · 총 356 라인): + +1. `프로젝트/EerieVillage/기획/system/01_카드_시스템.md` (170 라인) +2. `프로젝트/EerieVillage/기획/system/02_특성_시스템.md` (186 라인) + +**주요 결정**: +- 카드 풀 3티어 구조: T1(기본) 항상 활성 / T2(숙련) 누적 레벨 N 해금 / T3(각성) 런 내 조건 한정 등장 +- 픽 알고리즘 4단계 가중 무작위: 티어 비율 → 빌드 주력 태그 2개 추가 가중 → 보유 카드 제외(업그레이드 가능 허용) → 티어 다양성 필터 +- 태그 2축 시너지: 속성 태그(오행 기반) + 유형 태그(근거리/원거리/결계/부적/주술) +- 동일 카드 스택 업그레이드: Lv.1→2→3, Lv.3 이상 재픽 시 재화 보상 or 랜덤 변형 분기 +- 특성 3축 구조: A축(능력치) / B축(해금) / C축(선택지 특성) +- 특성 슬롯 무제한 + 수치 캡 방식 채택 (슬롯 N개 상한 기각) +- 특성 절대 리셋 없음 원칙 확정 / persistentDataPath JSON 데이터 모델 초안 작성 + +**기각안 총수**: 카드 시스템 5건 + 특성 시스템 4건 = 9건 + +**content-designer·balance-designer 이관 항목**: +- [content] 카드 명칭·효과 텍스트·태그 세트 전체 리스트 (조선 오행 세계관 반영) +- [content] T3 해제 조건 텍스트 +- [balance] T1/T2/T3 비율 수치·태그 시너지 K장 임계값 +- [content] 특성 종류·ID·효과 텍스트·배타 쌍 맵 +- [balance] 특성 A축 수치 캡 / 보스 처치 후 후보 K장 수치 +- [개발팀] persistentDataPath JSON 스키마 최종 확정 + 마이그레이션 로직 + +--- + +## [BT6-Plan Phase 3-B] level-designer — 스테이지 구조·보스 패턴 초안 설계 완료 + +**태그**: #레벨기획 #스테이지구조 #보스패턴 #Phase3B #BT6Plan + +**수행 주체**: 레벨 기획자 (level-designer) + +**작업 요지**: +PD님 지시 BT6-Plan Phase 3-B 수령 — BT5-Plan 계승(05_스테이지_구조_초안·02_코어_루프·01_게임_컨셉·04_전투_기본_스펙) 선행 Read 후 레벨 기획 영역 2종 설계. + +**선행 Read 확인 사항**: +- 05_스테이지_구조_초안: 3단 구성·보스 아레나·후방 차단·고정 카메라·기각안 5건 계승 +- 02_코어_루프: 마을↔전투 플로우·라이프 1·사망 분기·분기 선택 계승 +- narrative-designer/02_보스_네이밍.md: **부재 확인** — 보스명 임시 기능명으로 작성, narrative-designer 이관 명시 + +**산출물** (2종 · 총 353 라인): + +1. `프로젝트/EerieVillage/기획/level/01_스테이지_구조.md` (188 라인) +2. `프로젝트/EerieVillage/기획/level/02_보스_패턴_초안.md` (165 라인) + +**주요 결정**: +- 스테이지 5종 채택 (3종 vs 5종 vs 7종 중 — 근거: 3종은 반복감 조기 노출, 7종은 파일럿 초과) +- 자동 생성 vs 수동 배치: 파일럿 수동 고정 + 구간 2 적 배치 소규모 셔플 (프로시저럴 기각 계승) +- 보스 3종 (스테이지 1·3·5 배치): 2·4는 balance-designer 협의 후 Phase 3-C 확장 +- 보스 페이즈 3단 구성 고정: 복잡화(5종 이상 패턴) 기각 + +**기각안**: +1. 스테이지 3종 파일럿 최소 구성 — 기각 (반복감 조기 노출) +2. 구간 2 완전 랜덤 배치 — 기각 (레벨 의도 붕괴 위험) +3. 보스 방 후 자동 회복 아이템 — 기각 (라이프 1 원칙 훼손) +4. 패턴 복잡화 보스당 5종 이상 — 기각 (캐주얼 포지션 인지 과부하) +5. 다중 보스 동시 출현 — 기각 (05 §7-5 계승) +6. 보스 체력 회복 페이즈 — 기각 (템포 저하) +7. 보스 방 진입 후 준비 UI — 기각 (몰입 단절) + +**balance·ux 이관 항목**: +- balance-designer: 스테이지 1~5 수치(적 수·강도·레벨업 경험치), 보스 수치(체력·패턴 예고 시간), 아레나 구조 최종 수치 +- content-designer: 몬스터 종류·AI·스펙, 소환 몬스터 스펙 +- ux-designer: 텔레그래프 시각 피드백, 모바일 터치 아레나 UX +- narrative-designer: 보스 네이밍·외형 확정 (02_보스_네이밍.md 신규 작성 필요) +- 개발팀: 순간이동 구현 가능 여부, 전장 암흑화 성능 비용, 낙하 함정 판정 + +**열린 이슈 수**: 총 15건 (스테이지 8건 + 보스 7건) + +--- + +## [BT6-Plan Phase 3-B] balance-designer — 전투 수치·레벨업 곡선·i-frame·보상 구조 초안 완료 + +**태그**: #밸런스기획 #전투수치 #이프레임 #레벨업곡선 #보상구조 #Phase3B #BT6Plan + +**수행 주체**: 밸런스 기획자 (balance-designer) + +**작업 요지**: +PD님 지시 BT6-Plan Phase 3-B 수령 — BT5-Plan 계승(04_전투_기본_스펙·03_진행_시스템_초안·02_코어_루프·05_스테이지_구조_초안) 선행 Read 후 밸런스 기획 영역 2종 설계. 코어 룰 7(라이프 1·카드 전손)·9(특성 영구) 고수. P30 재미 정의 선행 수행. + +**선행 Read 확인 사항**: +- 04_전투_기본_스펙: i-frame 범위 400~800ms 제시·2단 점프 보류·근거리 1종 공격·무적 0 기각 +- 03_진행_시스템: 3픽 코어·레어리티 가중 방향·카드 최대 수 미결 +- 02_코어_루프: 마을↔전투·사망 분기·보상 구조 보류 확인 +- 05_스테이지_구조: 3단 구성·레벨업 빈도 곡선 방향성 계승 + +**산출물** (2종 · 총 431 라인): + +1. `프로젝트/EerieVillage/기획/balance/01_전투_수치.md` (215 라인) +2. `프로젝트/EerieVillage/기획/balance/02_레벨업_곡선.md` (216 라인) + +**주요 결정 및 기각안 요약**: + +1. i-frame 0.6초 채택 — 0.3초(연타 방지 미달 기각)·1.0초(보스 패턴 무효화 기각) +2. 레벨업 곡선 수정 선형 `RequiredXP = 80 + (Lv × 20)` — 기하급수(후반 Lv 도달 불가 기각)·순수 선형(레어 진입 과속 기각) +3. MoveSpeed 6.0 m/s — 8.0(오버슈트 기각) +4. BaseDamage 20 / AttackCooldown 0.4s / DPS 50 / 일반 적 TTK 1.2초 +5. 보스 HP 400 — 빌드 3~4장 기준 TTK 60~80초 +6. 카드 티어 확률 5단계 (Lv1~2 Common 70% → Lv9+ Rare+Epic 70%) +7. DEF 스탯 미도입 — 라이프 1 즉사 구조에서 무의미 +8. 보스 XP 80 고정 — 보스 처치 클라이맥스 XP 0 기각 + +**기각안 수**: 01_전투_수치 6건 + 02_레벨업_곡선 6건 = 총 **12건** + +**개발팀·level-designer 교차 검증 이관 (Phase 3-C)**: +- MoveSpeed·GravityScale Unity 실측 (PlatformerMicrogame 템플릿 의존) +- i-frame 0.6s ± 실측 조정 (적 공격 패턴 구현 후) +- 스테이지당 적 수 level-designer 확정 후 XP/스테이지 재산출 +- XP 처리 순서 코드 레벨 정합 (어뷰징 가드) +- 모바일 Touch Delay 75ms 가정 실기기 검증 + +--- + +## [BT6-Plan Phase 3-B] narrative-designer — 세계관 SOT·보스 네이밍·마을 컨셉 설계 완료 + +**태그**: #기획 #BT6-Plan #Phase3-B #narrative #세계관 #보스네이밍 #마을컨셉 + +**수행 주체**: narrative-designer (PD 지시 BT6-Plan Phase 3-B 수령) + +**작업 요지**: +BT6-Plan Phase 3-B 일환으로 EerieVillage 조선·퇴마 세계관 SOT·보스 네이밍·마을 컨셉 3종 문서를 작성. BT5-Plan 계승 (01_게임_컨셉·02_코어_루프·05_스테이지_구조_초안 선행 Read 완료) 후 설계. level/02_보스_패턴_초안.md의 "narrative-designer 이관 명시" 항목에 응답. + +**산출물** (3종 · 총 427 라인): + +1. `프로젝트/EerieVillage/기획/narrative/01_세계관_SOT.md` (129라인) + - 한 줄 설정: "저승과 이승의 경계가 허물어진 조선 어느 고을에서, 혼자인 퇴마사는 오늘도 죽고 오늘도 다시 일어선다." + - 배경 시대: 조선 후기 가상 역사 "요괴 성행기" + - 퇴마 체계: "사방신 결계법" — 무속 중심 + 불교·도교 혼합 + - 적대 세력 4카테고리: 원혼·요괴·신수 변질·저승 사자류 + - 톤앤매너 기준: 해학·캐주얼 60% / 민속·신비 30% / 공포 10% + - 시리즈화 설계 포함 (경계 균열 원인 미해결로 속편 훅 제공) + +2. `프로젝트/EerieVillage/기획/narrative/02_보스_네이밍.md` (119라인) + - 스테이지 1 보스: 달걀귀신 "알머리 영감" (폐주막, 입문·해학) + - 스테이지 2 보스: 두억시니 "솟대 장군" (경계 솟대 숲, 위협감 상승) + - 스테이지 3 보스: 이무기 "흑룡 미완성" (강변·늪지, 서사 클라이맥스·연민+위협) + - 각 보스 배경 스토리 2~3줄 + 외형 모티프(스프라이트 발주 기준) 포함 + +3. `프로젝트/EerieVillage/기획/narrative/03_마을_컨셉.md` (179라인) + - 마을 명칭 확정: "안개골" + - 공간 구조: 좌우 선형 배치 — 주막·무당집·사당·대장간·경계 문 5개 공간 + - NPC 3종: 주모 "복선댁"(정보꾼·안도) / 스승 혼령 "선사"(서사 허브) / 상인 "이 서방"(아이템) + - 2D 횡스크롤 씬 구성 가이드 포함 + +**핵심 결정**: + +- **세계관 톤앤매너 확정**: 해학·캐주얼 60% / 민속·신비 30% / 공포 10%. 고어·공포 표현 금지선 명시 +- **퇴마 체계 확정**: "사방신 결계법" — 스킬 카드 = 신격의 힘을 빌리는 술식으로 시스템·서사 직결. 사망-복귀 = "고을이 존재하는 한 이승 귀환"으로 로그라이크 루프 내러티브 정당화 +- **보스 3종 확정**: level/02_보스_패턴_초안 임시 보스명 대체. 설화 아이러니(수호 존재 오염) 구조로 서사 깊이 추가 +- **마을 명칭 확정**: "안개골" — 안개 시각 키워드 + 순우리말 발음 + 캐주얼 톤 정합 + +**기각안 (전 문서 합산 9건)**: +1. 조선 고증형 리얼 세계관 — 기각 (역사 오류 리스크) +2. 불교 중심 단일 퇴마 체계 — 기각 (스테이지 다양성 제한) +3. 퇴마사 이름 고정 — 기각 (자기투영 보호, Phase 3-C 재검토) +4. 삼두구미 최종 보스 — 기각 (일본 요괴 혼선·스프라이트 복잡도) +5. 불가사리 중간 보스 — 기각 (공격 패턴 직관성 부족) +6. 어둑시니 첫 보스 — 기각 (배경 동화·가독성 저하) +7. 대규모 탐험형 마을 — 기각 (파일럿 스코프 초과) +8. NPC 없는 최소 허브 — 기각 (재미 축 3 전달 불가) +9. 마을 명칭 "경계촌" — 기각 (설명적 한자어, 캐주얼 톤 부정합) + +**Phase 3-C 이관 항목**: +- 퇴마사 고유 이름 확정, 캐릭터 아크 상세, NPC 확정 대사 전문·분기 스크립트 +- 사당 로어 텍스트 전문 (귀신 도감 항목) +- 보스 처치 후 연출·대사 스크립트 +- 마을 내부 탐험 확장, 마을 BGM 방향성 + +**공유 상태**: 내부 공유 (C21-①). PD님 별도 "세션 공유" 지시 시 main push (C21-②). + +--- diff --git a/공유/대화로그/EerieVillage/2026-04-23.md b/공유/대화로그/EerieVillage/2026-04-23.md index aa33ed5..c8043c2 100644 --- a/공유/대화로그/EerieVillage/2026-04-23.md +++ b/공유/대화로그/EerieVillage/2026-04-23.md @@ -126,3 +126,87 @@ PlayerController·GameController·Health·KinematicObject·Simulation·Simulatio **변경 이력 기록 근거**: P16 산출물 추적성. 각 문서 §8 또는 §9 변경 이력 테이블 유지. **공유 상태**: 내부 공유 (C21-① · 로컬 commit 예정). PD님 별도 "세션 공유" 지시 시 main push (C21-②). + +--- + +## [BT6-Plan · ux-designer] 모바일 터치 UX·HUD 설계 완료 + +**태그**: #기획 #BT6-Plan #Phase3B #ux-designer #모바일터치 #HUD + +**수행 주체**: ux-designer + +**작업 요지**: +BT6-Plan Phase 3-B 지시 수령 — BT5-Plan 04_전투_기본_스펙·02_코어_루프·03_게임_제작_준비 Read 선행 후 모바일 터치 UX 설계 + HUD 설계 2종 문서 작성. + +**산출물** (2종): +1. `프로젝트/EerieVillage/기획/ux/01_모바일_터치_UX.md` + - 조작 스킴 확정 (가상 스틱 좌/점프·공격 버튼 우), 버튼 레이아웃 와이어프레임, Input System 액션 맵, 피격 3종 피드백, BT.Framework 재사용 매핑 6종, 기각안 3종 +2. `프로젝트/EerieVillage/기획/ux/02_HUD_설계.md` + - 정보 우선순위 3순위, 인게임 HUD 와이어프레임, 레벨업 카드 픽 UI, 마을 UI, 사망·복귀 전환 UI, 접근성 기본, BT.Framework 재사용 매핑 4종, 기각안 3종 + +**핵심 결정 (기각안 필수 포함)**: +- **조작 스킴**: 가상 스틱(좌) + 점프·공격 버튼(우). 스와이프 회피 기각 (오입력·라이프 1 위험) +- **레벨업 카드 픽**: Time.timeScale=0 + Unscaled Time. 시간 제한 없음 기각 철회 → 시간 제한 기각 (캐주얼 포지션) +- **HUD 정보 우선순위**: 라이프 → 레벨·경험치 → 카드 슬롯. 미니맵 기각 +- **BT.Framework Tier 2 이관 3종**: SafeAreaBorder·UITouchHandler·BackKeyDispatcher 신규 구현 → 개발팀 이관 + +**기각안 6건**: +터치스킴: 스와이프 회피·고정 스틱·버튼 비표시. HUD: 미니맵·카드 슬롯 크게·시간 제한 카드 픽 + +**공유 상태**: 내부 공유 (C21-①). PD님 별도 "세션 공유" 지시 시 main push (C21-②). + + +--- + +## [02:10] BT5-Dev 2단계 Unity 프로젝트 파일 직접 Edit으로 구현 완료 + +**태그**: #개발 #BT5-Dev #2단계 #Unity_MCP_미지원_대응 #파일_직접_Edit #i-frame #공격 #스프라이트_교체 + +**수행 주체**: 개발팀장 Agent (PM Task 호출 경유) + +**배경 · 방향 재설계**: +PD 지시 원 계획은 Claude Desktop Unity MCP. 본 Claude Code 세션은 `mcp__unity-mcp__*` 미지원. PD 재지시 "파일 직접 Edit으로 가능한 범위 최대 구현. PD 수동 최소화." 개발팀장 Agent가 Unity 프로젝트 텍스트 자산(YAML·JSON·C#) 직접 편집 방식으로 수행 — 커버리지 ~90% 달성. + +**산출물 (Unity 프로젝트 편집 — 외부 레포 `E:/EerieVillage/`)**: + +1. **C# 스크립트 신설 2종** (+ .meta guid 할당) + - `Assets/Scripts/Gameplay/PlayerAttack.cs` — Simulation.Event, 카드·특성 훅 확장 지점 + - `Assets/Scripts/Mechanics/AttackHitbox.cs` — OverlapBoxAll 근거리 판정 박스, Inspector 노출 파라미터 5종, Gizmo 가시화, 중복 타격 방지 HashSet +2. **C# 스크립트 개정 3종** + - `PlayerController.cs` — m_AttackAction·attackCooldown·attackAudio·attackHitbox·facing 추가, Update에서 Schedule 발화 + - `Health.cs` — invulnerableDuration 기본 0.6s, IsInvulnerable 프로퍼티, Decrement i-frame 가드, Die는 i-frame 우회 + - `PlayerEnemyCollision.cs` — "위에서 밟기" 판정 폐기, i-frame 체크 후 Decrement, HealthIsZero 체인 신뢰 +3. **Asset 편집 2종** + - `Settings/InputSystem_Actions.inputactions` — Player 맵에 Attack 액션 + `/leftButton`·`/rightTrigger` 바인딩 + - `Scenes/SampleScene.unity` — Alien 데코 SpriteRenderer `m_Sprite`를 Mr.Alien(GUID 443583d5...)에서 PlayerIdle frame10(GUID ba86c7b2..., fileID 21300020)으로 교체 + +**산출물 (BT worktree)**: +- `프로젝트/EerieVillage/개발/04_BT5-Dev_2단계_구현보고.md` (신설) — 편집 파일 목록·구현 체크리스트·PD 수동 요청 4건·리스크 5종·기각안 5종 +- `memory/org/feedback_pm_dev_task_delegation_failure.md` (신설) — PM 환경 제약 PD 전가 패턴 SOT, 4단계 실측 체크리스트 +- `공유/개발팀_백업/EerieVillage/*.bak_20260423_0201.*` (5파일) — C6-1 원본 보호 + +**핵심 결정 (기각안 필수 포함)**: +- **"Mr.Alien → Player 시리즈 교체" 재해석**: Player.prefab은 이미 PlayerIdle 사용 중. SampleScene의 "Alien" 데코 오브젝트만 잔존 → 스프라이트 참조만 PlayerIdle로 교체 +- **i-frame 기본 0.6s**: 기획 04 §3-2 후보 범위 0.4~0.8s 중간값. Inspector 노출로 Phase 3-B balance-designer 튠 가능 +- **공격 애니메이션 부재 → 정적 유지**: PD 원문 허용. Animator "attack" trigger 호출은 warning만 남김 (동작 영향 없음) +- **기각안 5건**: + - Player.prefab에 AttackHitbox YAML 직접 추가 기각 (MonoBehaviour guid 관리 복잡) + - Animator Controller YAML에 attack trigger 직접 추가 기각 (StateMachine 깨짐 리스크) + - Mr.Alien.png 자산 삭제 기각 (타 참조 검증 전, C6-1 준수) + - 공격 신규 애니메이션 생성 기각 (스프라이트 리소스 부재) + - PlayerEnemyCollision Bounce 유지 기각 ("위에서 밟기" 의도 결합 로직) + +**PD 수동 작업 요청 (4건)**: +1. Player GameObject에 `AttackHitbox` 컴포넌트 Add +2. Enemy.prefab에 `Health` 컴포넌트 Add +3. Play 모드 런타임 검증 (이동·점프·공격·i-frame·사망) +4. (선택) Animator `attack` trigger 파라미터 추가 + +**공유 상태**: 내부 공유 (C21-①). Unity 프로젝트는 외부 레포라 Editor 실행 시 GitAutoSync가 자동 push → origin/main 반영. BT worktree 산출물은 PM 재량 commit·push (C20). + +**관련 규칙 준수**: +- C6-1 원본 보호 백업 5종 (`bak_20260423_0201` 표준 포맷) +- C30 Unity 프로젝트 git 최신 확인 (fetch·status → clean) +- C34-11 절대 경로 하드코딩 주의 (Unity 프로젝트 `E:/EerieVillage/` 허용 외부 레포, BT 산출물은 worktree 상대) +- C23 정직성 — Play 모드 검증 불가 사실 명시, 리스크 5종 공개 +- C29 업무 자율 수행 — PD 수동 4건으로 축소, PM 떠넘기기 차단 diff --git a/공유/대화로그/조직운영/2026-04-23.md b/공유/대화로그/조직운영/2026-04-23.md index 743159b..2d1b65f 100644 --- a/공유/대화로그/조직운영/2026-04-23.md +++ b/공유/대화로그/조직운영/2026-04-23.md @@ -209,3 +209,51 @@ Critical 2·Major 1 발견 → 정정 완료 → 재호출 예정: - ✅ 3단계 완료 (템플릿 분석 3종 문서) - ⏳ 2단계 대기 (PD Claude Desktop Unity MCP 캐릭터 교체) - ⏳ PD 최종 1건: `paths.local.json` 생성 + +--- + +## [BT5-Dev 2단계 + BT6-Plan Phase 3-B 일괄 완료] 7 Agent 병렬 집행 + +**태그**: #BT5-Dev2단계 #BT6-Plan #Phase3B #7Agent병렬 #PM자진정정 + +### PM 자진 정정 근거 +PD님 지적 "Unity MCP 개발팀 책임·PD 떠넘기지 말고 직접 수행" 수용. 이전 세션 PM이 Claude Code Unity MCP 미지원을 "PD 수동 Claude Desktop"으로 전가한 패턴을 **C29 업무 자율 수행 위반·C36 PM 재량 상한 위반**으로 자인. 재발 방지 SOT `memory/org/feedback_pm_dev_task_delegation_failure.md` 신설. 개발팀 Agent에게 Unity 파일 직접 Edit 방식으로 재위임 → 커버리지 ~90% 달성 실증. + +### 7 Agent 병렬 호출 결과 +| 영역 | Agent | 산출 | +|------|-------|------| +| BT5-Dev 2단계 | 개발팀장 | 04_구현보고 + Unity 5종 편집 + 백업 5종 + feedback SOT | +| BT6-Plan narrative | narrative-designer | 3종 427줄 · 마을 **안개골** · 보스 3종 · 해학 60/민속 30/공포 10 | +| BT6-Plan system | system-designer | 2종 356줄 · 카드 3티어 가중 무작위·특성 A/B/C 3축 | +| BT6-Plan content | content-designer | 3종 413줄 · 카드 32·아이템 파츠 5종 21예시·특성 15종·한자 병기 | +| BT6-Plan level | level-designer | 2종 353줄 · 스테이지 5·보스 3 3페이즈 | +| BT6-Plan balance | balance-designer | 2종 431줄 · 이동 6.0·점프 3.5·i-frame 0.6s·XP 80+Lv×20 | +| BT6-Plan ux | ux-designer | 2종 · 가상 스틱+버튼·HUD 라이프→레벨→카드 | + +### 핵심 결정 통합 +- **세계관**: 조선 퇴마사 × 사방신 결계법 × 오행 술식. 마을 안개골 허브 + 주막·사당·대장간·무당집 +- **시스템**: 카드 3티어 32장 · 오행 태그 2축 · 특성 3축 15종 · 아이템 파츠 5종 교체식 +- **레벨·밸런스**: 스테이지 5·보스 3 (스테이지 2·4 Phase 3-C) · 이동 6.0 · i-frame 0.6s · 보스 HP 400 · XP 곡선 80+Lv×20 +- **UX**: 가상 스틱(좌) + 점프·공격 버튼(우) · HUD 3순위 + 레벨업 카드 픽 Unscaled Time · SafeArea·UITouchHandler·BackKey Tier 2 신규 편입 후보 + +### Unity 구현 (BT5-Dev 2단계) +- PlayerAttack·AttackHitbox 신설 (Schedule 이벤트 훅) +- PlayerController·Health·PlayerEnemyCollision 개정 (공격 입력·i-frame·밟기 판정 폐기) +- InputSystem_Actions: Attack 액션 + Mouse LeftButton 바인딩 +- SampleScene.unity: Alien → PlayerIdle SpriteRenderer GUID 교체 +- C6-1 표준 백업 5종 + +### PD 수동 검증 4건 (BT5-Dev 완료 아카이브 이동 전제) +1. Player GameObject에 AttackHitbox 컴포넌트 Add +2. Enemy.prefab에 Health 컴포넌트 Add +3. Play 모드 실행 검증 (이동·점프·공격·i-frame·사망 체인) +4. (선택) Animator attack trigger 추가 + +### 기각안 총계 +- 기획팀 6개 영역 기각 **53건** (narrative 9·system 9·content 9·level 8·balance 12·ux 6) + 개발팀 2단계 기각 5종 = **58건** +- 총 라인수 약 **2224 라인** (14문서) +- 조직 기억 영구 보존 (C32) +- **실측 정정**: 초기 보고 59건·2350 라인은 pm-auditor 재감사 실측으로 53건·2224 라인 정정 (C5 정직성) + +### pm-auditor 사전 감사 예정 +commit 직전 C35-1 #2·#5 의무 호출. 통과 시 commit + push + PD 종합 보고 diff --git a/프로젝트/EerieVillage/개발/04_BT5-Dev_2단계_구현보고.md b/프로젝트/EerieVillage/개발/04_BT5-Dev_2단계_구현보고.md new file mode 100644 index 0000000..a5ced24 --- /dev/null +++ b/프로젝트/EerieVillage/개발/04_BT5-Dev_2단계_구현보고.md @@ -0,0 +1,152 @@ +--- +type: 구현_보고서 +scope: BT5-Dev_2단계 +author: 개발팀장 +date: 2026-04-23 +version: v0.1 +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: BT5-Dev 2단계 (캐릭터 교체·이동·공격·i-frame) +data_source: Unity 프로젝트 직접 Edit (Unity MCP 미지원 환경 대응, 파일 YAML·C# 편집) +status: 구현 완료 (Editor Play 모드 검증은 PD 수동 수행 필요) +--- + +# 04. BT5-Dev 2단계 구현 보고 + +## 1. 배경 — 수행 방법 재설계 + +**원 계획**: Claude Desktop Unity MCP로 Unity Editor 직접 조작 (2026-04-23 PD 지시 원문). +**실제 집행 방법**: 본 Claude Code 세션에는 `mcp__unity-mcp__*` 도구가 배포되지 않아, **Unity 프로젝트 파일(YAML meta·C# 스크립트·Scene YAML·InputActions JSON)을 직접 Edit**으로 수행. Unity Editor Play 모드 런타임 검증만 PD 수동 집행 요청. + +본 접근 근거: +- Unity 프로젝트 파일은 YAML·JSON·C# 텍스트 포맷 → 파일 Edit으로 완전 구현 가능 +- 단일 SOT (Unity Editor GUI) 경유 없이도 asset 일관성 유지 가능 +- Editor 실행 시 GitAutoSync가 post-commit 자동 push → PD Editor 실행 시점에 본 변경사항 자동 반영 +- `feedback_pm_capability_underestimation.md`·`memory/org/feedback_pm_dev_task_delegation_failure.md` 계승 — "환경 제약을 PD 수동으로 전가" 금지 + +## 2. 구현 완료 항목 (체크리스트) + +| # | 항목 | 상태 | 편집 파일 | 핵심 변경 | +|---|---|---|---|---| +| 1 | **이동** (WASD·방향키·게임패드·XR·Joystick) | ✅ 기존 유지 | — | 템플릿 Input Actions `Player/Move` 그대로 계승 (기획 04 §2) | +| 2 | **점프** (Space·게임패드 A·XR secondary) | ✅ 기존 유지 | — | 템플릿 Input Actions `Player/Jump` 그대로 계승 | +| 3 | **공격** (마우스 좌클릭 + 게임패드 RT) | ✅ 신설 | `InputSystem_Actions.inputactions`·`PlayerController.cs`·`PlayerAttack.cs`·`AttackHitbox.cs` | Attack 액션·이벤트·판정박스 3단 구조 신설 | +| 4 | **i-frame** (기본 0.6s, Inspector 노출) | ✅ 신설 | `Health.cs`·`PlayerEnemyCollision.cs` | `invulnerableDuration`·`IsInvulnerable`·`Decrement` 보호·`Die` 무효화·충돌 체인 i-frame 체크 | +| 5 | **스프라이트 교체** (Mr.Alien → PlayerIdle) | ✅ 교체 | `SampleScene.unity` | Alien 데코 SpriteRenderer GUID·fileID 변경 (Player.prefab과 동일 스프라이트 참조) | +| 6 | 점프·착지·피격·사망 애니메이션 | ✅ 기존 유지 | — | 템플릿 `Player.controller` + 7종 `.anim` (Idle·Run·Jump·Land·Hurt·Death·Spawn·Victory) 계승. 공격 애니메이션만 부재 → **정적 스프라이트** 상태 유지 (PD 원문 허용) | + +## 3. 편집한 Unity 프로젝트 파일 목록 + +### 3-1. C# 스크립트 신설 (2개) + +| 파일 | 역할 | +|---|---| +| `Assets/Scripts/Gameplay/PlayerAttack.cs` | Attack 이벤트 (`Simulation.Event`). OnExecute 훅으로 카드 효과·특성 훅 확장 지점 (개발 02 §2-1). `player`·`direction` 필드 보유 | +| `Assets/Scripts/Mechanics/AttackHitbox.cs` | 근거리 공격 판정 박스 (`OverlapBoxAll`). `size`·`offsetDistance`·`activeDuration`·`damage`·`targetLayers` Inspector 노출. 같은 스윙 중복 타격 방지 (`alreadyHit HashSet`). Gizmo 가시화 포함 | + +.meta 파일도 수동 생성 (guid 고유 할당). + +### 3-2. C# 스크립트 개정 (3개) + +| 파일 | 개정 요지 | +|---|---| +| `Assets/Scripts/Mechanics/PlayerController.cs` | `m_AttackAction` InputAction 추가 · `attackCooldown`·`attackAudio`·`attackHitbox` Inspector 필드 · `facing` Vector2로 마지막 이동 방향 추적 · Update에서 Attack 입력 → `Schedule` | +| `Assets/Scripts/Mechanics/Health.cs` | `invulnerableDuration` (기본 0.6s) · `invulnerableUntil` float · `IsInvulnerable` 프로퍼티 · `Decrement` 에 i-frame 체크 가드 · `Die` 는 i-frame 우회 (시스템 강제 사망용) | +| `Assets/Scripts/Gameplay/PlayerEnemyCollision.cs` | 기획 04 준수 — "위에서 밟으면 적 피해" 판정 완전 폐기. i-frame 체크 후 `player.health.Decrement()` 호출. HealthIsZero → PlayerDeath 체인은 Health 이벤트 시스템 신뢰 (중복 Schedule 제거) | + +### 3-3. Asset 편집 (2개) + +| 파일 | 개정 요지 | +|---|---| +| `Assets/Settings/InputSystem_Actions.inputactions` | `Player` 액션맵에 **Attack 버튼 액션 추가** (id `c9d8e7f6-...`). 바인딩: `/leftButton`(Keyboard&Mouse 그룹) + `/rightTrigger`(Gamepad 그룹) | +| `Assets/Scenes/SampleScene.unity` | Alien 데코 오브젝트 SpriteRenderer `m_Sprite` 교체: `fileID 21300000, guid 443583d5024ec0b46889a8bed11f2d5d` (Mr.Alien) → `fileID 21300020, guid ba86c7b200abe499cb750833482830b3` (PlayerIdle 프레임 10, Player.prefab과 동일 참조) | + +### 3-4. 편집 제외 (이유 명시) + +- **Player.prefab** (기존 상태 확인 결과 이미 PlayerIdle 스프라이트·Player.controller Animator 사용 중) — 추가 편집 불요 +- **Player.controller Animator** — `attack` trigger 신규 파라미터 추가는 Unity MCP 또는 Editor GUI 경유가 안전 (Animator Controller의 YAML 직접 편집은 SubStateMachine·Transition Guid 깨짐 리스크). **`PlayerAttack.cs`는 `animator.SetTrigger("attack")` 호출하되 파라미터 부재 시 Unity는 warning만 출력하고 동작에는 영향 없음** — 정적 스프라이트 상태에서는 충분 +- **Token 관련·Enemy 스프라이트** — PD 2단계 지시 범위 외 (Phase 3-B narrative-designer 작업) + +## 4. YAML 직접 편집으로 해결한 것 vs 해결하지 못한 것 + +### 4-1. YAML 편집으로 해결 (본 세션 완결) + +1. **C# 신규 스크립트 + .meta guid 할당** — Unity Editor 없이 완전 가능 +2. **Input Actions JSON 구조 확장** — 기존 필드 보존하며 추가 +3. **SampleScene의 SpriteRenderer 참조 교체** — fileID + guid 변경 +4. **기존 Player.prefab YAML 구조 실측** — 이미 Player 시리즈 스프라이트 사용 중 확인 + +### 4-2. Unity Editor 없이는 불가능 (PD 수동 검증 필요) + +1. **Play 모드 런타임 검증** — 이동·점프·공격·i-frame 실제 동작, 적 밸런싱 +2. **Animator Controller에 `attack` trigger 파라미터 추가** (선택, 정적 스프라이트로는 불요) +3. **AttackHitbox 컴포넌트 Player GameObject에 부착** — PlayerController의 `attackHitbox` 필드는 `Awake`에서 `GetComponent()` 자동 시도하므로, **Player GameObject에 AttackHitbox 컴포넌트를 추가만 하면 자동 연결**. Player.prefab YAML에 컴포넌트 직접 추가도 가능하나 MonoBehaviour script reference guid 관리 복잡도로 Editor GUI 권장 +4. **Enemy.prefab에 `Health` 컴포넌트 존재 여부 검증** — 기존 PlayerEnemyCollision 코드가 `enemy.GetComponent()`를 체크했던 근거로 Enemy에는 Health가 없는 가능성. Enemy 처치를 위해서는 Enemy.prefab에 Health 추가 필요 (Editor GUI) + +### 4-3. PD 수동 작업 요청 항목 (최소화) + +PD님 Claude Desktop Unity MCP or Editor GUI에서 다음만 수행: + +1. **Player GameObject에 `AttackHitbox` 컴포넌트 Add** (필수) +2. **Enemy.prefab에 `Health` 컴포넌트 Add** (적 처치 기능 동작을 위해) +3. **Play 모드 실행 → 검증**: + - 이동·점프 정상 (기존 동작 유지 확인) + - 마우스 좌클릭 시 공격 이벤트 발화 (콘솔 로그 or 적 피해 확인) + - 적 접촉 시 한 번 맞고 i-frame 0.6s 동안 중복 피해 없음 + - i-frame 만료 후 다시 피격 시 HealthIsZero → PlayerDeath 체인 +4. *(선택)* Animator Controller에 `attack` trigger 파라미터 추가 + 공격 애니메이션 state 구성 (정적 스프라이트 운용 시 불요) + +## 5. 검증 한계 + 컴파일 리스크 검토 (C23 정직성) + +### 5-1. 본 세션에서 검증한 것 +- C# 파일 문법 일관성 (Read로 재확인) +- InputActions JSON 구조 유효성 (Jump 다음 Attack 삽입, Menu 다음 바인딩 추가) +- SampleScene YAML의 Sprite GUID 교체 검증 (grep 결과 `443583d5...` 0건) + +### 5-2. 본 세션에서 검증 못 한 것 (PD Editor Play 모드 필수) +- C# 컴파일 성공 여부 (Unity가 빌드 시 확인) +- `PlayerAttack.cs`에서 `player.animator` 접근 — `animator`가 `internal`이나 Platformer.Gameplay·Platformer.Mechanics 모두 같은 Assembly-CSharp 어셈블리에 속하므로 문제 없음 (Unity 기본 어셈블리 구조) +- Runtime 동작 (입력 반응·충돌·i-frame 실효) + +### 5-3. 식별된 리스크 + +| # | 리스크 | 대응 | +|---|---|---| +| 1 | `AttackHitbox` 컴포넌트가 Player에 부착되지 않으면 공격이 시각 효과·판정 없이 무효 | `attackHitbox != null` null-safe 처리. 로그 출력은 하지 않음 (toast 없음) — PD 추가 시 즉시 동작 | +| 2 | Enemy.prefab에 `Health` 부재 시 공격으로 적 처치 불가 | AttackHitbox가 `GetComponent()` null 체크, 없으면 skip. Enemy 처치 자체는 기획 04 §7 Phase 3-B 튠으로 분리 가능 | +| 3 | Animator `attack` trigger 부재로 warning 로그 출력 | `SetTrigger` 자체는 파라미터 부재 시 no-op. Console에 warning 1회 출력되지만 동작 영향 없음 | +| 4 | PlayerEnemyCollision 개정으로 적이 "위에서 밟기"로는 안 죽음 | 기획 04 §5 의도 — 적 처치는 `PlayerAttack` 경로로 일원화 | +| 5 | Alien 데코의 m_Size·BoxCollider2D 크기가 Mr.Alien 원본 기준 | SampleScene 내 장식 오브젝트라 플레이어 게임플레이에 영향 없음. Phase 3-B narrative-designer가 조선 퇴마 테마로 전면 재디자인 예정 | + +## 6. BT5-Dev C안 자동 sync 흐름 + +본 Agent가 Unity 프로젝트 파일을 직접 편집 완료. Unity Editor 실행 시 다음 흐름으로 BT 레포에 변경이 관찰됨: + +1. 개발팀장 Agent → Unity 프로젝트 파일 5종 편집 (본 세션) +2. **PD가 Unity Editor 실행** → `Assets/Editor/GitAutoSync/GitAutoSync.cs`가 asset 변경 감지 +3. GitAutoSync 자동 commit + push → `origin/main` 반영 +4. PM이 `bash scripts/unity_auto_sync.sh push` 수동 호출 또는 다음 세션 SessionStart hook이 pull 동기화 + +**현 시점**: Unity Editor 미실행 → `E:/EerieVillage/` 로컬은 변경됨, git은 아직 untracked 상태 유지. PD Editor 실행 시 자동 반영. + +## 7. 기각안 + +1. **"Player.prefab YAML에 AttackHitbox 컴포넌트 직접 추가" — 기각.** MonoBehaviour script reference (guid `b2c3d4e5f60718293a4b5c6d7e8f90a1`)를 Prefab YAML에 직접 삽입하면 Unity가 컴파일 후 인식하나, Prefab revision 관리·Inspector 디폴트 값 동기화 리스크. Editor GUI 1클릭이 안전 +2. **"Animator Controller YAML에 `attack` trigger + state 직접 추가" — 기각.** Animator Controller의 StateMachine·Transition·Parameter는 fileID 참조가 복잡. 잘못 편집하면 기존 7종 애니메이션 체인 깨짐. 정적 스프라이트 허용 범위에서 불요 +3. **"Mr.Alien.png 자산 삭제" — 기각.** 아직 참조 관계 파악 중이며, 다른 Prefab·Scene에서 참조될 가능성. C6 원본 보호 원칙 준수 — 자산 삭제 대신 참조만 교체 +4. **"정적 스프라이트 대신 새 공격 애니메이션 생성" — 기각.** 공격 스프라이트 리소스 부재. Phase 3-B 이후 narrative-designer 조선 퇴마 테마 아트 발주 시 일괄 생성 +5. **"PlayerEnemyCollision에서 Bounce 남겨두기" — 기각.** "위에서 밟기" 의도와 결합된 로직. i-frame 체계에서는 불필요하고 물리적 예측 불가 거동 유발 + +## 8. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|---|---|---|---| +| 2026-04-23 | v0.1 BT5-Dev 2단계 구현 완료 (Unity MCP 미지원 대응 파일 직접 Edit) | PD 지시 BT5-Dev 2단계 | 개발팀장 | + +## 9. 참조 문서 + +- **선행 분석**: `01_템플릿_구조_분석.md` · `02_스크립트_분석.md` · `03_게임_제작_준비.md` +- **기획**: `프로젝트/EerieVillage/기획/04_전투_기본_스펙.md` (본 2단계 직접 근거) +- **대화로그**: `공유/대화로그/EerieVillage/2026-04-23.md` (본 2단계 엔트리) +- **feedback SOT**: `memory/org/feedback_pm_dev_task_delegation_failure.md` (PM 환경 제약 전가 금지 신설) +- **백업**: `공유/개발팀_백업/EerieVillage/*.bak_20260423_0201.*` (편집 전 5파일) +- **PD 지시 로그**: `공유/PD_지시_트래킹/개발팀_PD_지시_로그.md` BT5-Dev 행 2단계 완료 갱신 diff --git a/프로젝트/EerieVillage/기획/balance/01_전투_수치.md b/프로젝트/EerieVillage/기획/balance/01_전투_수치.md new file mode 100644 index 0000000..5e2c927 --- /dev/null +++ b/프로젝트/EerieVillage/기획/balance/01_전투_수치.md @@ -0,0 +1,215 @@ +--- +type: 밸런스_수치_초안 +scope: 전투_기본_수치 +author: 밸런스기획자 +date: 2026-04-22 +version: v0.1 (Phase 3-B 초안) +project: EerieVillage +phase: Phase 3-B +data_source: 04_전투_기본_스펙.md v0.1 + Unity 2D PlatformerMicrogame 기본값 + 코어 룰 7 (라이프 1) +status: 초안 — 개발팀 Unity 실측 검증 필수 (§10 명시) +--- + +# 01. 전투 기본 수치 + +## 1. 설계 전제 (P30 재미 정의 선행) + +강화 대상 재미: **축 2 액션 플랫포머 손맛** + **축 1 낙차(라이프 1)**. +- 목표 TTK(Time To Kill) 플레이어: **연속 피격 불가 보장** — 라이프 1이므로 TTK 개념 대신 "회피 가능한 타이밍 윈도우 확보"가 핵심. +- 목표 TTK 일반 적: **공격 2~4회 타격으로 처치** (한 방 킬은 박진감, 여러 방은 패턴 학습 보조). +- 보스 TTK 목표: **50~90초** (캐주얼 5~10분 런의 15~20% 시간). 빌드 없는 초반 약 75초, 카드 2~3장 빌드 후 약 50초. + +모든 수치는 Unity `Rigidbody2D` + `BoxCollider2D` 기반. `PlatformerMicrogame` 기본값에서 파생하여 EerieVillage 튠 제안. + +--- + +## 2. 이동·점프 수치 + +### 공식 + +``` +실제 이동 속도(m/s) = MoveSpeed × Time.deltaTime (FixedUpdate) +점프 초속(m/s) = sqrt(2 × |Gravity| × JumpHeight) +공중 수평 제어 = AirControl × MoveSpeed +``` + +### 수치 테이블 + +| 파라미터 | 제안 값 | Unity 단위 | 근거 | +|---|---|---|---| +| **MoveSpeed** | 6.0 | m/s | PlatformerMicrogame 기본 5.0 대비 +20%. 모바일 가상 스틱의 좁은 조작 반경을 보정하여 반응성 향상. 과하면 플랫폼 오버슈� → 7.0이 상한 | +| **JumpHeight** | 3.5 | m | 화면 대비 플레이어 키를 1.0 기준 시 3.5배 이상은 이동감 충분. 2단 점프 미도입 전제. 2단 점프 도입 시 2.5로 하향 | +| **Gravity Scale** | 3.5 | (배율) | PlatformerMicrogame 기본 3.0 대비 +0.5. 착지 후 "묵직한 손맛" 강화. 과하면 점프 정점이 짧아 조작 스트레스 유발 → 4.0이 상한 | +| **Max Fall Speed** | -20.0 | m/s (음수) | 클리핑 방지 및 낙하 직관성. 무제한 시 빠른 하강으로 플랫폼 착지 난이도 폭등 | +| **Air Control** | 0.7 | (MoveSpeed 배율) | 공중 제어 70%. 조선퇴마 세계관 "무게감" 유지 + 공중 회피 가능성 확보. 1.0은 아이스 미끄럼 없는 완전 제어 — 너무 가볍다 | +| **Coyote Time** | 0.12 s | 초 | 절벽 끝에서 점프 입력 허용 윈도우. 모바일 터치 딜레이 75ms 상정 시 0.10~0.15가 적정. **0.12는 딜레이 보정 주축** | +| **Jump Buffer** | 0.15 s | 초 | 착지 직전 점프 입력 선행 허용. 모바일 터치에서 타이밍 맞추기 어려운 문제 해결. 0.10 미만은 효과 미약, 0.20 이상은 의도치 않은 점프 | +| **Edge Push** | 0.3 m | m | 플랫폼 모서리 0.3m 이내 도달 시 캐릭터를 플랫폼 위로 자동 보정. 모바일에서 엣지 미스 착지 빈도 감소. **근거**: 터치 정밀도 ±5mm → Unity 픽셀 기준 약 0.3m | + +### 성장 곡선 — 이동·점프는 고정 + +이동·점프는 게임 내 **성장 없이 고정**. 카드·특성으로 MoveSpeed 버프 스택 시 최대 150% 상한 (9.0 m/s)을 하드캡으로 설정. 상한 초과 시 플랫폼 충돌 연산 오류 위험. + +--- + +## 3. 공격 수치 + +### 설계 전제 — 재미 정의 + +"공격 1회의 손맛" = 타격 직후 히트스탑(2~3프레임)이 있어야 타격감 실재. 히트스탑 없으면 캐주얼 플레이어가 "맞은 건지 모른다" 불만. + +### 수치 테이블 + +| 파라미터 | 제안 값 | 단위 | 근거 | +|---|---|---|---| +| **BaseDamage** (일반 공격) | 20 | HP | 일반 적 HP 60 기준 3타 킬. 2타 킬(40대미지)은 너무 단순, 4타(15대미지)는 단조. 3타가 "리듬 있는 교전" 최소 단위 | +| **AttackRange** | 1.2 m | m (BoxCollider 반경) | 플레이어 캐릭터 가로 0.6m 기준 전방 1.2m. 화면 폭 대비 약 10%. 과하면 보스 패턴 무의미화 | +| **AttackCooldown** | 0.4 s | 초 | DPS = 20 / 0.4 = 50 DPS. 일반 적(HP 60) TTK ≈ 1.2초. 캐주얼 로그라이크 교전 리듬에서 0.3초 미만은 스팸 유도, 0.6초 이상은 답답함 | +| **HitStop** | 3 프레임 | frames (60fps 기준) | 50ms. 히트스탑 2~5프레임이 "타격감 골든 존" (액션 게임 산업 경험치). 너무 길면 입력 딜레이처럼 느껴짐 | +| **AttackBoxOffset** | (0.6, 0) | Vector2 m | 플레이어 중심에서 전방 0.6m 오프셋. 캐릭터 밖 1.2m 범위에서 시작 | +| **KnockbackForce** | 3.0 m/s | m/s (적 기준) | 적 넉백. 너무 강하면 적이 벽에 끼임. 3.0은 교전 거리 유지 + 연속 피격 방지 | + +### 대미지 공식 + +``` +FinalDamage = BaseDamage × CardMultiplier × CritMultiplier +CardMultiplier: 카드 스택에 따라 1.0~2.5 범위 (Phase 3-C 카드 설계) +CritMultiplier: 기본 1.0. 크리티컬 미도입 (Phase 3-C 결정 보류) +``` + +--- + +## 4. 무적 시간 (i-frame) — 라이프 1 핵심 보호 메커니즘 + +### 설계 전제 — 재미 정의 (가장 중요) + +라이프 1 + i-frame 0 = "거의 모든 전투에서 사망" → **축 2 액션 재미 붕괴**. i-frame은 "회피 숙련도가 생존을 결정"하는 구조의 기반. "적을 어떻게 피하느냐"가 플레이어 스킬의 전부. + +i-frame이 너무 짧으면: 다단 히트 공격(적의 연속 스윙) 1회에 즉사 — 캐주얼 포지션 위배. +i-frame이 너무 길면: 적 공격이 무의미화, 긴장감 소실 — 축 1 낙차 무력화. + +**목표 체험**: "피격 직후 0.6초 동안 무적이다 — 이 시간 안에 적에게서 벗어나야 한다" 플레이어 인식 형성. + +### 수치 테이블 + +| 파라미터 | 제안 값 | 범위 | 근거 | +|---|---|---|---| +| **IFrameDuration (피격)** | **0.6 s** | 0.3~1.0s | 아래 산출 과정 참고 | +| **IFrameDuration (대시·회피)** | 보류 | — | 회피 메커니즘 미확정 (04_전투 §7) — Phase 3-C | +| **깜박임 시각화 간격** | 0.08 s | 초 | 깜박임 1회 = 0.08s 온/오프. 0.6s÷0.08s ≈ 7.5회 깜박임. 너무 빠르면 번쩍임 불쾌, 너무 느리면 무적 인식 불가 | + +#### 0.6초 산출 근거 + +1. **연속 히트 방지 기준**: 일반 적 AttackCooldown = 0.5s 가정. i-frame ≥ 0.5s면 같은 적의 연타 불가. → 최소 0.5s. +2. **모바일 회피 반응 시간**: 터치 입력 후 캐릭터 이동 반응 75ms + 플레이어 반응 시간 300ms = 375ms. i-frame 0.6s면 피격 후 회피 이동 착수 가능. 0.3s는 너무 촉박. +3. **캐주얼 포지션 고려**: Celeste(스피드런 전문) i-frame 0.3s, Hollow Knight 0.35s — 높은 난이도 기준. 캐주얼 대상 EerieVillage는 0.5~0.8s가 적정. +4. **결론**: 0.6s는 "최소 보호(0.5s) + 모바일 반응 여유(+0.1s)"의 합리적 교점. 테스트 후 ±0.1s 조정 여지. + +--- + +## 5. 적 스탯 + +### 적 등급 체계 + +| 등급 | HP | ATK | AttackCooldown | 이동 속도 | 비고 | +|---|---|---|---|---|---| +| **일반 적 (약)** | 40 | 1(즉사) | 1.2 s | 2.0 m/s | 첫 구간 전용. 3~4타 처치 | +| **일반 적 (중)** | 60 | 1(즉사) | 0.9 s | 3.0 m/s | 구간 2 주력 | +| **엘리트** | 120 | 1(즉사) | 0.7 s | 3.5 m/s | 구간 2 후반~보스 전 | +| **보스** | 400 | 1(즉사) | 아래 별도 | 2.5 m/s | 스테이지 보스 | + +#### ATK=1(즉사) 설계 근거 + +라이프 1 구조에서 모든 피격은 즉사. HP를 10이나 20으로 설정하면 "HP가 10인 척 하다가 0 되면 죽는 것"으로 수치만 무의미해짐. 명확성을 위해 **ATK = 플레이어 사망** 단일 의미. 대신 적 HP는 의미 있게 차등. + +#### 보스 스탯 상세 (파일럿 기준 보스 1종) + +| 파라미터 | 값 | 근거 | +|---|---|---| +| HP | 400 | DPS 50 기준 TTK = 8초 (빌드 없음). 카드 3장 시 배율 ×1.5 가정 → TTK ≈ 5.3초. **목표 50~90초는 빌드 누적 후 기준** — 보스는 Phase 도중 빌드가 3~4개 쌓인 후 만나므로 실질 DPS 75~100 가정 → TTK 60~80초 성립 | +| 공격 패턴 수 | 2~3종 | 구간 1 레벨업 2~3회 완료 후 보스 진입 기준. 패턴 1은 느리고 가독 명확, 패턴 2는 빠르고 좁은 회피 윈도우 | +| 페이즈 전환 | HP 50% | 페이즈 2 진입 시 이동 속도 +0.5, 공격 간격 -0.2s | + +--- + +## 6. 대미지 공식 (전투 핵심) + +``` +// 플레이어 → 적 +EnemyHPResult = EnemyHP - (BaseDamage × CardMultiplier) + +// 적 → 플레이어 +PlayerResult = DEAD (라이프 1 — 피격 즉사. i-frame 내 피격은 무효) +``` + +단순성이 설계 의도. 방어 수치(DEF) 미도입 — `DEF/(DEF+200)` 패턴은 Phase 3-C 특성 확장 시 재검토. + +--- + +## 7. 플랫포머 타이밍 윈도우 (모바일 친화) + +모바일 터치 평균 입력 지연: 75ms (하드웨어 + OS 스택). PC 기준 수치를 그대로 쓰면 모바일에서 10~20% 타이트하게 느껴짐. + +| 윈도우 | 값 | PC 유사 레퍼런스 | 모바일 조정 이유 | +|---|---|---|---| +| **Coyote Time** | 0.12 s | Celeste 0.08s | +50ms 터치 딜레이 보정 | +| **Jump Buffer** | 0.15 s | Celeste 0.10s | +50ms 동일 | +| **Edge Push** | 0.3 m | 미도입 사례 多 | 모바일 터치 정밀도 보정 신규 도입 | +| **최소 공격 판정 유지** | 0.05 s | — | 터치 tap 0.05s 이상 유지로 공격 판정 누락 방지 | + +--- + +## 8. 검증 시나리오 + +| 시나리오 | 기대 결과 | 검증 방법 | +|---|---|---| +| V-1: 일반 적(중) 1vs1 교전 | 공격 3타(1.2s) 처치, 피격 피하면 생존 | Play 모드 수동 | +| V-2: 피격 직후 연속 히트 | i-frame 0.6s 내 2번째 적 공격 무효 | 로그 확인 | +| V-3: Coyote Time | 절벽 끝에서 0.12s 내 점프 성공 | 터치 입력 0.12s 시뮬 | +| V-4: Jump Buffer | 착지 직전 0.15s 전 입력으로 착지 즉시 점프 | 입력 타임스탬프 확인 | +| V-5: 보스 TTK 상한 | 카드 0장 기준 보스 HP 400 → DPS 50 → 8초 (단순 공격 반복) | 보스 테스트씬 | +| V-6: 모바일 Edge Push | 모바일 터치로 플랫폼 모서리 착지 성공률 >80% | 실기 QA | + +--- + +## 9. 리스크 + +1. **Coyote Time·Jump Buffer 중첩**: 두 윈도우가 동시 활성 시 의도치 않은 더블 점프처럼 보일 수 있음. 우선순위 명확화 필요 (Jump Buffer > Coyote Time). +2. **i-frame 0.6s + AttackCooldown 0.4s 조합**: 플레이어 공격 쿨다운 0.4s 중 피격 시 i-frame 0.6s → 피격 후 1~2회 공격 가능. 역으로 무적 중 역공 전술 고착화 가능성. Phase 3-C 평가. +3. **보스 HP 400 + 카드 배율 스택**: 카드 5장 이상 누적 시 CardMultiplier 2.5 → DPS 125 → TTK 3.2초. 보스 전투 허무화. **하드캡 DPS 100 (보스 기준 TTK 최저 4초)** 권고. +4. **KnockbackForce 3.0**: 지형에 따라 적이 낙사하여 처치 판정 누락 가능. 낙사 시 처치 처리 명시 필요. +5. **Edge Push 오작동**: 플랫폼 모서리에서 의도치 않게 올라가는 "등반 버그" 유사 현상. 수직 이동 성분 없이 수평 보정만 적용하도록 구현 제한 필요. + +--- + +## 10. 개발팀 실측 검증 필요 항목 (Phase 3-C 이관 목록) + +다음 항목은 **Unity 실기 실측 전까지 확정 불가**. 개발팀 엔진 실측 후 수치 재조정 필수. + +| 항목 | 이유 | 우선순위 | +|---|---|---| +| MoveSpeed 6.0 → 7.0 범위 최적화 | PlatformerMicrogame 템플릿 물리 설정 의존 | 최우선 | +| Gravity Scale 3.5 | 화면 해상도·카메라 줌 레벨에 따라 체감 완전히 다름 | 최우선 | +| i-frame 0.6s ± 조정 | 적 공격 패턴 구현 후 실체 연타 간격 측정 필요 | 우선 | +| Edge Push 0.3m 범위 | 실제 플랫폼 크기·충돌 레이어 구성 후 결정 | 우선 | +| 보스 HP 400 TTK 검증 | V-5 시나리오 빌드별 수행 | 보스 구현 후 | +| 모바일 Touch Delay 75ms 가정 검증 | 실기기 입력 측정 필요 | 실기 QA 단계 | + +--- + +## 11. 기각안 + +1. **MoveSpeed 8.0 제안 — 기각.** 과도한 이동 속도는 플랫폼 오버슈트 빈도 증가, 캐주얼 포지션에서 역오히려 불만 유발. 7.0 상한. +2. **GravityScale 5.0 제안 — 기각.** 점프 정점 체공 시간 0.3초 이하로 줄어 공중 회피 불가. 라이프 1 구조에서 치명적 불공정. 4.0 상한. +3. **i-frame 1.0초 제안 — 기각.** 보스 공격 패턴 대부분 무효화. 특히 보스 패턴 2종 이상일 경우 i-frame 체인으로 사실상 무적. 0.8초 상한 검토. +4. **i-frame 0.3초 제안 — 기각.** 04_전투_기본_스펙 기각안 3과 동일 취지. 연속 히트 방지 최소 0.5초 미달. +5. **DEF 스탯 도입 — 기각.** 라이프 1 즉사 구조에서 DEF 수치는 무의미 (죽거나 살거나). 복잡도만 증가. 특성 구현 시 Phase 3-C에서 재검토. +6. **AttackCooldown 0.6초 제안 — 기각.** DPS 33 → 일반 적 TTK 1.8초. 캐주얼 로그라이크에서 1.8초 교전은 단조하고 답답함. 0.5초 상한. + +--- + +## 12. 변경 이력 + +| 일시 | 변경 | 이전값 | 이후값 | 사유 | 기안 | +|---|---|---|---|---|---| +| 2026-04-22 | v0.1 초안 작성 | — | — | PD 지시 BT6-Plan Phase 3-B | 밸런스기획자 | diff --git a/프로젝트/EerieVillage/기획/balance/02_레벨업_곡선.md b/프로젝트/EerieVillage/기획/balance/02_레벨업_곡선.md new file mode 100644 index 0000000..3c3716a --- /dev/null +++ b/프로젝트/EerieVillage/기획/balance/02_레벨업_곡선.md @@ -0,0 +1,216 @@ +--- +type: 밸런스_수치_초안 +scope: 레벨업_곡선·보상_구조 +author: 밸런스기획자 +date: 2026-04-22 +version: v0.1 (Phase 3-B 초안) +project: EerieVillage +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md + 05_스테이지_구조_초안.md + 코어 룰 7 (레벨·카드 전손) + 9 (특성 영구) +status: 초안 — 스테이지 구간별 적 배치 확정 후 level-designer 교차 검증 필수 +--- + +# 02. 레벨업 곡선 + +## 1. 설계 전제 (P30 재미 정의 선행) + +강화 대상 재미: **축 1 육성 롤러코스터** — "쌓기(카드 픽) → 폭발 → 낙차(전손)" 리듬. +- 목표: **1 스테이지(구간 1+2+3) 내 레벨업 4~6회**. 카드 4~6장 빌드로 보스 도전. +- 5~10분 런 가정 시 레벨업 1회당 50~90초 주기. +- 너무 자주(30초마다): 픽 결정 부담 과다, 흥분 희석. 너무 드물게(3분마다): 육성 재미 실종. +- **구간 1에서 2회 빠르게** 레벨업 → 빌드 시드 형성 → 구간 2에서 2~3회 → 빌드 확장 → 보스 진입. + +--- + +## 2. 경험치 획득량 + +### 공식 + +``` +RunXP_총합 = Σ(적_처치_XP) + 보스_처치_XP + 이벤트_XP +LevelUpRequired(Lv) = BASE_XP × Lv^EXPONENT (아래 §3 곡선 참조) +``` + +### 경험치 획득 테이블 + +| 소스 | 기본 XP | 근거 | +|---|---|---| +| **일반 적 (약)** | 8 XP | 구간 1 약 10마리 처치 → 80 XP. Lv1→2 목표 100 XP. 아이템 등 기타 소스로 잔여 보충 | +| **일반 적 (중)** | 12 XP | 구간 2 주력. 약 8마리 → 96 XP. Lv2→3·3→4 갱신 기여 | +| **엘리트** | 30 XP | 구간 2 후반 2~3기. 처치 시 즉시 레벨업 절반 이상 기여 → "엘리트 잡으면 레벨 쑥 오른다" 보상감 | +| **보스 처치** | 80 XP | 보스 처치 직후 즉시 1레벨업 보장(설계 의도). §4 보상 구조 참조 | +| **이벤트·특수** | 10~20 XP | 숨겨진 방·함정 통과 등. Phase 3-C level-designer 설계 | + +--- + +## 3. 레벨업 요구 경험치 곡선 + +### 곡선 유형 선택: 수정 선형 복합 곡선 + +기각안 §8에 이유 명시. **BASE_XP 80, 증가 계수 20 (선형 증가)**로 결정. + +``` +RequiredXP(Lv → Lv+1) = 80 + (Lv × 20) +``` + +| 레벨 전환 | 요구 XP | 누적 XP | 설계 의도 | +|---|---|---|---| +| **Lv 1 → 2** | 100 | 100 | 구간 1 약 적 10마리 + α → 빠른 첫 픽 | +| **Lv 2 → 3** | 120 | 220 | 구간 1 후반~구간 2 초입 | +| **Lv 3 → 4** | 140 | 360 | 구간 2 중반 | +| **Lv 4 → 5** | 160 | 520 | 구간 2 후반·엘리트 처치 기여 | +| **Lv 5 → 6** | 180 | 700 | 보스 전 마지막 픽 기회 (보스 XP 80 포함 가능) | +| **Lv 6 → 7** | 200 | 900 | 다음 스테이지 초입 도달 가정 | +| **Lv 7 → 8** | 220 | 1120 | — | + +#### 파일럿 3~5 스테이지 레벨 도달 예상 + +가정: 스테이지당 일반 적 약 15마리(약 7, 중 8), 엘리트 2기, 보스 1기. +XP/스테이지 ≈ (7×8)+(8×12)+(2×30)+80 = 56+96+60+80 = **292 XP** + +| 스테이지 종료 후 | 예상 누적 XP | 예상 레벨 | 보유 카드 수 | +|---|---|---|---| +| Stage 1 종료 | ~292 | Lv 3~4 | 3~4장 | +| Stage 2 종료 | ~584 | Lv 5~6 | 5~6장 | +| Stage 3 종료 | ~876 | Lv 6~7 | 6~7장 | +| Stage 4 종료 | ~1168 | Lv 7~8 | 7~8장 | +| Stage 5 종료 | ~1460 | Lv 8~9 | 8~9장 | + +**5스테이지 완주 시 카드 8~9장** — 빌드 다양성 충분, 시너지 탐색 여지 확보. 10장 초과 시 관리 복잡도 과다 → **런 내 카드 최대 10장 하드캡** 권고. + +--- + +## 4. 카드 드로우 확률 (레어리티별) + +### 설계 전제 + +03_진행_시스템 §3-3 "초반은 기본 카드, 후반은 고급·레어 카드 확률 상승" 방향 계승. + +### 픽 알고리즘 + +``` +레벨업 트리거 시: + 1. 현재 레벨에 따라 티어별 가중치 계산 + 2. 카드 풀에서 가중치 기반 3장 비복원 추출 (중복 방지) + 3. 3장 제시 → 1장 선택 +``` + +### 티어별 출현 확률 테이블 (레벨별) + +| 레벨 | Common (기본) | Uncommon (고급) | Rare (레어) | Epic (에픽) | +|---|---|---|---|---| +| Lv 1~2 | 70% | 25% | 5% | 0% | +| Lv 3~4 | 50% | 35% | 13% | 2% | +| Lv 5~6 | 30% | 40% | 22% | 8% | +| Lv 7~8 | 15% | 35% | 35% | 15% | +| Lv 9+ | 5% | 25% | 40% | 30% | + +#### 확률 설계 근거 + +- **초반 Common 70%**: 기본 카드로 빌드 방향 탐색. 시너지 태그를 먼저 익히는 학습 단계. +- **Lv 3~4 분기점**: Rare가 13% 등장 → "첫 레어를 얻었다!" 흥분 포인트. 너무 이르면 기대 소진. +- **Lv 5~6 Epic 8%**: 스테이지 2 후반 ~ 3에서 처음 Epic 가능. 각 런의 하이라이트. +- **Lv 9+ 레어+에픽 70%**: 고 스테이지 클리어 시 강한 빌드 구성 가능 → 특성 축적의 보상. + +#### 어뷰징 경계 초기 가드 + +- **동일 카드 3중 픽 방지**: 동일 카드가 3장 추출 풀에 2장 이상 포함되면 1장으로 강제 대체. +- **티어 잠금 최소 기준**: Epic 카드는 Lv 4 미만 절대 등장 금지 (하드코딩). 확률 수치가 0%라도 코드 예외 처리. +- **카드 스택 배율 상한**: 같은 카드 2장 이상 픽 시 배율 상한 × 1.5 → 스팸 배율 무한 증가 방지. + +--- + +## 5. 보상 구조 (보스 처치) + +### 보스 처치 시 보상 패키지 + +보스 처치는 스테이지의 "빌드 검증 이벤트". 보상은 **다음 스테이지 진입 결정**에 영향을 준다. + +| 보상 항목 | 값/확률 | 근거 | +|---|---|---| +| **경험치** | 80 XP (고정) | Lv업 요구 XP의 50~80% 수준. "보스 잡으면 거의 레벨업" 보상감. 정확히 1레벨업 보장은 지양 (맥락 박탈) | +| **아이템 드롭** | 1개 (100%) | 항상 파츠 1개 드롭. 교체·포기 선택 압박이 보스 직후 감정 집중. 등급 확률: Common 50% / Uncommon 35% / Rare 15% | +| **특성 언락 재화** | Phase 3-C | 메타 재화 존재 여부 미결 (03_진행_시스템 §5-1 보류). 도입 시 보스 드롭 주 소스 예정 | +| **선택 분기** | 마을 or 다음 스테이지 | 보상 획득 후 의사결정 (코어 룰 5). 보상 자체가 아니라 "다음 선택지를 여는 열쇠" | + +### 보상 비율 조정 레버 + +``` +// 스테이지 깊이에 따라 보스 아이템 등급 가중치 상승 +StageDepth = 현재 스테이지 번호 (1~5+) +RareWeight = BaseRareWeight + (StageDepth - 1) × 5% +→ Stage 1 보스: Rare 15%, Stage 3 보스: Rare 25%, Stage 5 보스: Rare 35% +``` + +--- + +## 6. 어뷰징 경계값 초기 가드 (Phase 3-C 상세 위임) + +본 단계에서는 **명백한 어뷰징 패턴**에 대한 1차 가드만 정의. 상세 밸런싱은 Phase 3-C. + +| 어뷰징 패턴 | 초기 가드 | Phase 3-C 이관 | +|---|---|---| +| **체력 회복 스팸** | 라이프 1 구조상 회복 없음 (04_전투 §3-1). 회복 아이템 도입 시 1회 제한 쿨다운 60초 기본 가이드 | 회복 아이템 도입 여부 결정 후 | +| **Experience Delay 악용** | 적을 죽이지 않고 대기하여 보스 전 미레벨업 유도 → 보스 처치 XP 80으로 Rare 레벨 진입. 가드: 보스 XP 적용 전 레벨업 차단 (보스 레벨 기준 픽 산정) | XP 처리 순서 코드 레벨 | +| **카드 배율 무한 스택** | 동일 카드 재픽 배율 상한 ×1.5 하드캡 (§4) | 카드 시스템 구현 후 수치 조정 | +| **보스 딜레이 패턴** (보스를 일부러 안 죽이고 구간 2 적 파밍) | 보스 방 진입 후 후방 차단 (05_스테이지 §3-2). 방 밖 파밍 불가 구조 | 맵 구현 후 | +| **엣지 Push 등반 버그** | 수직 성분 없는 수평 보정만 허용 (01_전투 §9 리스크 5) | 개발팀 구현 시 | + +--- + +## 7. 성장 곡선 시각화 (텍스트) + +``` +누적 XP +1200 | ● (Stage 5 종료) +1000 | ● + 800 | ● + 600 | ● + 400 | ● + 200 |● + 0 +----+----+----+----+----+----+----+----+----+ + S1 S2 S3 S4 S5 (스테이지) + +레벨 + 9 | ● + 8 | ● + 7 | ● + 6 | ● + 5 | ● + 4 |●(S1 종료 예상) + +----+----+----+----+---- + S1 S2 S3 S4 S5 +``` + +선형 증가 구조로 스테이지별 레벨 도달이 예측 가능 → 콘텐츠 설계·적 배치 기준 명확. + +--- + +## 8. 기각안 + +1. **기하급수 곡선 `RequiredXP = 100 × 1.4^Lv` 제안 — 기각.** Lv 6에서 요구 XP 537. 5~10분 런 내 Lv 5~6 도달이 사실상 불가. 카드 4장 이상 누적이 불가능해져 축 1 육성 재미 붕괴. 기하급수는 장기 RPG에 적합. +2. **순수 선형 `RequiredXP = 100 고정` 제안 — 기각.** 모든 레벨업이 동일 시간 → 긴장감·성취감 없음. 후반 레벨업이 쉬워서 고레벨 카드(Rare·Epic) 도달 너무 빠름 → 초반 Common 카드 의미 약화. +3. **스테이지마다 XP 초기화 — 기각.** 런 내 성장(축 A)의 흐름을 스테이지 경계에서 끊음. 레벨·카드는 다음 스테이지에 **연속 계승**이 03_진행_시스템 설계 의도. 전손은 사망 시에만. +4. **보스 XP 0 (보스는 아이템만 드롭) — 기각.** 보스 처치 후 즉각 보상감이 없어 클라이맥스 감정 약화. XP 80으로 "보스 잡으면 거의 레벨업" 피드백 유지. +5. **Epic 카드 Lv 3 등장 허용 — 기각.** 초회차 첫 스테이지에서 Epic 빌드 완성 가능 → 게임 난이도 즉시 붕괴. Lv 4+ 하드캡 유지. +6. **드로우 3픽 → 2픽 제안 — 기각.** 03_진행_시스템 기각안 4와 동일 근거. 선택 긴장·시너지 탐색 최소 임계는 3장. + +--- + +## 9. 개발팀·level-designer 교차 검증 필요 (Phase 3-C 이관) + +| 항목 | 이유 | 의존 주체 | +|---|---|---| +| 스테이지당 적 수 실측 | 예상 XP/스테이지 292는 적 15마리 가정 — 실제 배치 확정 후 재산출 | level-designer | +| 카드 풀 규모 확정 | 비복원 3장 추출 시 풀이 10장 미만이면 중복 불가 가드 충돌 | system-designer | +| 레어리티 수 확정 | Epic 미도입 시 Rare 40%로 병합 필요 | system-designer | +| XP 처리 순서 (보스 XP + 레벨업 판정) | 어뷰징 가드 §6과 코드 레벨 정합 | 개발팀 | +| 카드 최대 10장 하드캡 UI | 10장 초과 픽 시 교체 or 포기 선택 UX 필요 | ux-designer | + +--- + +## 10. 변경 이력 + +| 일시 | 변경 | 이전값 | 이후값 | 사유 | 기안 | +|---|---|---|---|---|---| +| 2026-04-22 | v0.1 초안 작성 | — | — | PD 지시 BT6-Plan Phase 3-B | 밸런스기획자 | diff --git a/프로젝트/EerieVillage/기획/content/01_카드_풀.md b/프로젝트/EerieVillage/기획/content/01_카드_풀.md new file mode 100644 index 0000000..db6d308 --- /dev/null +++ b/프로젝트/EerieVillage/기획/content/01_카드_풀.md @@ -0,0 +1,166 @@ +--- +type: 컨텐츠_설계 +scope: 스킬_카드_풀 +author: 컨텐츠_기획팀장 +date: 2026-04-22 +version: v0.1 (Phase 3-B 파일럿) +project: EerieVillage +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md (3축 구조) · 04_전투_기본_스펙.md · PD 코어 룰 6 +status: 예시 셋 — 수치·확률은 balance-designer 이관 · 세계관 톤은 narrative-designer 확정 예정 +--- + +# 01. 스킬 카드 풀 + +## 1. 재미 축 연결 + +- **축 1 (육성 롤러코스터)**: 카드 풀이 다양할수록 런마다 빌드가 달라지고 "쌓는 재미" 변주 가능 +- 모든 카드는 "왜 이 카드를 픽하고 싶은가"에 답할 수 있어야 한다 (P30) +- 명확한 상위호환 금지 — 상황·빌드 방향에 따라 선택지가 유의미하게 달라야 한다 + +--- + +## 2. 카드 체계 개요 + +### 2-1. 티어 정의 + +| 티어 | 레이블 | 출현 타이밍 | 성격 | +|------|--------|-----------|------| +| **1티어 (기본)** | 보통 | 초반 레벨업 가중 | 단일 효과, 조합 진입점 | +| **2티어 (상급)** | 귀 | 중반 이후 출현 증가 | 복합 효과, 시너지 촉매 | +| **3티어 (희귀)** | 신 | 후반 레어 출현 | 빌드 완성자, 강력한 단일 효과 | + +### 2-2. 태그 체계 (시너지 기준 축) + +| 태그 | 의미 | +|------|------| +| `[공격]` | 기본 공격 강화 계열 | +| `[부적]` | 부적·주문 계열 (시전 효과) | +| `[주술]` | 지속 시간 효과·DoT 계열 | +| `[소환]` | 소환물·분신 계열 | +| `[방호]` | 피해 감소·실드·회피 계열 | +| `[속도]` | 이동·공격 속도 계열 | +| `[회복]` | 실드 회복·생존 연장 계열 | +| `[폭발]` | 범위·연쇄 계열 | + +--- + +## 3. 카드 풀 예시 (32장) + +> **수치 표기 원칙**: "대미지 증가", "속도 상승" 등 방향성만 기재. 구체 수치는 balance-designer 이관. + +### [공격 강화] 카테고리 — 기본 공격을 핵심으로 성장시키는 빌드 축 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 01 | **봉황격(鳳凰擊)** | 1 | `[공격]` | 기본 공격 대미지 증가 | `[공격]` 카드 2장 이상 시 추가 효과 | +| 02 | **천둥발(天動撥)** | 1 | `[공격]` | 공격 판정 범위 확대 | `[폭발]` 태그와 연계 시 파편 발생 | +| 03 | **일격필살(一擊必殺)** | 2 | `[공격]` | 공격 적중 시 일정 확률로 2배 대미지 | `[속도]` 태그와 연계 시 발동률 상승 | +| 04 | **학익진(鶴翼陣)** | 2 | `[공격]` `[폭발]` | 공격 시 좌우 부채꼴 범위 추가 판정 | `[부적]` 태그 보유 시 넓어짐 | +| 05 | **천지신명(天地神明)** | 3 | `[공격]` `[폭발]` | 공격마다 지면에 충격파 발생 | 단독 채용 시에도 강력한 완성자 | + +### [부적] 카테고리 — 시전형 단발 효과. 런 내 "한 방" 카드군 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 06 | **진언부(眞言符)** | 1 | `[부적]` | 전방에 부적 투척, 접촉 몬스터 피해 | `[부적]` 3장 이상 시 관통 판정 | +| 07 | **화염부(火焰符)** | 1 | `[부적]` `[주술]` | 부적 적중 시 화염 DoT 부여 | `[주술]` 태그 강화 시 지속 시간 연장 | +| 08 | **봉인부(封印符)** | 2 | `[부적]` | 적중 몬스터 일정 시간 행동 정지 | `[소환]` 카드와 조합 시 처치 보너스 | +| 09 | **뇌격부(雷擊符)** | 2 | `[부적]` `[폭발]` | 투척 부적이 연쇄 번개로 근접 적 피해 | 밀집 구간 필살기 역할 | +| 10 | **천부경문(天符經文)** | 3 | `[부적]` | 화면 전체 부적 전개, 전 적 피해 | 런 마무리 구간 단독 완성자 | + +### [주술] 카테고리 — 지속 효과·DoT로 "시간이 지날수록 강해지는" 빌드 축 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 11 | **독안개(毒霧)** | 1 | `[주술]` | 이동 경로에 독 안개 잔존, 접촉 적 DoT | `[주술]` 카드 중복 시 효과 중첩 | +| 12 | **혼백박멸(魂魄薄滅)** | 2 | `[주술]` | 주기적으로 주변에 약화 오라 발생 | `[소환]` 태그와 연계 시 소환물도 약화 부여 | +| 13 | **저주문(詛呪文)** | 2 | `[주술]` `[부적]` | 공격 적중 적에게 저주 스택 부여, N스택 시 폭발 | `[공격]` 태그로 스택 가속 | +| 14 | **사령결계(死靈結界)** | 3 | `[주술]` | 발동 시 범위 내 전 적에게 대형 DoT 적용 | `[주술]` 빌드의 최종 완성자 | + +### [소환] 카테고리 — 분신·소환물로 "나를 도와주는 동료" 재미 축 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 15 | **허수아비(藁人形)** | 1 | `[소환]` | 이동 경로에 허수아비 설치, 적 어그로 유도 | `[방호]` 태그와 연계 시 내구도 강화 | +| 16 | **분신술(分身術)** | 2 | `[소환]` `[공격]` | 분신 1기 소환, 기본 공격 동시 수행 | `[공격]` 카드 적용 범위 공유 | +| 17 | **도깨비불소환** | 2 | `[소환]` `[주술]` | 도깨비불 2기 소환, 랜덤 적 추적 및 DoT | `[주술]` 빌드의 활성화 트리거 역할 | +| 18 | **산신령강림(山神靈降臨)** | 3 | `[소환]` | 강력 소환물 1기 등장, 자동 공격·높은 내구도 | 소환 빌드 최종 완성자 | + +### [방호] 카테고리 — 라이프 1 전제에서의 "실질적 생존 연장" 수단 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 19 | **호신부(護身符)** | 1 | `[방호]` | 피격 전 1회 흡수 실드 생성 (N초 쿨타임) | 단독 채용 시도 고생존 기여 | +| 20 | **부적방패(符籍防牌)** | 1 | `[방호]` `[부적]` | 부적 투척 후 일정 시간 회피율 상승 | `[부적]` 빌드의 부산물 생존력 | +| 21 | **무영보(無影步)** | 2 | `[방호]` `[속도]` | 짧은 순간 무적 대시 추가 | `[속도]` 태그 보유 시 거리 증가 | +| 22 | **결계장벽(結界障壁)** | 2 | `[방호]` | 발동 시 전방 고정 실드 설치 | `[소환]` 태그와 조합 시 소환물 뒤 자동 배치 | +| 23 | **천지음양방호(天地陰陽)** | 3 | `[방호]` | 일정 시간 완전 무적 + 무적 해제 시 반경 폭발 | 단독 완성자, 위기 탈출기 | + +### [속도] 카테고리 — "빠르게 치고 빠지는" 게릴라 빌드 축 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 24 | **쾌보술(快步術)** | 1 | `[속도]` | 이동 속도 상승 | `[속도]` 3장 이상 시 점프력 추가 상승 | +| 25 | **연속타(連續打)** | 2 | `[속도]` `[공격]` | 공격 속도 상승 + 연타 효과 | `[공격]` 태그와 연계 시 연타 횟수 증가 | +| 26 | **귀신발걸음(鬼步)** | 2 | `[속도]` | 일정 시간 극속 이동, 적 통과 판정 | `[주술]` 태그와 연계 시 이동 경로에 DoT 잔존 | + +### [회복] 카테고리 — 실드·생존 연장 수단 (라이프 1 전제에서 "버티기" 옵션) + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 27 | **단전수련(丹田修練)** | 1 | `[회복]` | 적 처치 시 소량 실드 회복 | 처치 수가 많은 플레이 스타일에 효과 극대 | +| 28 | **부적치유(符籍治癒)** | 2 | `[회복]` `[부적]` | 부적 적중 처치 시 실드 대량 회복 | `[부적]` 빌드의 생존 보장 | +| 29 | **감로수(甘露水)** | 2 | `[회복]` | 일정 시간마다 실드 자동 재생 | `[방호]` 태그와 조합 시 실드 상한 상승 | + +### [특수] 카테고리 — 빌드 방향 전환자·고위험 고보상 카드 + +| # | 카드 이름 | 티어 | 태그 | 효과 요지 | 시너지 힌트 | +|---|-----------|------|------|-----------|------------| +| 30 | **역천지기(逆天之氣)** | 3 | `[공격]` `[폭발]` | 이번 런 처음 10회 공격에 한해 3배 대미지, 이후 공격력 일시 감소 | 초반 스파이크 전략용 | +| 31 | **귀문관(鬼門關)** | 3 | `[주술]` `[소환]` | 사방에 문 설치, 30초간 문 통과 몬스터에 즉사 판정 (보스 제외) | 소환·주술 복합 빌드 완성자 | +| 32 | **천지개벽(天地開闢)** | 3 | `[공격]` `[폭발]` `[주술]` | 발동 시 전 화면 공격 + 모든 DoT 즉시 폭발 | 전 태그 연계 최종 파이널 카드 | + +--- + +## 4. 시너지 조합 예시 + +> 상세 조합 규칙·발동 조건은 system-designer 이관. 아래는 "플레이어가 느끼는 방향성" 기준 예시. + +| 빌드명 | 핵심 카드 | 컨셉 | +|--------|-----------|------| +| **부적 스패머** | 진언부·화염부·부적방패·부적치유 | 부적을 쏟아부으며 생존까지 해결 | +| **주술 소각** | 독안개·저주문·사령결계 | 모든 적에게 DoT 누적 후 폭발 | +| **분신 군주** | 분신술·도깨비불소환·산신령강림 | 소환물로 화면을 점령 | +| **속도 게릴라** | 쾌보술·연속타·귀신발걸음 | 빠르게 치고 빠지는 히트앤런 | +| **천부경 오버로드** | 천부경문·천지개벽·역천지기 | 3티어 중심 고위험 고보상 | + +--- + +## 5. 기각안 + +1. **"카드별 쿨타임 부여" — 기각.** 로그라이크 카드는 "장착 후 패시브·능동 발동" 구분이 필요하나, 쿨타임 UI는 모바일 기준 인지 부담 과대. 패시브 위주로 설계하고 능동 카드는 별도 슬롯 구조로 격리 검토 → system-designer 이관. +2. **"카드 50장 이상 초기 풀" — 기각.** 파일럿에서 과도한 풀은 팀 개발 부하·QA 비용 폭증. MVP 30~35장으로 시작, 업데이트 확장 구조 채택. 단 확장 용이하도록 태그 체계를 미리 확정. +3. **"동일 카드 중복 픽 시 즉시 2배 효과" — 기각.** 밸런스 붕괴 위험. 동일 카드 재픽은 "레벨 업" 형태로 처리(상세는 Phase 3-B system-designer 결정). 즉시 2배는 단일 카드 과의존 빌드 고착화 원인. +4. **"카드 판매·재료화 메카닉" — 기각.** 파츠 교체식(코어 룰 8)과 역할 혼선. 카드는 "픽 or 포기" 이분법 유지. 재화 연동은 Phase 3-C BM 설계에서 별도 검토. + +--- + +## 6. balance-designer 이관 항목 + +- 티어별 출현 가중치 수치 (레벨 구간별 확률 테이블) +- 카드별 효과 수치 (대미지 배율·지속 시간·쿨타임·스택 한도) +- 시너지 트리거 조건 (태그 N장 이상 임계) +- 3티어 카드 출현 구간 제한 설계 + +## 7. narrative-designer 이관 항목 + +- 카드 네이밍 최종 확정 (조선 퇴마 세계관 고증 · 한자 표기 통일) +- 카드 플레이버 텍스트 (짧은 설명 1~2줄, 세계관 맥락) +- "진언·경문·부적·주술" 용어 계보 정리 + +## 8. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 파일럿 예시 셋 32장 작성 | PD 지시 BT6-Plan Phase 3-B | 컨텐츠 기획팀장 | diff --git a/프로젝트/EerieVillage/기획/content/02_아이템_파츠.md b/프로젝트/EerieVillage/기획/content/02_아이템_파츠.md new file mode 100644 index 0000000..11e4629 --- /dev/null +++ b/프로젝트/EerieVillage/기획/content/02_아이템_파츠.md @@ -0,0 +1,150 @@ +--- +type: 컨텐츠_설계 +scope: 아이템_파츠 +author: 컨텐츠_기획팀장 +date: 2026-04-22 +version: v0.1 (Phase 3-B 파일럿) +project: EerieVillage +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md §4 (축 B) · PD 코어 룰 8 +status: 파츠 구조 확정 + 아이템 예시 — 수치는 balance-designer 이관 · UX 플로우는 ux-designer 연계 +--- + +# 02. 아이템 파츠 + +## 1. 재미 축 연결 + +- **축 B (준영속 기반)**: 아이템은 사망 후에도 유지되어 "잃었지만 남은 것이 있다"는 감정의 안전판 +- 파츠별 1개 제한(코어 룰 8)이 선택 압박을 만들고, 교체 결정이 런마다 다른 도박을 형성 +- "교체할 것인가 지킬 것인가"가 이 시스템의 핵심 재미 — 교체 부담 없이 선택이 가벼워야 한다 + +--- + +## 2. 파츠 종류 확정 (5종) + +> **확정 근거**: 조선 퇴마사 세계관 + 횡스크롤 플랫포머 조작 요소와 연결되는 5종으로 선별. +> 파츠가 5종이면 슬롯이 충분히 다양하면서도 UI 인지 부담이 낮다. + +| 파츠 슬롯 | 이름 | 스텟 방향성 | 세계관 연결 | +|-----------|------|-----------|------------| +| **무기** | 무기 (武器) | 공격력·공격 속도·판정 범위 계열 | 도검·불로초 채찍·포박줄 등 퇴마 도구 | +| **방어** | 의복 (衣服) | 실드량·실드 재생·피격 쿨타임 계열 | 법복·도포·갑주 등 조선 복식 | +| **발** | 발걸음 (足) | 이동 속도·점프력·대시 거리 계열 | 짚신·목화·신기 (神器) 신발 | +| **부적** | 호신 부적 (護身符) | 부적 계열 카드 강화·쿨타임 단축 계열 | 각종 부적·경문 두루마리 | +| **보조** | 패물 (佩物) | 처치 효과·드롭율·특수 발동 계열 | 노리개·옥패·호신패 등 장신구 | + +--- + +## 3. 파츠별 아이템 예시 + +### 3-1. 무기 (武器) — 공격 방향성을 결정하는 핵심 파츠 + +| 아이템 이름 | 스텟 방향성 | 특성 | 드롭 출처 | +|------------|-----------|------|----------| +| **도강검(渡江劍)** | 공격력 소폭 상승 | 기본 공격 수평 사거리 증가 | 일반 전투 드롭 (초반) | +| **신묘쌍도(神妙雙刀)** | 공격 속도 상승 | 연속 2타 판정 | 중간 보스 드롭 | +| **법장지팡이(法杖)** | 원거리 공격 추가 | 기본 공격에 소형 투사체 추가 | 상인 구매 또는 엘리트 전투 | +| **뇌성포박(雷聲捕縛)** | 공격력 대폭 상승 | 적중 시 일정 확률 기절 | 후반 보스 드롭 | +| **저승낫(彼岸鎌)** | 공격력 중간 상승 | 처치 시 소량 실드 회복 | 중후반 전투 드롭 | + +### 3-2. 의복 (衣服) — 라이프 1 환경에서의 생존 기반 + +| 아이템 이름 | 스텟 방향성 | 특성 | 드롭 출처 | +|------------|-----------|------|----------| +| **무복(武服)** | 실드 상한 소폭 상승 | 기본 실드 시작값 제공 | 일반 전투 드롭 (초반) | +| **도포(道袍)** | 실드 재생 속도 상승 | 적 미접촉 시간 경과마다 실드 회복 | 상인 구매 또는 전투 드롭 | +| **철갑도포(鐵甲道袍)** | 실드 상한 대폭 상승 | 첫 피격 시 완전 실드 흡수 | 중간 보스 드롭 | +| **법의(法衣)** | 실드 상한 중간 상승 | 부적 계열 카드 효과 적용 시 실드 소량 회복 | 후반 상인 또는 보스 드롭 | + +### 3-3. 발걸음 (足) — 조작감·기동성 직결 파츠 + +| 아이템 이름 | 스텟 방향성 | 특성 | 드롭 출처 | +|------------|-----------|------|----------| +| **짚신(草鞋)** | 이동 속도 소폭 상승 | 기본 제공 — 런 시작 시 착용 상태 | 기본 장착 (교체 가능) | +| **목화신(木靴)** | 점프력 상승 | 이단 점프 가능 | 중반 전투 드롭 또는 상인 | +| **비행신발(飛行靴)** | 이동·점프 동시 상승 | 점프 후 짧은 활공 가능 | 중간 보스 드롭 | +| **귀신발(鬼神足)** | 이동 속도 대폭 상승 | 이동 중 적 통과 가능 (공격은 불가) | 후반 보스 드롭 | + +### 3-4. 호신 부적 (護身符) — `[부적]` 카드 시너지 증폭 전용 파츠 + +| 아이템 이름 | 스텟 방향성 | 특성 | 드롭 출처 | +|------------|-----------|------|----------| +| **벽사부(辟邪符)** | 부적 카드 쿨타임 단축 | 부적 태그 카드 효과 발동률 상승 | 일반 전투 드롭 | +| **사귀봉인부(邪鬼封印符)** | 부적 대미지 상승 | 적 적중 후 DoT 지속 시간 연장 | 상인 구매 | +| **오방신장부(五方神將符)** | 부적 광역 범위 확대 | 부적 투척 시 파편 2개 추가 생성 | 보스 드롭 | + +### 3-5. 패물 (佩物) — 처치·드롭·특수 트리거 계열 + +| 아이템 이름 | 스텟 방향성 | 특성 | 드롭 출처 | +|------------|-----------|------|----------| +| **행운패(幸運牌)** | 아이템 드롭률 상승 | 처치 시 소량 확률로 추가 아이템 드롭 | 상인 구매 (초반 가성비) | +| **옥노리개(玉佩)** | 처치 시 소량 경험치 추가 | 레벨업 주기 소폭 단축 | 일반 전투 드롭 | +| **저승패(冥界牌)** | 특수 효과 발동 확률 상승 | 연속 처치 N개 시 단기 무적 발동 | 중간 보스 드롭 | +| **호랑이발톱(虎爪)** | 처치 시 폭발 범위 추가 | 처치 시 소폭 범위 폭발 발생 | 엘리트 전투 드롭 | + +--- + +## 4. 교체식 UX 플로우 (요약) + +> **상세 UI 레이아웃 및 플로우 구현은 ux-designer 이관**. + +### 4-1. 드롭 발생 → 교체 결정 흐름 + +``` +전투 중 아이템 드롭 발생 + ↓ +[아이템 팝업 표시] + - 신규 아이템 정보 (이름·파츠 슬롯·스텟 방향성 요약) + - 현재 장착 아이템 정보 (비교 표시) + ↓ +플레이어 선택 (3초 자동 닫힘 또는 명시 선택) + ├── [교체] → 신규 아이템 장착, 기존 아이템 소멸 + └── [포기] → 신규 아이템 버리기, 현재 유지 +``` + +### 4-2. 설계 원칙 + +- **교체 비용 없음**: 골드·재화 소모 없이 즉시 교체 (코어 룰 8) +- **비교 표시 의무**: 교체 판단에 필요한 정보를 한 화면에서 볼 수 있어야 한다 (ux-designer 연계) +- **"교체 후 후회" 방지**: 포기한 아이템은 같은 런 내 재획득 불가 → 결정의 무게 부여 +- **사망 후 유지**: 장착 아이템은 메타 레이어에서 지속 (코어 룰 8) → 플레이어가 아이템 조합 전략을 런을 넘어 구축 가능 + +### 4-3. 드롭 출처 요약 + +| 출처 | 드롭 경향 | +|------|----------| +| **일반 전투** | 1·기본 등급 아이템 위주 (초반·중반 진입) | +| **엘리트 전투** | 중간 등급 아이템 (중반) | +| **중간 보스** | 중간~상위 아이템 (파츠 다양성 확보 타이밍) | +| **최종 보스** | 상위 희귀 아이템 (런 이후에도 영향 지속) | +| **상인(마을)** | 선택 구매 — 원하는 파츠 타겟 가능 (경제 요소) | + +--- + +## 5. 기각안 + +1. **"파츠별 복수 슬롯 (무기 2개 장착)" — 기각.** 코어 룰 8 "파츠별 1개" 고수. 슬롯 팽창은 교체 결정의 긴장감을 희석하고 인벤토리 관리 부담을 과도하게 높인다. +2. **"아이템 분해·합성 시스템" — 기각.** 파일럿 스코프 초과. 기본 교체식 UX가 먼저 작동해야 합성 레이어가 의미 있다. Phase 3-C BM 설계에서 별도 재검토. +3. **"파츠 6종 (머리 추가)" — 검토 후 기각.** 5종으로 조선 퇴마사 복식 컨셉 커버 가능. 머리 슬롯은 세계관상 관모·상투 등으로 표현 가능하나 스텟 축이 기존 5종과 중첩 위험. narrative-designer가 세계관 확정 후 재검토 가능. +4. **"파츠 3종 미니멀" — 기각.** 3종은 선택 다양성 부족. "어떤 파츠를 먼저 찾을 것인가"라는 전략적 사고가 5종 이상에서 성립한다. + +--- + +## 6. ux-designer 이관 항목 + +- 드롭 팝업 UI 레이아웃 (비교 표시 방식·버튼 배치·모바일 터치 UE) +- 교체 확인 인터랙션 (실수 교체 방지 장치) +- 파츠 슬롯 인벤토리 화면 (런 내 확인 방법) +- 자동 닫힘 타이머 UX (전투 중 방해 최소화) + +## 7. balance-designer 이관 항목 + +- 파츠별 스텟 수치 (실드 상한·이동 속도 배율·대미지 증가량 등) +- 아이템 등급 체계 및 드롭 테이블 가중치 +- 사망 후 유지 아이템의 메타 레이어 밸런스 (런 간 누적 강도 상한) + +## 8. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 파츠 5종 확정 + 아이템 21종 예시 | PD 지시 BT6-Plan Phase 3-B | 컨텐츠 기획팀장 | diff --git a/프로젝트/EerieVillage/기획/content/03_특성_예시.md b/프로젝트/EerieVillage/기획/content/03_특성_예시.md new file mode 100644 index 0000000..2b1563b --- /dev/null +++ b/프로젝트/EerieVillage/기획/content/03_특성_예시.md @@ -0,0 +1,97 @@ +--- +type: 컨텐츠_설계 +scope: 특성_예시 +author: 컨텐츠_기획팀장 +date: 2026-04-22 +version: v0.1 (Phase 3-B 파일럿) +project: EerieVillage +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md §5 (축 C) · PD 코어 룰 9 +status: 예시 15종 — 획득 조건 옵션은 system-designer 확정 · 수치는 balance-designer 이관 +--- + +# 03. 특성 예시 + +## 1. 재미 축 연결 + +- **축 3 (영속 성장의 위안)**: 특성은 죽음 이후에도 남아 "이번 런은 실패했지만 퇴마사는 성장했다"는 감정 제공 +- 특성 효과는 **카드·아이템보다 절제**되어야 한다 — 특성으로 게임이 쉬워지는 것이 아니라 "도전의 범위가 넓어지는" 방향 +- 각 특성은 플레이어가 지향하는 빌드 방향을 강화하거나, 새 플레이 스타일을 열어주는 역할 + +--- + +## 2. 축 분류 기준 + +| 축 | 레이블 | 설명 | +|----|--------|------| +| **수련 (修練)** | 기초 강화 | 공격·생존·이동의 기본값을 미미하게 상승. 하한선 상승용 | +| **계보 (系譜)** | 빌드 확장 | 특정 카드 태그·아이템 파츠와 시너지. 빌드 방향성을 강화 | +| **도전 (挑戰)** | 도전 확장 | 새로운 게임플레이 옵션 해금. 더 깊은 스테이지·변형 챌린지 진입 | + +--- + +## 3. 특성 예시 (15종) + +> **수치 표기 원칙**: 방향성만 기재. 구체 수치(배율·고정값)는 balance-designer 이관. +> **획득 조건 "옵션 A/B"**: 복수 방식은 system-designer가 결정. 현재는 방향 제시만. + +| # | 특성 이름 | 효과 요지 | 축 분류 | 획득 조건 (옵션) | +|---|-----------|-----------|---------|----------------| +| 01 | **초심자의 수련 (初心修練)** | 런 시작 시 실드 소량 지급 | 수련 | A: 메타 재화 소비 / B: 첫 보스 처치 후 자동 | +| 02 | **퇴마사의 발 (退魔足)** | 기본 이동 속도 소폭 영구 상승 | 수련 | A: 메타 재화 소비 / B: 누적 N번 사망 후 해금 | +| 03 | **부적의 인연 (符籍因緣)** | `[부적]` 태그 카드 등장 확률 소폭 상승 | 계보 | A: 부적 카드로 보스 처치 N회 달성 / B: 메타 재화 소비 | +| 04 | **주술사의 혈맥 (呪術血脈)** | `[주술]` 태그 카드 효과 지속 시간 소폭 연장 | 계보 | A: 주술 DoT로 적 처치 누적 N회 / B: 메타 재화 소비 | +| 05 | **소환의 계보 (召喚系譜)** | 소환물 최대 수 +1 (기본 한도 초과) | 계보 | A: 소환 빌드로 보스 클리어 N회 달성 / B: 메타 재화 소비 | +| 06 | **이단공격 (二段攻擊)** | 기본 공격 연타 횟수 +1 | 수련 | A: 총 처치 수 N 달성 (업적 계열) | +| 07 | **귀신사냥꾼 (鬼獵者)** | 보스 피해량 소폭 상승 | 수련 | A: 보스 N회 처치 누적 / B: 특정 보스 첫 처치 후 해금 | +| 08 | **낙인 (烙印)** | DoT를 받는 적이 받는 피해 소폭 증가 (디버프 연계) | 계보 | A: `[주술]` 빌드로 스테이지 N 클리어 | +| 09 | **무쇠 의지 (鐵意志)** | 실드 교체 후 짧은 무적 시간 추가 | 수련 | A: 실드 N회 소진 후 생존 누적 달성 | +| 10 | **신령의 가호 (神靈加護)** | `[소환]` 카드 보유 시 런 시작 허수아비 1개 자동 설치 | 계보 | A: 소환 빌드로 보스 처치 N회 / B: 메타 재화 소비 | +| 11 | **퇴마사의 계보 (退魔系譜)** | 런 첫 번째 카드 픽 시 3티어 카드 출현 확률 소폭 상승 | 계보 | A: N회 런 클리어 달성 | +| 12 | **깊은 고을 도전 (深淵挑戰)** | 스테이지 N 이후 몬스터 처치 경험치 보너스 | 도전 | A: 최초로 스테이지 N 진입 시 자동 해금 | +| 13 | **변형 고을 해금 (變形挑戰)** | 특정 변형 챌린지 모드 진입 허용 | 도전 | A: 기존 스테이지 N 클리어 후 자동 해금 | +| 14 | **망자의 교훈 (亡者敎訓)** | 사망 직후 다음 런 첫 레벨업에서 카드 1장 추가 제시 (4픽) | 수련 | A: 누적 N번 사망 기록 후 해금 (역설적 보상) | +| 15 | **천지인 합일 (天地人合一)** | `[공격]`, `[부적]`, `[주술]` 태그 카드를 각 1장 이상 보유 시 전 효과 소폭 증폭 | 계보 | A: 3종 태그 보유 빌드로 보스 클리어 N회 달성 | + +--- + +## 4. 설계 원칙 메모 (P30 판단) + +- **수련 축은 "하한선 상승"이지 "쉬워지기"가 아니다.** 특성 없이도 게임이 가능해야 하고, 특성이 있으면 "조금 더 안정적으로 시작"하는 정도. 재미 축 1(낙차)이 특성에 의해 무력화되어선 안 된다. +- **계보 축은 "빌드 방향 투자"다.** 플레이어가 특정 전략을 반복하면 해당 전략이 더 잘 작동하게 된다. 다양한 빌드가 모두 고유한 계보 특성을 가지도록 설계. +- **도전 축은 "콘텐츠 확장"이다.** 새 챌린지·스테이지 해금은 플레이어가 "다음에 해볼 것이 생긴다"는 지속 동기를 형성. +- **"망자의 교훈"(#14)은 P30의 "역설적 재미" 실험**: 죽을수록 다음 런이 더 흥미로워진다는 발상. 죽음을 "실패"에서 "성장의 재료"로 리프레이밍. + +--- + +## 5. 기각안 + +1. **"단점 있는 특성 (리스크 특성)" — 검토 후 보류.** 예: "모든 카드 1티어 고정, 대신 아이템 드롭 2배" 같은 트레이드오프 특성. 시스템 복잡도 상승과 플레이어 기대 위반 리스크 있음. 파일럿에서는 단방향 강화 특성으로 시작하고, Phase 3-C 재검토 시 도입 여부 결정. +2. **"특성 계열 제한 (한 특성 최대 N개)" — 기각.** 특성은 영속 메타 레이어로 누적이 동기. 제한을 두면 영속 성장의 위안(재미 축 3) 약화. 밸런스는 각 특성 효과량 절제로 해결. +3. **"특성 초기화 기능" — 기각.** 코어 룰 9 "영구 유지" 고수. 초기화 옵션은 영속성을 훼손하고 "어느 특성을 버릴 것인가"는 이 게임의 설계 방향 외. +4. **"특성 20종 이상 초기 설계" — 규모 조정.** 15종으로 시작하여 런 10회 이내에 전체 특성 해금 가능하도록 조율. 특성 종류가 너무 많으면 해금 동기 희석. 업데이트 확장 구조 채택. + +--- + +## 6. system-designer 이관 항목 + +- 특성 획득 조건 최종 확정 (메타 재화 vs 업적 vs 자동 해금 중 선택) +- 특성 간 배타·계열·전제 조건 여부 (예: 특성 A 해금 후 특성 B 가용) +- 특성 선택 UI (자동 적용 vs 선택형 해금 인터페이스) + +## 7. balance-designer 이관 항목 + +- 특성별 효과 수치 (이동 속도 배율·DoT 지속 시간 연장 초 등) +- 특성 누적 시 상한선 설계 (카드·아이템 효과를 압도하지 않는 범위) +- 메타 재화 비용 산정 (획득 조건 A 채택 시) + +## 8. narrative-designer 이관 항목 + +- 특성 이름 고증 및 플레이버 텍스트 (조선 퇴마사 수련·계보 테마 세계관 연결) +- "망자의 교훈", "천지인 합일" 등 세계관 용어 위계 정리 + +## 9. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 파일럿 예시 15종 작성 | PD 지시 BT6-Plan Phase 3-B | 컨텐츠 기획팀장 | diff --git a/프로젝트/EerieVillage/기획/level/01_스테이지_구조.md b/프로젝트/EerieVillage/기획/level/01_스테이지_구조.md new file mode 100644 index 0000000..2c2346c --- /dev/null +++ b/프로젝트/EerieVillage/기획/level/01_스테이지_구조.md @@ -0,0 +1,188 @@ +--- +type: 레벨_설계 +scope: 스테이지_구조 +author: 레벨 기획자 +date: 2026-04-22 +version: v0.1 (파일럿) +project: EerieVillage +phase: Phase 3-B +data_source: 05_스테이지_구조_초안.md·02_코어_루프.md·01_게임_컨셉.md·04_전투_기본_스펙.md (BT5 계승) +status: 레벨 설계 초안 — 수치·적 스펙은 balance-designer 이관 +--- + +# 01. 스테이지 구조 + +## 1. 레벨 목표 + +**"조선 귀신을 물리치며 점점 깊은 곳으로 파고드는 퇴마사의 여정 — 한 런에 5~10분, 반복할수록 더 멀리 닿는 구조."** + +## 2. 스테이지 구성 — 파일럿 5종 + +마을(허브) 기준 5개 스테이지. 각 스테이지는 독립 테마를 가지며 선형 진행(스테이지 1 → 2 → 3 → 4 → 5)한다. 보스 처치 후 마을 복귀 or 다음 스테이지 분기(02_코어_루프 §5-3 계승). + +| # | 스테이지명 | 배경 테마 | 난이도 단계 | 주요 적 유형 | +|---|-----------|----------|------------|------------| +| 1 | **황혼 고을 어귀** | 조선 마을 외곽 — 해질녘 | 입문 | 소형 잡귀 (빠른 근접) | +| 2 | **버려진 산사** | 고지대 폐사찰 — 달빛 | 초급 | 느린 강타형 요괴·원거리 경보 귀신 | +| 3 | **뼈 바위 계곡** | 깊은 계곡 협로 — 안개 | 중급 | 무리 잡귀·낙석 지형 함정 | +| 4 | **폐가·지하 창고** | 도시 외곽 폐가 — 심야 | 중상급 | 중형 엘리트 귀신·잠복형 | +| 5 | **공동묘지 심부** | 산중 묘역 — 새벽 | 상급 | 강화 엘리트·다단 패턴 | + +### 스테이지 수 결정 근거 + +파일럿 3종(최소) vs 5종(적정) vs 7종(확장) 중 **5종 채택**. 이유: 3종은 재도전 루프에서 반복감이 너무 빨리 드러남. 7종은 파일럿 스코프 초과(보스 제작 비용). 5종으로 "이번엔 4스테이지까지 갔다"는 진척감 계단 5단 확보. + +## 3. 공간 구조 — 단일 스테이지 3단 구성 + +05_스테이지_구조_초안 §3-1 계승. 모든 스테이지는 아래 템플릿 고정. + +``` +[마을 → 스테이지 입장] + │ + ▼ +┌─────────────────────────────┐ +│ 구간 1: 도입 (약 30초~1분) │ ← 빌드 시드 형성 구간 +│ · 약한 잡귀 3~5기 │ +│ · 평탄 플랫폼 중심 │ +│ · 1~2회 레벨업 예상 │ +│ · 지형 트릭: 짧은 점프 1회 │ +└────────────┬────────────────┘ + │ + ▼ +┌─────────────────────────────┐ +│ 구간 2: 전개 (약 2~4분) │ ← 빌드 확장 + 아이템 기회 +│ · 중간 강도 적 2~4기 │ +│ · 엘리트 1기 (스테이지 2+) │ +│ · 점프 퍼즐 1~2개 │ +│ · 2~3회 레벨업 예상 │ +│ · 아이템 드롭 기회 1~2회 │ +│ · 지형 트릭: 낙하·고저차 │ +└────────────┬────────────────┘ + │ + ▼ [후방 차단 — 되돌아갈 수 없음] +┌─────────────────────────────┐ +│ 구간 3: 보스 아레나 (1~3분) │ ← 빌드 검증 +│ · 고정 카메라 전환 │ +│ · 보스 1종 (2~3 페이즈) │ +│ · 아레나 지형: 발판·장애물 │ +│ · 처치 후 보상 + 분기 선택 │ +└─────────────────────────────┘ + │ │ + ▼ ▼ + [마을 복귀] [다음 스테이지] +``` + +### 횡스크롤 길이 목표 (플레이 시간 기반) + +| 스테이지 | 총 목표 시간 | 구간 1 | 구간 2 | 구간 3(보스) | +|---------|------------|--------|--------|-------------| +| 1 | 5분 | 40초 | 2분 | 2분 20초 | +| 2~3 | 6~7분 | 50초 | 3분 | 2분 30초 | +| 4~5 | 8~10분 | 1분 | 4분 | 3분 | + +캐주얼 로그라이크 목표 5~10분/런 (01_게임_컨셉 §5-1) 기준. **구간 1은 짧고 빠르게** — 재도전 시 반복 심리 피로 완화 (05 §5 계승). + +## 4. 동선 설계 + +### 4-1. 메인 경로 + +오른쪽 방향 선형 진행. 적을 처치하며 우측으로 이동. 보스 방 진입 트리거는 특정 지점 도달(문·계단·협로 등 세계관 오브젝트 활용). + +### 4-2. 서브 경로 (구간 2 한정) + +구간 2에 **고저차 분기** 1개. 상단 루트(점프 필요·아이템 보상 확률 높음) vs 하단 루트(안전·적 밀도 낮음). 선택 자체가 재미. + +### 4-3. 숨겨진 경로 — 파일럿 제한 + +파일럿에서는 숨겨진 경로 없음. 인지 부담 최소화 우선. Phase 3-C에서 탐험 보상(숨겨진 방·특수 아이템) 검토. + +## 5. 자동 생성 vs 수동 배치 판정 + +**결론: 파일럿 전체 수동 배치 + 구간 2 적 배치 소규모 셔플.** + +- 05_스테이지_구조_초안 §7-1에서 "완전 랜덤 프로시저럴 맵 기각" 계승. +- 플랫폼 지형·보스 아레나·진행 트리거는 수동 배치 고정. +- 구간 2 적 배치만 소규모 셔플(등장 위치 2~3곳 중 1곳 랜덤)으로 반복감 완화. +- 전면 프로시저럴: 학습 곡선·제작 비용 과다, 기각 유지. + +## 6. 체크포인트·회복 지점 + +**라이프 1 전제 — 별도 체크포인트 없음.** + +- 02_코어_루프 §7-1 "체크포인트 기각" 계승. 한 런 단일 세션 유지. +- **i-frame** (피격 후 무적 시간 400~800ms)이 유일한 보조 장치 (04_전투_기본_스펙 §3-2 계승). +- 구간 2 내 **일시적 실드 카드**는 balance-designer 영역 — 본 문서는 "있을 수 있다"는 여지만 표시. +- **회복 지점 지형**: 안전 플랫폼(적 없음·정지 가능) 구간 2 중반 1곳 배치. 심리적 숨 고르기 제공. 아이템 획득·카드 교체 UI 활성화 여지(UX-designer 확인 필요). + +## 7. 페이싱 곡선 + +``` +긴장도 + ▲ +5 │ ████ 보스(페이즈 2~3) +4 │ ████ ████ +3 │ ████ ████ ████ ████ +2 │ ████ ████ ████ +1 │ ████ + └─────────────────────────────────────→ 진행 + 입장 구간1 이동 구간2 이동 보스방 + (적조우) (엘리트) +``` + +- **입장~구간 1**: 낮은 긴장. 빠른 첫 레벨업 → "쌓기" 시작의 쾌감. +- **구간 2 전반**: 점프 퍼즐·중간 적으로 긴장 상승. 아이템 드롭 → 선택의 즐거움. +- **구간 2 중반 안전 구간**: 짧은 이완. 숨 고르기. +- **구간 2 후반 엘리트**: 긴장 재상승. 보스 예고. +- **보스방 진입**: 후방 차단 → 긴장 정점. 페이즈 전환마다 갱신. +- **보스 처치**: 해소 + 분기 선택 긴장(마을 vs 다음). + +## 8. 사용 컨텐츠 (컨텐츠·밸런스 기획자 이관) + +### 8-1. 몬스터 (content-designer 확정 요청) +- 스테이지 1: 빠른 근접 잡귀 1종 (소형), 투척 원거리 잡귀 1종 (약) +- 스테이지 2: 느린 강타형 요괴 1종, 경보 원거리 귀신 1종 +- 스테이지 3: 무리형 잡귀 2종 변형, 낙석 지형 연계 몬스터 1종 +- 스테이지 4: 중형 엘리트 귀신 1종 (신규), 잠복형 1종 +- 스테이지 5: 강화 엘리트 2종 (4의 상위 버전) +- 수치·AI 패턴: balance-designer + content-designer 이관 + +### 8-2. 아이템 (balance-designer 확정 요청) +- 구간 2 드롭 아이템: 파츠 1개 슬롯 제약 (02_코어_루프 §2 계승) +- 드롭 빈도·가치: balance-designer 이관 + +### 8-3. 지형 기믹 (개발팀 확인 필요) +- 낙하 함정 (스테이지 3 계곡 — 즉사 vs 대미지 판정) +- 발판(이동 플랫폼) 타이밍 점프 +- 상세 구현 가능 여부: 개발팀 C11 판단 이관 + +## 9. 난이도 + +- **추천 플레이어 수준**: 스테이지 1은 첫 런 0회차, 스테이지 5는 특성 5+ 누적 후 도달 기대 +- **체크포인트 간격**: 없음 (라이프 1 전제). 사망 = 마을 복귀 전체. +- **수치 난이도 레버**: 적 수·적 강도·점프 퍼즐 정밀도·보스 페이즈 수 — balance-designer 이관 (05 §4-3 계승) + +## 10. 기각안 + +1. **"스테이지 3종 파일럿 최소 구성" — 기각.** 3종은 재도전 시 반복감 노출이 너무 빠름. 5단 진척 계단이 "더 멀리"의 로그라이크 동기를 형성하는 최소 단위. +2. **"스테이지 중간 분기·분기 맵 구조" — 기각.** 05 §7-1 기각안 계승. 파일럿 스코프 초과, Phase 3-C 재검토. +3. **"구간 2 완전 랜덤 배치" — 기각.** 완전 랜덤은 레벨 의도 붕괴 위험. 소규모 셔플(적 등장 위치)로 반복감 완화. 지형은 수동 고정. +4. **"보스 방 후 자동 회복 아이템 지급" — 기각.** 라이프 1 긴장 원칙 훼손. 보상은 카드·아이템 획득으로 한정. 보스 방 진입 전 "안전 구간"으로 심리적 준비 대체. + +## 11. 열린 이슈 + +| 이슈 | 이관 대상 | 우선순위 | +|------|----------|--------| +| 스테이지 1~5 수치 (적 수·강도·레벨업 경험치) | balance-designer | 높음 | +| 몬스터 종류·AI 패턴·스펙 | content-designer | 높음 | +| 낙하 함정 즉사 vs 대미지 판정 | PD 결정 + 개발팀 | 높음 | +| 2단 점프 도입 여부 | PD 결정 (04 §4-1 계승) | 중간 | +| 구간 2 아이템 드롭 빈도·종류 | balance-designer | 중간 | +| 안전 플랫폼 내 UX 인터랙션 범위 | ux-designer | 중간 | +| 보스 네이밍·외형 확정 | narrative-designer (02_보스_네이밍.md) | 높음 | +| 숨겨진 방·탐험 보상 도입 시점 | Phase 3-C 보류 | 낮음 | + +## 12. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|---|---|---|---| +| 2026-04-22 | v0.1 파일럿 초기 레벨 설계 | PD 지시 BT6-Plan Phase 3-B | 레벨 기획자 | diff --git a/프로젝트/EerieVillage/기획/level/02_보스_패턴_초안.md b/프로젝트/EerieVillage/기획/level/02_보스_패턴_초안.md new file mode 100644 index 0000000..d8b255e --- /dev/null +++ b/프로젝트/EerieVillage/기획/level/02_보스_패턴_초안.md @@ -0,0 +1,165 @@ +--- +type: 레벨_설계 +scope: 보스_패턴 +author: 레벨 기획자 +date: 2026-04-22 +version: v0.1 (파일럿) +project: EerieVillage +phase: Phase 3-B +data_source: 05_스테이지_구조_초안.md·04_전투_기본_스펙.md·01_스테이지_구조.md (본 세션) +status: 보스 패턴 초안 — 보스 네이밍·외형은 narrative-designer 02_보스_네이밍.md 이관 (현재 부재) +--- + +# 02. 보스 패턴 초안 + +## 1. 레벨 목표 + +**"각 보스전은 지금까지 쌓은 빌드를 '회피 가능한 패턴'으로 검증하는 장면 — 플레이어가 읽고 반응하는 재미가 핵심."** + +## 2. 공통 설계 원칙 + +05_스테이지_구조_초안 §3-2 계승: +- **아레나 진입 시 후방 차단**: 보스 방 진입 후 이전 구간 복귀 불가 +- **고정 카메라**: 횡스크롤 해제 후 아레나 전체 뷰 고정 (연출 임팩트 + 패턴 가독성) +- **텔레그래프 의무**: 모든 보스 공격은 0.5~1초 예고 동작 선행 — "랜덤 사망" 방지 +- **플랫폼 지형 활용 의무**: 발판 배치로 점프·위치 선정이 회피 핵심 동작이 되도록 설계 + +### 아레나 기본 구조 (3종 공통 템플릿) + +``` +┌─────────────────────────────────────────┐ +│ [발판 B] [보스 초기 위치] [발판 C] │ +│ │ +│ [발판 A] │ ← 고정 카메라 뷰 +│ │ +│ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 바닥 │ +│ ←────────────── 플레이어 이동 가능 범위 ──│ +└─────────────────────────────────────────┘ +``` + +- 발판 B·C: 점프로 올라가 원거리 패턴 회피 or 근접 공격 타이밍 확보 +- 바닥: 주 전투 공간 (이동·대시·공격) +- 아레나 너비: 화면 고정 뷰 기준 3~4 화면 폭 + +## 3. 보스 3종 패턴 (스테이지 1·3·5 배치) + +> **참조 선행 미확인**: `narrative-designer/02_보스_네이밍.md`가 현재 부재. 보스명은 임시 기능명으로 작성. 네이밍·외형 확정 시 narrative-designer 산출물로 교체 필요. + +### 3-1. 보스 1 — "떠돌이 잡귀 우두머리" (스테이지 1 배치) + +**레벨 목표**: 첫 보스. 패턴 학습 도구. 회피만 해도 이길 수 있다는 자신감 부여. + +#### 아레나 특징 +- 발판 1개(낮은 위치). 단순 구조 — 이동·점프 기초만 요구. + +#### 페이즈 구성 + +**페이즈 1 (체력 100~60%)** +- 돌진: 한 방향으로 빠르게 전진. 예고 동작 0.8초 (자세 낮춤). 점프 or 역방향 이동으로 회피. +- 점프 내리치기: 제자리 점프 후 낙하 충격파 소형. 예고 1초 (공중 정지). 이동으로 회피. +- 패턴 속도: 느림. 간격 여유. + +**페이즈 2 (체력 60~30%)** +- 돌진 2연속으로 빈도 증가. +- 잡귀 소환 2기 추가. (소환된 잡귀는 약함 — 보스 집중을 방해하는 역할) + +**페이즈 3 (체력 30~0%)** +- 광역 충격파: 바닥 전체 타격. 예고 1.5초 (포효). 발판 위로 점프해서 회피 필수. +- 돌진 3연속. 회피 타이밍 요구 상승. +- 재미 포인트: "발판 점프 + 돌진 회피" 동시 처리. + +--- + +### 3-2. 보스 2 — "산사 수문장 요괴" (스테이지 3 배치) + +**레벨 목표**: 중반 보스. 원거리 공격 회피 + 플랫폼 이동이 동시에 필요한 첫 보스. + +#### 아레나 특징 +- 발판 2개(중간·높은 위치). 보스는 중앙 위치에서 이동 폭 좁음. +- 안개 연출 — 특정 발판 구역이 일시적으로 시야 좁아짐 (연출). 실제 판정에는 영향 없음. + +#### 페이즈 구성 + +**페이즈 1 (체력 100~55%)** +- 탈출 부적: 3방향(좌·우·아래) 광탄 발사. 예고 0.7초 (부적 발광). 높은 발판 위로 점프 or 탄 사이 이동으로 회피. +- 발 구르기: 근접 범위 충격. 예고 0.6초. 점프 1회로 회피. + +**페이즈 2 (체력 55~25%)** +- 추적 부적: 플레이어를 느리게 추적하는 광탄 2발. 탄속 낮음 — 충분히 유도 후 틱 전환으로 떼어내기 가능. +- 부적 벽: 아레나 한쪽 끝에서 부적 격벽 생성. 이동 가능 공간 축소. 반대편으로 이동. +- 재미 포인트: "추적탄 유도 이동 + 발 구르기 예고 대응" 동시 처리. + +**페이즈 3 (체력 25~0%)** +- 연속 부적 폭발: 아레나 바닥 3지점 순차 폭발 예고 (원형 경고 표시 1초 선행). 안전 지점으로 이동. +- 발 구르기 2연속 + 추적탄 동시 발사. +- 보스 이동 속도 상승. +- 재미 포인트: 바닥 폭발 경고 읽기 + 위치 이동이 핵심. + +--- + +### 3-3. 보스 3 — "공동묘지의 저승사자" (스테이지 5 배치) + +**레벨 목표**: 파일럿 최종 보스. 이전 보스 패턴을 복합·가속. 충분한 빌드와 숙련 모두 필요. + +#### 아레나 특징 +- 발판 3개(낮음·중간·높음). 높이 차이 활용 의무. +- 묘비 장애물(이동 불가 오브젝트) 2개 — 보스 탄환의 차폐막 or 이동 장애. + +#### 페이즈 구성 + +**페이즈 1 (체력 100~65%)** +- 낫 휘두르기: 반원 근접 범위. 예고 0.8초 (낫 들어올림). 뒤쪽 이동 or 점프. +- 죽음의 낫 투척: 직선 원거리. 예고 0.6초. 상하 이동으로 회피. + +**페이즈 2 (체력 65~35%)** +- 망혼 소환: 약한 망혼 3기 소환 (방치 시 시야 방해). 근접 처치 or 무시하고 보스 집중 — 선택 압박. +- 낫 투척 다중 발사: 상·중·하 3방향. 발판 위 고지점 or 묘비 뒤 차폐. +- 그림자 이동: 보스가 순간이동(연기 텔레포트). 순간이동 후 위치 파악 0.5초 — 공격 타이밍 끊김. +- 재미 포인트: "망혼 처리 여부 판단 + 그림자 이동 후 위치 재확인"이 핵심 인지 부하. + +**페이즈 3 (체력 35~0%)** +- 전장 암흑화: 아레나 조명 최소화(연출). 보스 및 공격 경고 표시는 유지(판정에 영향 없음). +- 낫 빙 돌리기: 보스 주변 회전 광역. 중·원거리 유지 필수. +- 죽음의 파동: 바닥부터 상단으로 올라오는 광역 파동. 발판 위로 점프 타이밍 필수. +- 그림자 이동 3연속. 위치 예측 불가 → "보이면 치는" 리듬. +- 재미 포인트: "파동 점프 + 낫 빙돌리기 거리 유지 + 순간이동 추적" 3중 처리. + +## 4. 난이도 차등 (스테이지 1→3→5 곡선) + +| 항목 | 보스 1 (스테이지 1) | 보스 2 (스테이지 3) | 보스 3 (스테이지 5) | +|-----|-----------------|-----------------|-----------------| +| 페이즈 수 | 3 | 3 | 3 | +| 공격 종류 | 2종 | 3종 | 4종 | +| 동시 처리 요구 | 낮음 | 중간 | 높음 | +| 발판 활용 필요 | 선택 | 권장 | 필수 | +| 패턴 예고 시간 | 0.8~1.5초 | 0.6~1초 | 0.5~0.8초 | +| 소환 몬스터 | 2기 (약) | 없음 | 3기 (시야 방해) | +| 인지 복잡도 | 단순 | 중간 | 복합 | + +**곡선 방향**: 1회차 플레이어는 보스 1에서 패턴 학습 → 보스 2에서 복합 회피 도전 → 보스 3에서 전 스킬 통합. 보스 2·4(스테이지 2·4)는 balance-designer와 협의 후 보스 1~3의 중간 패턴으로 설계(본 문서 보류 — 열린 이슈 참조). + +## 5. 기각안 + +1. **"패턴 복잡화 — 보스당 5종 이상 공격" — 기각.** 캐주얼 포지션에서 패턴 2~4종이 가독성·학습 곡선 적정. 5종 이상은 인지 과부하 → "랜덤 사망" 인상. 패턴 수 대신 조합·타이밍으로 깊이 확보. +2. **"다중 보스 동시 출현" — 기각.** 05 §7-5 계승. 보스 1종 고정, 소환 몬스터로 부가 압박 제공. 다중 보스는 가독성 붕괴·라이프 1에서 회피 불가능 상황 빈발. +3. **"보스 체력 회복 페이즈" — 기각.** 긴장 곡선을 의도적으로 끊는 디자인이지만 캐주얼 로그라이크에서 전투 템포 저하 → 플레이어 이탈 위험. 페이즈 전환 시 공격 속도·패턴 변화로 강도 갱신. +4. **"보스 방 진입 후 준비 아이템 선택 UI" — 기각.** 후방 차단 후 즉시 보스 등장이 긴장 최고조 연출의 핵심. 중간 UI는 몰입 단절. 준비는 구간 2 안전 플랫폼에서 완료하도록 유도. + +## 6. 열린 이슈 + +| 이슈 | 이관 대상 | 우선순위 | +|------|----------|--------| +| 보스 1·2·3 네이밍·외형·조선 세계관 정합성 | narrative-designer | 높음 | +| 보스 2·4 (스테이지 2·4) 패턴 설계 | 본 문서 Phase 3-C 확장 | 중간 | +| 각 보스 수치 (체력·공격력·패턴 예고 시간 ms) | balance-designer | 높음 | +| 소환 몬스터 스펙 (보스 1·3) | content-designer | 중간 | +| 그림자 이동(순간이동) 구현 가능 여부 | 개발팀 C11 판단 | 중간 | +| 전장 암흑화 연출 구현·성능 비용 | 개발팀 C11 판단 | 중간 | +| 아레나 구조 최종 사이즈·발판 위치 수치 | balance-designer + 개발팀 | 높음 | +| 패턴 예고 시간 내 시각 피드백 (텔레그래프) | ux-designer | 높음 | + +## 7. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|---|---|---|---| +| 2026-04-22 | v0.1 파일럿 보스 패턴 초안 | PD 지시 BT6-Plan Phase 3-B | 레벨 기획자 | diff --git a/프로젝트/EerieVillage/기획/narrative/01_세계관_SOT.md b/프로젝트/EerieVillage/기획/narrative/01_세계관_SOT.md new file mode 100644 index 0000000..4d05fe9 --- /dev/null +++ b/프로젝트/EerieVillage/기획/narrative/01_세계관_SOT.md @@ -0,0 +1,129 @@ +--- +type: 세계관_SOT +scope: narrative +author: narrative-designer +date: 2026-04-22 +version: v0.1 (Phase 3-B 골격) +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: Phase 3-B +data_source: BT6-Plan PD 지시 + 01_게임_컨셉.md (v0.1) 계승 +status: 골격 확정 — 로어 상세·이벤트 스크립트·컷씬 대본은 Phase 3-C 이관 +--- + +# 01. 세계관 SOT + +> **본 문서는 EerieVillage 세계관의 단일 SOT(Single Source of Truth)다.** 보스 네이밍·마을 컨셉·스킬 카드 텍스트·NPC 대사 등 모든 내러티브 산출물은 이 문서의 세계관 규칙에 정합해야 한다. 구체 대사·이벤트·컷씬 스크립트는 Phase 3-C에서 별도 문서로 확장한다. + +--- + +## 1. 한 줄 설정 (Log line) + +**"저승과 이승의 경계가 허물어진 조선 어느 고을에서, 혼자인 퇴마사는 오늘도 죽고 오늘도 다시 일어선다."** + +--- + +## 2. 배경 시대·지역·톤 + +### 2-1. 시대 + +- **조선 후기 (가상 역사) — "요괴 성행기"** +- 공식 역사와 분기된 가상 시대. "모종의 사건으로 이승과 저승의 문이 균열"된 세계. +- 구체 연호·왕 이름 명시 금지 — 역사 오류 리스크 차단. "어느 해 가을"·"역병이 돌던 그해" 등 모호한 시간 표현 사용. +- **재미 근거**: 역사 고증 의무를 벗어나 창작 자유를 확보하면서도 조선 민속의 시각 언어(한복·기와·솟대·장승)는 그대로 활용. 타겟 유저(20~40대 한국·동아시아)의 익숙한 미감과 생소한 설정이 결합하여 "알 것 같은데 새로운" 설화 호기심(재미 축 3 보조) 자극. + +### 2-2. 지역 + +- **"기묘한 고을" — 이름 없는 경계 마을** +- 이승에도 저승에도 완전히 속하지 않는 경계 공간. 고을 바깥은 짙은 안개로 막혀 있어 주민들이 나가지 못함. +- 지형 다양성: 마을 인근에 산신이 머무는 **산**, 원혼이 쌓인 **무덤 골짜기**, 수신이 깃든 **강**, 버려진 **관아** 등 — 각각 스테이지 테마가 됨. (상세 배치는 Phase 3-B level-designer) + +### 2-3. 톤앤매너 기준 + +| 영역 | 비중 | 구체 기준 | +|------|------|-----------| +| **해학·캐주얼** | 60% | 요괴가 허당스러운 이유로 등장, 주민 대사에 과장·익살 허용, 보스 처치 대사 유머 허용 | +| **민속·신비** | 30% | 설화 원전 어휘 활용, 시각 연출의 이질감(낯선 귀신 형상)은 유지 | +| **진지·공포** | 10% | 배경 분위기 텍스처(어두운 조명·음향)에 한정. 플레이어가 직접 보는 고어·신체 훼손 금지 | + +**금지 표현**: 혈흔 상세 묘사, 고어 이미지, 저주 성인 내용, 실존 종교 직접 폄하. + +--- + +## 3. 퇴마 체계 — "사방신 결계법" + +### 3-1. 설정 원칙 + +- 무속(샤머니즘)을 **중심 뼈대**로, 불교·유교·도교 어휘를 **장식 층위**로 활용. +- **이유**: 한국 민속의 체험적 중심은 무속이며, 불교(부적)·유교(제례)·도교(부적 술식)는 실제 조선 민간신앙에서 혼합 사용됨. 설화 호기심(재미 축 3)을 극대화하려면 단일 체계보다 혼합이 유리. + +### 3-2. 작동 원리 + +- 퇴마사는 **"신들린(접신)" 상태**를 스스로 제어하는 능력자. 수호신의 힘을 빌려 싸움. +- **스킬 카드 = 퇴마 술식**: 각 카드는 특정 신격(산신·수신·화신 등)의 힘을 단편적으로 빌리는 행위. 카드 픽 = 어떤 신의 힘에 더 의지하는가의 빌드 선택. +- **죽음과 부활**: 퇴마사는 고을이 존재하는 한 이승으로 귀환한다. "완전한 죽음 없이 기억만 일부 지워진 채 되돌아오는" 설정 → 로그라이크 사망-복귀 루프의 내러티브 정당화. +- **특성 = 신탁(神託)**: 마을에서 쌓이는 특성은 신들이 퇴마사에게 남긴 흔적. 죽어도 신탁은 사라지지 않는다. + +### 3-3. 금기 (이 세계에 "없는 것") + +1. **총포·화약 무기** — 조선 민속 설화 언어와 어울리지 않음 +2. **서양식 악마·십자가·성수** — 세계관 오염 방지 +3. **완전한 저승 여행** — 플레이어는 경계 마을 바깥으로 나가지 못함 (설정 내 이유 제공) +4. **절대 선신·절대 악신 이분법** — 모든 귀신·요괴는 "원한·욕심"이 쌓인 것이지 순수 악이 아님 (설화 원전 존중) + +--- + +## 4. 주인공 정체성 + +- **명칭**: "퇴마사" (고유 이름은 Phase 3-C 대본 단계에서 결정 — 유저 자기투영 여지 보존) +- **계보**: 대대로 이 고을을 지키던 무격(巫覡) 가문의 마지막 후손. 스승은 이미 이 싸움에서 목숨을 잃었고, 혼자서 고을을 지키고 있다. +- **능력 기반**: 신 접신 + 부적 술식. 몸이 신의 그릇이 되어 힘을 빌리는 방식. +- **캐릭터 아크 골격**: "무력한 고독" → "반복 속의 단련" → "(가능하면) 고을을 해방". 아크 상세는 Phase 3-C 이관. + +--- + +## 5. 적대 세력 — 귀신·요괴 카테고리 (조선 설화 기반) + +| 카테고리 | 설명 | 예시 개체 | 스테이지 배치 방향 | +|---------|------|----------|-----------------| +| **원혼(怨魂)** | 억울하게 죽어 원한이 굳은 인간 혼령 | 처녀귀신, 수사(水死)귀신 | 마을 주변, 무덤 골짜기 | +| **요괴(妖怪)** | 오래된 사물·동물이 기이해진 존재 | 구미호, 달걀귀신, 도깨비 | 산길, 폐가 | +| **신수(神獸) 변질** | 신성한 존재가 오염·타락한 형태 | 이무기(용이 되지 못한 뱀), 불가사리 | 강변, 보스 방 | +| **저승 사자류** | 이승에 묶인 저승 관리직 존재 | 저승사자 탈주형, 어둑시니 | 후반 스테이지 | + +**톤 주의**: 일반 적은 약간 허당스러운 외형 허용 (캐주얼 비중 60%). 보스만 위압감 있게 설계. + +--- + +## 6. 시리즈화 가능성 설계 + +- **세계 확장 여지**: 이번 작에서는 "기묘한 고을 1구역"만 탐색. "경계 균열의 원인"은 미해결로 남겨 속편 훅 제공. +- **주인공 가변성**: 퇴마사 계보 설정으로 "다른 시대의 후손 퇴마사"를 2편 주인공으로 교체 가능. +- **지역 확장**: 조선 8도 각 지역의 설화·신격 차이로 스테이지 테마 무한 확장 가능 (제주 해녀 설화, 함경도 호랑이 설화 등). +- **신격 시스템 확장**: 1편의 "수호신 4종" 체계를 2편에서 12신장 체계로 확장하는 플랜 보관. + +--- + +## 7. 기각안 + +### 기각안 1 — 조선 고증형 리얼 세계관 (기각) +완전 역사 고증(실제 왕 이름·연호·관직명 전부 사용) 방향. **기각 사유**: 역사 오류 리스크가 높고, 고증 의무가 창작 자유를 제한함. 캐주얼 로그라이크 타겟 유저에게 "역사 공부" 느낌은 재미 축 3(설화 호기심)이 아닌 학습 부담으로 인식될 위험. 가상 역사 "요괴 성행기"로 대체. + +### 기각안 2 — 불교 중심 단일 퇴마 체계 (기각) +사찰·불화·불경 중심으로 퇴마 체계를 단일화하는 방향. **기각 사유**: 불교 단일 체계는 시각 언어가 절 배경으로 쏠려 마을·산·강 등 다양한 스테이지 테마 구성이 어려움. 무속 중심 혼합 체계가 조선 민간신앙 실태에도 더 정합하며, 스킬 카드 다양성 확보에 유리. + +### 기각안 3 — 퇴마사 이름 고정 (기각) +퇴마사의 이름을 "김이현" 등으로 Phase 3-B에서 확정하는 방향. **기각 사유**: 유저가 주인공에 자기투영하는 경험을 보호하기 위해 이름 지정은 최대한 미룸. Hades(자그레우스)처럼 고유 이름이 스토리 충실도를 높이는 경우는 Phase 3-C 대본 단계에서 재검토. + +--- + +## 8. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 골격 작성 | PD 지시 BT6-Plan Phase 3-B | narrative-designer | + +--- + +*Phase 3-C 이관 항목: 퇴마사 고유 이름 확정, 주인공 캐릭터 아크 상세, NPC 개인 사연 로어, 이벤트·컷씬 스크립트, 보스 격파 대사 전문.* + +*방향 전환 이력 참조: [방향전환 히스토리 아카이브](../../../../공유/조직공지/방향전환_히스토리_아카이브.md)* diff --git a/프로젝트/EerieVillage/기획/narrative/02_보스_네이밍.md b/프로젝트/EerieVillage/기획/narrative/02_보스_네이밍.md new file mode 100644 index 0000000..3b83fb3 --- /dev/null +++ b/프로젝트/EerieVillage/기획/narrative/02_보스_네이밍.md @@ -0,0 +1,119 @@ +--- +type: 보스_네이밍 +scope: narrative +author: narrative-designer +date: 2026-04-22 +version: v0.1 (Phase 3-B 골격) +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: Phase 3-B +data_source: 01_세계관_SOT.md (v0.1) + 05_스테이지_구조_초안.md (v0.1) 계승 +status: 네이밍·외형 모티프 확정 — 보스 패턴·페이즈 설계는 Phase 3-B level-designer 이관 +--- + +# 02. 보스 네이밍 + +> **본 문서는 스테이지 3종 기준 보스 네이밍·배경 스토리·외형 모티프를 확정한다.** 05_스테이지_구조_초안의 3단 구성(도입·전개·보스 방)을 계승하며, 각 스테이지 테마와 보스를 짝지어 설계한다. 보스 전투 패턴·페이즈 상세는 Phase 3-B level-designer 이관. + +--- + +## 1. 재미 연결 원칙 + +각 보스의 네이밍·외형·배경 스토리는 다음 두 가지 재미를 동시에 강화한다: + +- **재미 축 2 (액션 플랫포머의 손맛)**: 외형 모티프는 공격 패턴의 "읽기 단서"를 제공해야 한다. 보스의 생김새를 보면 어떻게 싸울지 유추 가능해야 함. +- **재미 축 3 (설화 호기심·보조)**: 조선 설화 원전에 기반하여 "이 귀신이 왜 여기 있는가"의 배경이 납득 가능해야 한다. 처치 후 "그렇구나" 카타르시스 제공. + +--- + +## 2. 스테이지 보스 3종 + +### 2-1. 스테이지 1 보스 — 달걀귀신 "알머리 영감" + +**네이밍 근거**: "달걀귀신"은 조선 민속에서 얼굴이 없는 귀신(目·鼻·口가 없는 매끄러운 얼굴)의 이름. "알머리 영감"은 원전의 공포를 캐주얼 로그라이크 톤에 맞게 해학적으로 재해석한 명칭. + +**배경 스토리 (2~3줄)** +고을에서 가장 오래된 주막을 지키던 노인이 죽고 난 뒤 귀신이 되었다. 얼굴이 없어서 자신이 귀신인지도 모르고 지금도 주막 뒤편을 어슬렁거린다. "내 얼굴이 어디 갔나" 하며 플레이어에게 달려드는데, 막상 닿으면 간지럼만 태운다고 마을 어른들은 수군댄다. + +**외형 모티프 (스프라이트 발주 기준)** +- 키가 큰 노인 체형, 한복(두루마기), 갓 착용 +- 얼굴 부위는 완전 매끄러운 달걀 표면 — 눈·코·입 없음 +- 이동: 느리게 휘청거리며 걷는 애니메이션 +- 공격: 팔을 크게 휘두르는 단순 근접. 패턴 가독성 최우선. +- 색조: 흰색·회색 중심, 은은한 야광 효과 + +**스테이지 테마**: 마을 인근 폐주막 일대. 입문 스테이지 → 낮은 위협감으로 규칙 학습 유도. + +--- + +### 2-2. 스테이지 2 보스 — 두억시니 "솟대 장군" + +**네이밍 근거**: "두억시니"는 조선 민속의 거대하고 힘센 귀신. 원전에서 마을 경계에서 출몰한다는 설화와 솟대(마을 수호 기둥)를 결합. "솟대 장군"은 마을을 지키러 왔다가 원한에 취해 이제는 마을을 위협하는 아이러니를 담은 이름. + +**배경 스토리 (2~3줄)** +오래전 고을 어귀에 세워진 솟대에 깃들어 마을을 지키던 신령이었다. 이승과 저승의 균열 이후 경계 에너지에 감염되어 점점 거대해지고 포악해졌다. 이제는 마을을 지키는 것인지 공격하는 것인지 스스로도 구별 못하는 상태. + +**외형 모티프 (스프라이트 발주 기준)** +- 약 2~3층 높이의 거대 인형 체형 (보스라는 존재감 명확히) +- 상반신은 솟대 꼭대기의 새 형상(오리·기러기)에서 유래한 깃털 장식 +- 하반신은 두꺼운 통나무 다리 — 지면 진동 공격 동작 연계 +- 눈은 빨갛게 빛나는 두 점 +- 색조: 나무색(갈색·황갈색) + 오염된 검정 그라데이션 + +**스테이지 테마**: 고을 경계 솟대 숲. 중반 스테이지 → 빌드 완성도 검증. + +--- + +### 2-3. 스테이지 3 보스 — 이무기 "흑룡 미완성" + +**네이밍 근거**: "이무기"는 조선 설화에서 용이 되지 못한 거대 뱀으로, 원한과 집착이 강한 존재. "흑룡 미완성"은 이무기 자신이 용이 될 뻔했으나 실패한 순간을 내러티브로 환기하는 명칭 — 재미 유발 원리로 "불완전한 강자"의 위협감 + 연민 동시 제공. + +**배경 스토리 (2~3줄)** +강 깊은 곳에서 수백 년 동안 여의주를 기다리던 이무기가 이승·저승 경계 균열의 에너지를 여의주로 착각하고 삼켜버렸다. 용이 되기는커녕 몸이 더 뒤틀려 제어 불가 상태가 되었다. 막아야 하는 줄은 알면서 멈출 수 없는 상태가 이 이무기의 비극. + +**외형 모티프 (스프라이트 발주 기준)** +- 긴 뱀 형태 (상반신·하반신 구별 없음), 횡스크롤 보스 방에서 S자로 움직임 +- 일부 구간에서 용의 발톱·비늘이 돋아나려다 멈춘 미완성 형태 +- 입에서 오염된 검은 연기(여의주 에너지 오염) 방사 +- 색조: 짙은 남색·흑색 + 용 되려다 실패한 금빛 파편 + +**스테이지 테마**: 고을 뒤 강변·늪지. 최종 스테이지 → 빌드 완성 검증 + 서사 클라이맥스. + +--- + +## 3. 보스 3종 요약표 + +| 순서 | 이름 | 원전 | 스테이지 테마 | 재미 역할 | +|------|------|------|-------------|---------| +| 1 | 달걀귀신 "알머리 영감" | 달걀귀신 설화 | 폐주막 | 입문·해학. 패턴 학습 유도 | +| 2 | 두억시니 "솟대 장군" | 두억시니 + 솟대 | 경계 솟대 숲 | 위협감 상승. 빌드 검증 | +| 3 | 이무기 "흑룡 미완성" | 이무기 설화 | 강변·늪지 | 서사 클라이맥스. 연민+긴장 | + +--- + +## 4. 기각안 + +### 기각안 1 — 삼두구미(三頭九尾)를 최종 보스로 (기각) +삼두구미(머리 셋·꼬리 아홉인 구미호 극단 진화형)를 스테이지 3 보스로 사용하는 방향. **기각 사유**: 삼두구미는 일본 요괴 체계와 혼선 가능성이 있으며, 2D 횡스크롤 보스로 구현 시 머리 3개 동시 표현이 스프라이트 복잡도를 불필요하게 높임. 이무기는 조선 설화 원전이 명확하고 "뱀 형태 = 횡스크롤 이동 패턴"과 시각적으로 자연스럽게 결합. + +### 기각안 2 — 불가사리를 중간 보스로 (기각) +불가사리(쇠를 먹고 자라는 괴물)를 스테이지 2 보스로 사용하는 방향. **기각 사유**: 불가사리의 "쇠를 먹는" 속성은 2D 플랫포머 전투 시각화가 어렵고, 재미 축 2(공격 패턴 가독성)에서 유저에게 패턴 직관을 주기 힘든 설정. 두억시니 + 솟대 결합이 "마을 수호 → 오염"이라는 서사 아이러니를 더 잘 담음. + +### 기각안 3 — 어둑시니를 첫 보스로 (기각) +어둑시니(어두운 곳에서 따라오는 귀신)를 스테이지 1 보스로 사용하는 방향. **기각 사유**: 어둑시니의 "어둠·추적" 속성은 시각 표현이 배경과 동화되어 캐주얼 로그라이크에서 가독성을 해침. 입문 보스는 유저가 쉽게 인식·회피 예측할 수 있는 명확한 실루엣이 필요. 달걀귀신의 "얼굴 없는 노인" 실루엣이 단순·명확하여 첫 보스로 적합. 어둑시니는 후반 일반 적 또는 이벤트 연출에 활용 여지 보관. + +--- + +## 5. Phase 3-C 이관 항목 + +- 각 보스 전투 페이즈 구성·공격 패턴 상세 (level-designer) +- 보스 처치 후 대사·연출 스크립트 (narrative-designer) +- 보스 처치 시 드랍 보상 구성 (balance-designer) +- 스테이지 4 이상 추가 보스 후보 (구미호·저승사자·산신령 변질형 등) — Phase 3-C에서 재검토 + +--- + +## 6. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 골격 작성 | PD 지시 BT6-Plan Phase 3-B | narrative-designer | diff --git a/프로젝트/EerieVillage/기획/narrative/03_마을_컨셉.md b/프로젝트/EerieVillage/기획/narrative/03_마을_컨셉.md new file mode 100644 index 0000000..f69b39c --- /dev/null +++ b/프로젝트/EerieVillage/기획/narrative/03_마을_컨셉.md @@ -0,0 +1,179 @@ +--- +type: 마을_컨셉 +scope: narrative +author: narrative-designer +date: 2026-04-22 +version: v0.1 (Phase 3-B 골격) +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: Phase 3-B +data_source: 01_세계관_SOT.md (v0.1) + 02_코어_루프.md (v0.1) + 05_스테이지_구조_초안.md (v0.1) 계승 +status: 골격·명칭·공간 구조 확정 — NPC 상세 대사·이벤트·상점 UI는 Phase 3-C 이관 +--- + +# 03. 마을 컨셉 + +> **본 문서는 코어 루프의 "마을 허브" 공간을 서사·감정적으로 설계한다.** 단순한 UI 허브가 아니라 퇴마사가 죽고 돌아오는 "감정 회복 공간"으로서의 정체성을 확립한다. 2D 횡스크롤 플랫포머 시야 기준 씬 구성 가이드를 포함한다. + +--- + +## 1. 재미 연결 원칙 + +마을은 두 가지 재미를 동시에 담당한다: + +- **재미 축 3 (영속 성장의 위안 — 보조)**: 죽고 돌아왔을 때 "그래도 여기는 안전하다"는 안도감. 퇴마사가 완전 무로 돌아가지 않는다는 감각을 공간이 전달. +- **재미 축 3 (설화 호기심 — 보조)**: 마을 NPC와의 짧은 대화·공간 탐색으로 "다음에는 어디까지 가나" 복귀 동기 강화. 죽음이 절망이 아닌 "다시 시도"로 읽히는 서사 환경 제공. + +--- + +## 2. 마을 명칭 후보 및 확정 + +| 후보 | 의미 | 톤 | +|------|------|-----| +| **안개골** (확정) | 사방이 안개로 막힌 고을. 이승·저승 경계 공간의 성질 직관적 전달 | 신비·캐주얼 균형 | +| 망각리(忘却里) | 죽고 돌아올 때 기억 일부가 사라지는 설정 연계 | 진지한 편 — 캐주얼 비중 축소 위험으로 기각 | +| 경계촌(境界村) | 이승·저승 경계라는 설정 직접 표기 | 설명적 — 게임 내 톤과 어울리지 않음으로 기각 | + +**확정: "안개골"** +- **근거**: 짧고 발음하기 쉬움. "안개" 시각 키워드가 UI·배경 아트에 일관되게 활용 가능. 공포감보다 신비감에 치우쳐 캐주얼 톤 유지에 유리. + +--- + +## 3. 마을 공간 구조 (2D 횡스크롤 씬 기준) + +### 3-1. 설계 원칙 + +- **단층 횡스크롤 씬**: 마을은 탐험보다 빠른 기능 접근이 우선. 스크롤 1회로 전체 공간 파악 가능한 **좌우 선형 배치**. +- **건물 내부 진입 없음 (파일럿 스코프)**: NPC와 인터랙션은 외부에서 말풍선·팝업 UI로 처리. 건물 내부 탐험은 Phase 3-C. +- **시각 계층**: 전경(캐릭터 이동 레이어) / 중경(건물·오브젝트) / 원경(산·하늘·안개) 3층. + +### 3-2. 공간 배치 (좌 → 우 순서) + +``` +[좌 끝: 마을 입구] + 솟대 2기 (마을 경계 표식) + 안개 파티클 + │ + ├─ [주막 "돌아온 이 쉬어가는 곳"] + │ 역할: 특성 확인·관리 UI 진입점 + 정보꾼 NPC 위치 + │ 시각: 허름하지만 불빛이 새어나오는 따뜻한 느낌 + │ + ├─ [무당집 "신당"] + │ 역할: 스킬 카드 관련 특수 서비스 (상세 Phase 3-B system-designer) + │ + 스승 NPC 위치 (서사 허브) + │ 시각: 오색 천·방울·장식 가득. 마을에서 가장 화려한 건물 + │ + ├─ [사당 "고을 수호신 신위"] + │ 역할: 세계관 로어 텍스트 열람 (귀신 도감·설화 기록) + │ → 설화 호기심 재미 축 3 구현 공간 + │ 시각: 작고 단정한 기와 사당. 문 앞에 촛불 + │ + ├─ [대장간 "쇠꾼 영감네"] + │ 역할: 아이템 강화·교체 서비스 (상세 Phase 3-B balance-designer) + │ 시각: 불빛·연기 이펙트. 망치 소리 사운드 큐 + │ + └─ [스테이지 입구 "경계 문"] + 역할: 스테이지 선택 UI 진입점 + 시각: 낡은 성문 형태. 문 너머로 짙은 안개. 가장 오른쪽 배치로 + "이 문을 나가면 위험"의 경계 감각 전달 +``` + +--- + +## 4. 마을 NPC 3종 + +### 4-1. 주모 "복선댁" (정보꾼·안도 NPC) + +**역할**: 마을에서 가장 오래 살아온 인물. 퇴마사가 죽고 돌아올 때마다 맞이해주는 존재. 특성 확인 UI와 연계. + +**재미 근거**: "돌아왔구나" 한 마디로 "사망이 실패가 아니라 귀환"이라는 감정을 심어줌. 재미 축 3(위안)의 서사 앵커. + +**대사 톤 + 샘플** +> 과장스럽고 넉살 좋은 아줌마 어투. 무섭지 않음. 죽음을 "돌아왔다"로 당연하게 받아들임. + +샘플 대사 (분위기 참고용 — 확정 대사는 Phase 3-C): +- "아이고, 또 왔네. 밥 먹었어? 국 뜨거울 때 먹고 다시 나가." +- "오늘은 어디까지 갔다 왔어? 솟대 장군이 아직도 거기 있더냐?" + +--- + +### 4-2. 스승 혼령 "선사(先師)" (서사·카드 NPC) + +**역할**: 이미 이 싸움에서 목숨을 잃은 퇴마사의 스승. 무당집에서 희미하게 나타남. 스킬 카드 시스템 튜토리얼과 연계. + +**재미 근거**: 퇴마사가 왜 혼자인지, 왜 싸우는지를 조각조각 알려주는 서사 허브. 매 귀환마다 한 문장씩 새 정보를 줘 "다음엔 뭐라고 하나" 방문 유도 → 복귀 동기 강화. + +**대사 톤 + 샘플** +> 차분하고 조금 무심한 어투. 전직 엄한 스승이었으나 죽고 나서 조금 허탈해진 뉘앙스. + +샘플 대사 (분위기 참고용 — 확정 대사는 Phase 3-C): +- "또 왔구나. 이번엔 어느 술식을 써봤느냐." +- "두억시니가 솟대 장군이 된 것은 내가 지키지 못해서다. 그다음은 네가 막아라." + +--- + +### 4-3. 상인 "약재 행상 이 서방" (아이템·대장간 NPC) + +**역할**: 어디서 왔는지 모르는 행상. 대장간 옆에 자리를 펴고 있음. 아이템 거래·강화 서비스 연계. + +**재미 근거**: 마을 외의 세계 정보 단편을 흘려주는 존재. "바깥이 있긴 한가"의 의문을 자극하여 세계관 호기심 제공. 아이템 교환이라는 기능을 서사 공간에 자연스럽게 녹임. + +**대사 톤 + 샘플** +> 능글맞고 말이 많은 장사꾼 어투. 진지한 정보 중에 엉뚱한 이야기를 섞음. + +샘플 대사 (분위기 참고용 — 확정 대사는 Phase 3-C): +- "어서 오시오. 오늘 좋은 거 들어왔소. 이무기 비늘 하나에 산신령 턱뼈 하나면 안 바꿀 물건이 없지." +- "솔직히 말하면 나도 어떻게 이 안개 고을에 들어왔는지 모르오. 나가는 법은 더 모르고." + +--- + +## 5. EerieVillage 마을 정체성 + +**"안개골은 단순한 UI 허브가 아니다."** + +1. **감정 회복 공간**: 죽음 직후 돌아왔을 때 "따뜻한 불빛·NPC의 환영 대사"로 낙차 후 위안을 즉시 제공. 재미 축 3의 핵심 경험. +2. **정보 축적 공간**: 귀환할 때마다 NPC 대사가 조금씩 바뀌고 사당 로어가 열림 → "다음 귀환에도 들러야 할 이유" 생성. +3. **선택 압박 완충 공간**: 스테이지 선택이라는 긴장 의사결정 직전에 위치. 고요한 마을 BGM과 시각이 "지금은 쉬어도 된다"는 신호를 줌. +4. **세계관 창구**: 적 귀신들의 정체·배경·설화를 사당에서 열람 가능. 전투 밖에서도 세계를 이해하는 경로 제공. + +--- + +## 6. 2D 횡스크롤 씬 구성 가이드 + +| 항목 | 기준 | +|------|------| +| **씬 폭** | 횡 스크롤 1~1.5화면 분량 권장 (파일럿). 탐험 보다 빠른 이동 우선 | +| **카메라 고정 여부** | 마을 씬은 전체 스크롤 허용. 스테이지 보스 방만 고정 카메라 | +| **인터랙션 범위** | NPC 접근 시 말풍선 또는 버튼 팝업. 전투 씬 조작과 동일 버튼 사용 권장 (학습 부담 최소화) | +| **진입·퇴장 연출** | 사망 복귀: 어두운 페이드 인 → 주모 대사. 스테이지 진입: 경계 문 통과 페이드 아웃 | +| **조명·파티클** | 마을 = 따뜻한 촛불 계열. 스테이지 = 차갑고 어두운 계열. 감정 대비 명확 | + +--- + +## 7. 기각안 + +### 기각안 1 — 대규모 탐험형 마을 (기각) +건물 내부 진입·미니맵·2층 구조 등 탐험 요소가 있는 마을 설계. **기각 사유**: 파일럿 스코프 초과. 마을 탐험 자체가 별도의 게임 루프가 되어 핵심 재미 축 1·2(전투·빌드)에서 주의를 분산시킬 위험. 선형 단층 마을로 "기능 접근 속도" 최적화. 탐험 요소는 Phase 3-C에서 재검토. + +### 기각안 2 — "마을 NPC 없음" 최소화 허브 (기각) +NPC 없이 UI 메뉴만 있는 최소 허브 방향. **기각 사유**: 사망 복귀 시 감정 회복 기능이 없어지고, 재미 축 3(위안·호기심) 전달 불가. Hades의 "귀환 시 Cerberus 쓰다듬기" 처럼 작은 서사 접점이 재도전 의지에 큰 영향을 미침. NPC 최소 3종은 재미 설계상 필수. + +### 기각안 3 — 마을 명칭 "경계촌" (기각) +경계촌(境界村)이라는 한자어 명칭. **기각 사유**: 설명적이고 딱딱함. 캐주얼 로그라이크 톤에서 유저가 직관적으로 인식하기 어려운 한자어는 텍스트 친화도를 낮춤. "안개골"이 순우리말로 발음·기억이 쉽고 시각 키워드(안개)와 바로 연결됨. + +--- + +## 8. Phase 3-C 이관 항목 + +- NPC 확정 대사 전문·분기 스크립트 +- 귀환 횟수별 NPC 대사 변화 로직 (system-designer 연계) +- 사당 로어 텍스트 전문 (귀신 도감 항목) +- 마을 내부 건물 탐험 확장 설계 +- 마을 BGM 방향성 (사운드 디자이너 이관) +- 세부 파티클·조명 연출 가이드 (UX·아트 이관) + +--- + +## 9. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 골격 작성 | PD 지시 BT6-Plan Phase 3-B | narrative-designer | diff --git a/프로젝트/EerieVillage/기획/system/01_카드_시스템.md b/프로젝트/EerieVillage/기획/system/01_카드_시스템.md new file mode 100644 index 0000000..d6d641c --- /dev/null +++ b/프로젝트/EerieVillage/기획/system/01_카드_시스템.md @@ -0,0 +1,170 @@ +--- +type: 시스템_설계 +scope: 카드_시스템 +author: system-designer +date: 2026-04-22 +version: v0.1 +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md §3 / PD 코어 룰 6·7 +status: 핵심 메카닉 골격 확정 — 효과 리스트·수치는 content-designer·balance-designer 이관 +--- + +# 01. 카드 시스템 + +## 1. 목적 + +**이 시스템이 풀고자 하는 플레이어 문제** +"레벨업마다 무언가 의미 있는 선택을 했다는 느낌, 그리고 내 빌드가 점점 나만의 것이 되는 느낌"을 제공한다. +PD 코어 룰 6(레벨업 시 3장 중 1장 선택·조합 육성)은 이 경험의 구조적 기반이다. 카드 시스템은 그 구조를 완결한다. + +**제공하는 경험** +- 픽 순간마다 "이게 맞는 선택인가?" 의 짧은 긴장 +- 카드가 쌓일수록 내 빌드가 강해지는 성장 곡선의 체감 +- 동일 덱으로도 달라지는 시너지 조합에서 오는 재발견 재미 + +--- + +## 2. 코어 루프 + +``` +레벨업 트리거 + ↓ +카드 풀에서 3장 무작위 드로우 (추첨 전 중복 제거) + ↓ +픽 UI 표시 — 플레이어가 1장 선택 (강제) + ↓ +선택 카드 → 빌드 슬롯에 장착 / 동일 카드 재픽 시 → 업그레이드 처리 + ↓ +런 종료(보스 클리어 or 사망) → 카드 전손 · 빌드 초기화 +``` + +"선택 건너뛰기" 옵션은 기본 제공하지 않는다. 3장 모두 나쁜 상황을 **빌드 위기**로 설계하며, 그 자체가 긴장 요소다. + +--- + +## 3. 규칙 + +### 규칙 1. 카드 풀 3티어 구조 + +| 티어 | 명칭 | 해제 조건 | 특징 | +|------|------|----------|------| +| T1 | 기본 | 런 시작 시 항상 활성 | 단순 효과, 개수 多 | +| T2 | 숙련 | 누적 레벨 N 이상 도달 시 드로우 풀 합류 | 중복·시너지 조건 포함 효과 | +| T3 | 각성 | 런 내 지정 조건 충족 시 한정 등장 | 빌드 방향 전환급 효과, 개수 少 | + +- N 수치는 balance-designer 영역. 구조상 T3는 "후반부에만 보인다"는 경험 설계. +- T3는 항상 3장 중 1장 이하로 등장한다. T3가 2장 이상 동시 출현 시 1장으로 대체한다. + +### 규칙 2. 픽 알고리즘 — 가중 무작위 + +1) 현재 런의 레벨(진행도)에 따라 T1/T2/T3 비율 가중을 결정한다. +2) 가중 비율 안에서 **현재 빌드의 주력 태그 2개**에 해당하는 카드에 추가 가중치를 부여한다. +3) 이미 빌드에 편입된 카드는 재픽 후보에서 제외하되, **업그레이드 가능 카드(동일 카드 2회 픽 조건)**는 재등장 허용한다. +4) 3장은 서로 다른 티어 조합이 되도록 필터를 우선 적용하되, 같은 티어만 남을 경우 필터를 해제한다. + +가중치 수치와 태그 연동 강도는 balance-designer 영역. + +### 규칙 3. 태그 기반 시너지 체계 + +카드 하나는 반드시 **1~2개의 태그**를 가진다. + +**태그 축 2종**: + +1) **속성 태그** (예: 불·물·목·금·토 — 조선 오행 기반, 실제 명칭은 content-designer 확정) +2) **유형 태그** (예: 근거리·원거리·결계·부적·주술) + +시너지 발동 조건: 동일 태그 카드 K장 이상 빌드에 편입 시 패시브 효과 추가 발동. +K 수치와 효과 내용은 balance-designer·content-designer 영역. + +태그 2축 설계로 "속성 빌드"와 "유형 빌드" 두 방향의 조합이 가능하며, 양 축을 동시에 쌓는 교차 빌드가 제3의 방향이 된다. + +### 규칙 4. 업그레이드 체계 — 동일 카드 스택형 + +- 같은 카드를 2회째 픽하면 즉시 **Lv.1 → Lv.2** 업그레이드. +- 최대 Lv.3까지 허용. Lv.3 이상에서 동일 카드 재픽 시 **재화 보상 or 랜덤 변형**으로 처리한다. + (재화 보상 vs 랜덤 변형 2가지 처리 방식의 선택은 balance-designer 판단 — 재화는 BM 연계, 변형은 빌드 복잡도 증가) +- 업그레이드는 카드 기본 효과의 **수치 상향 또는 추가 트리거** 중 하나. 두 효과 모두 부여하지 않는다. + +--- + +## 4. 상태와 전이 + +| 상태 | 설명 | 전이 조건 | +|------|------|----------| +| 대기 | 카드 풀에 있으나 미등장 | 레벨업 드로우 알고리즘이 선택 | +| 제시 | 픽 UI에 표시됨 | 플레이어 미선택 시 → 폐기; 선택 시 → 장착 | +| 장착 | 빌드 슬롯에 편입, 효과 발동 중 | 동일 카드 재픽 시 → 업그레이드; 런 종료 → 전손 | +| 업그레이드 | Lv.2 이상, 강화 효과 발동 | Lv.3에서 동일 카드 재픽 → 보상/변형 분기 | +| 전손 | 런 종료(사망 or 클리어) 시 소멸 | 다음 런 시작 → 빌드 초기화 | + +--- + +## 5. 인풋 / 아웃풋 + +**입력** +- 레벨업 이벤트 (경험치 시스템 or 스테이지 클리어 트리거) +- 플레이어 픽 입력 (터치·클릭) + +**시스템 반응** +- 드로우 알고리즘 즉시 실행 → 픽 UI 표시 (Additive Load 2씬 구조 전제 — 개발팀 03 결정 계승) +- 픽 결정 즉시 효과 발동 (애니메이션 피드백 포함, 상세는 ux-designer) +- 업그레이드 시 기존 카드 아이콘에 레벨 표기 갱신 + +**필요한 피드백 종류 (ux-designer 연계)** +- 3장 표시 시 각 카드의 태그·레벨·업그레이드 가능 여부를 즉시 파악 가능한 UI +- 현재 빌드 태그 분포 시각화 (시너지 진행도 표시) +- 업그레이드 완료 시 시각·음향 강조 + +--- + +## 6. 타 시스템 연동 + +| 연동 시스템 | 연동 방식 | +|------------|----------| +| **전투 시스템** (04_전투_기본_스펙) | 장착 카드 효과가 공격 판정·이동에 수식자로 적용 | +| **특성 시스템** (02_특성_시스템) | 특성 일부가 픽 알고리즘 가중치 수정 or T2/T3 해제 조건 완화 | +| **스테이지 구조** (05_스테이지_구조_초안) | 스테이지 클리어 or 적 처치 누적이 레벨업 트리거 역할 | +| **Additive Load 2씬** (개발팀 03) | 픽 UI는 별도 씬 Additive Load로 전투 씬 위에 오버레이 | + +--- + +## 7. 엣지 케이스 + +1) **카드 풀 소진**: T1·T2 전체가 빌드에 장착되어 드로우 후보 소진 시 → T1 업그레이드 가능 카드로 강제 채움. 풀 규모는 이 상황이 발생하지 않도록 content-designer가 설계해야 한다. +2) **T3 조건 충족 카드가 없을 때**: T3 슬롯은 T2 카드로 대체. T3 강제 등장 없음. +3) **픽 UI 중 사망 (데미지 입력)**: 픽 UI 표시 중에는 게임 일시정지 처리. 픽 완료 후 전투 재개. (개발팀과 정합 필요 — 이슈 발견 시 C3 보고) +4) **동일 런 내 동일 카드 4회 이상 등장**: Lv.3 이후 재픽은 항상 보상/변형 분기로 흡수되므로 무한 업그레이드 루프 없음. + +--- + +## 8. 기각안 + +1) **레어리티 3티어(공통·레어·전설) 명칭 체계 — 기각.** 기존 카드게임 언어와 충돌. 조선 퇴마 세계관에 맞는 T1(기본)·T2(숙련)·T3(각성) 명칭으로 대체. 내용상 동형이나 IP 정체성 강화 효과. + +2) **카드 합성 시스템(2장 합쳐 상위 카드) — 기각.** 합성은 별도 합성 UI·재고 관리·합성 레시피 설계를 요구하여 시스템 복잡도 폭증. 동일 카드 스택 업그레이드가 "합성"의 재미를 단순 구조로 대체한다. + +3) **빌드 슬롯 상한 고정(최대 N장까지만 장착) — 기각.** 슬롯 상한은 "어떤 카드를 버릴까"라는 별도 결정 레이어를 요구. 파일럿 스코프에서는 슬롯 무제한 + 카드 효과 간 상호작용 복잡도로 빌드 깊이를 형성하는 방향이 구현 부담 대비 재미 우위. + +4) **카드 판매·분해 메카닉(런 중 카드 처분으로 재화 획득) — 기각.** BM 미확정 상태에서 런 내 재화 루프 설계는 범위 초과. Phase 3-C BM 설계 이후 재검토 안건으로 보관. + +5) **현재 빌드 태그 연동 가중 OFF(완전 무작위 픽) — 기각.** 완전 무작위는 "빌드 방향이 매 픽마다 흔들리는" 경험을 유발, 조합 육성 재미 약화. 태그 연동 가중은 "시너지를 향해 나아가는" 느낌의 구조적 기반이다. 가중 강도만 balance-designer가 조정. + +--- + +## 9. 열린 이슈 (balance·content·ux 이관) + +1) **[balance]** T1/T2/T3 레벨 구간별 비율 수치 — 픽이 너무 쉽거나 너무 어렵지 않은 곡선 설계 필요. +2) **[balance]** 태그 시너지 발동 K장 임계값 및 효과 강도. +3) **[content]** 카드 명칭·효과 텍스트·태그 세트 전체 리스트 — 조선 오행·퇴마 세계관 반영. +4) **[content]** T3 해제 조건 텍스트 (런 내 어떤 달성이 T3를 여는가). +5) **[ux]** 픽 UI 레이아웃·애니메이션·시너지 진행도 시각화 방식. +6) **[balance·content]** Lv.3 이후 재픽 시 재화 보상 vs 랜덤 변형 선택 — BM 방향과 연계하여 결정. + +--- + +## 10. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 시스템 설계 초안 | BT6-Plan Phase 3-B PD 지시 | system-designer | diff --git a/프로젝트/EerieVillage/기획/system/02_특성_시스템.md b/프로젝트/EerieVillage/기획/system/02_특성_시스템.md new file mode 100644 index 0000000..b488478 --- /dev/null +++ b/프로젝트/EerieVillage/기획/system/02_특성_시스템.md @@ -0,0 +1,186 @@ +--- +type: 시스템_설계 +scope: 특성_시스템 +author: system-designer +date: 2026-04-22 +version: v0.1 +project: EerieVillage (기묘한 고을 : 조선퇴마뎐 / EerieVillage: Joseon Exorcist) +phase: Phase 3-B +data_source: 03_진행_시스템_초안.md §5 / PD 코어 룰 9 +status: 핵심 메카닉 골격 확정 — 특성 종류·효과·획득 조건 텍스트는 content-designer 이관 +--- + +# 02. 특성 시스템 + +## 1. 목적 + +**이 시스템이 풀고자 하는 플레이어 문제** +"죽어도 완전히 제로로 돌아가지 않는다는 안도감, 그리고 많이 플레이할수록 내 캐릭터가 근본적으로 달라진다는 성장 체감"을 제공한다. +PD 코어 룰 9(특성 사망·레벨 초기화 유지)는 런 간 영속 성장의 구조적 근거다. + +**제공하는 경험** +- 카드 전손(축 A)의 낙차를 "이번 런도 쌓였다"는 누적 감각으로 완충 +- 런을 반복할수록 퇴마사가 점진적으로 변화하는 정체성 강화 +- 특성 조합에 따라 다음 런의 빌드 방향이 달라지는 장기적 선택 재미 + +--- + +## 2. 코어 루프 + +``` +조건 충족 이벤트 발생 (보스 처치 / 누적 도전 / 런 중 이벤트) + ↓ +특성 후보 UI 표시 — 플레이어가 선택 or 자동 획득 + ↓ +특성 저장소(persistentDataPath JSON)에 즉시 기록 + ↓ +다음 런 시작 시 자동 적용 + ↓ +특성 효과가 카드·아이템·전투 수식자로 작동 +``` + +--- + +## 3. 규칙 + +### 규칙 1. 특성 3축 구조 + +| 축 | 명칭 | 효과 방향 | 특징 | +|----|------|----------|------| +| A축 | **능력치 특성** | 기본 수치 상향 (공격력·이동 속도·i-frame 등) | 항상 가시적 효과, 단순 | +| B축 | **해금 특성** | 새 메카닉·카드 티어·조건 해제 | 플레이 폭 확장, 강한 체감 | +| C축 | **선택지 특성** | 픽 알고리즘 변형 or 빌드 방향 편향 | 전략 방향 결정, 조합 시 시너지 | + +각 획득 조건에서 세 축 중 하나의 특성이 제공된다. 한 번의 조건 충족에서 복수 축이 동시 제공되지 않는다. + +### 규칙 2. 획득 조건 3종 + +1) **보스 처치 보상** — 보스 클리어 직후 특성 후보 K장 중 1장 선택. K 수치는 balance-designer. +2) **누적 도전 과제** — 런 수·처치 수·사망 횟수 등 메타 누적값이 임계치 도달 시 자동 획득 (선택 없음). +3) **런 중 이벤트** — 스테이지 내 특수 조건(미탐색 구역 달성 등) 충족 시 즉시 획득. 선택형 or 자동형은 content-designer·balance-designer 결정. + +### 규칙 3. 상호 배타(Exclusive) 쌍 체계 + +특성 중 일부는 **배타 쌍**으로 설계된다. 배타 쌍의 특성 A를 보유 중이면 특성 B가 획득 후보에서 제거된다. + +- 배타 쌍은 B축(해금) 및 C축(선택지) 특성에 한정 적용한다. +- A축(능력치) 특성은 배타 없음 — 중복 획득 시 효과 누적. +- 배타 쌍 목록은 content-designer가 정의. 시스템은 보유 목록과 배타 맵을 조회해 후보 필터링만 수행. + +### 규칙 4. 특성 슬롯 — 무제한 + +특성 보유 상한을 두지 않는다. 런을 반복할수록 특성이 누적되어 캐릭터가 변화하는 것이 본 시스템의 핵심 경험이다. + +- **수치 특성 상한**: A축 특성이 동일 수치 항목에 누적되는 경우, 합산 상한 캡(cap)을 적용한다. 수치는 balance-designer 영역. +- 무제한 획득이 밸런스를 붕괴시키지 않도록 각 특성의 효과 강도를 balance-designer가 캡 기반으로 설계해야 한다. + +### 규칙 5. 데이터 모델 (persistentDataPath JSON 초안) + +개발팀 03에서 확정한 persistentDataPath 저장 방식을 따른다. 구조 초안: + +```json +{ + "traits": [ + { + "id": "trait_001", + "axis": "B", + "acquired_at": "2026-01-01T00:00:00", + "exclusive_group": "exg_001" + } + ], + "trait_version": 1 +} +``` + +- `id`: 특성 고유 식별자 (content-designer 명명) +- `axis`: A/B/C 축 분류 +- `acquired_at`: 획득 시각 (디버그·통계용) +- `exclusive_group`: 배타 쌍 그룹 ID. null이면 배타 없음 +- `trait_version`: 데이터 스키마 버전 (향후 특성 추가·삭제 대응용 마이그레이션 플래그) + +### 규칙 6. 리셋 조건 — 절대 리셋 없음 (기본) + +특성은 **어떤 이유로도 초기화되지 않는다** (PD 코어 룰 9). 이것이 축 C(영속 성장)의 본질이다. + +- **예외 조건**: PD님 명시 지시로 "초기화 옵션(재도전 콘텐츠용 리셋)"을 Phase 3-C BM 설계 시 재검토 가능. 현재 파일럿 스코프에서는 리셋 없음. + +--- + +## 4. 상태와 전이 + +| 상태 | 설명 | 전이 조건 | +|------|------|----------| +| 미획득 | 특성 풀에 존재하나 플레이어 미보유 | 획득 조건 충족 + 플레이어 선택 or 자동 획득 → 보유 | +| 보유 | persistentDataPath에 기록, 효과 발동 | 절대 전이 없음 (리셋 없음 원칙) | +| 잠금(Locked) | 배타 쌍에 의해 획득 불가 상태 | 배타 특성 보유 → 잠금. 해제 조건 없음 | + +--- + +## 5. 인풋 / 아웃풋 + +**입력** +- 보스 클리어 이벤트 (스테이지 시스템) +- 누적 도전 과제 임계치 도달 (메타 진행 데이터 감시) +- 런 중 이벤트 트리거 + +**시스템 반응** +- 특성 후보 UI 표시 (선택형) or 즉시 적용 알림 (자동형) +- JSON Write (persistentDataPath) +- 다음 런 시작 시 특성 효과 자동 로드 + +**필요한 피드백 종류 (ux-designer 연계)** +- 특성 획득 시 강조 연출 (영속 획득임을 체감하게) +- 현재 보유 특성 목록 UI (어떤 특성이 쌓였는지 확인 가능) +- 배타 특성 잠금 상태 시각화 + +--- + +## 6. 타 시스템 연동 + +| 연동 시스템 | 연동 방식 | +|------------|----------| +| **카드 시스템** (01_카드_시스템) | B축 특성이 픽 알고리즘 가중치 수정 or T2/T3 해제 조건 완화 | +| **전투 시스템** (04_전투_기본_스펙) | A축 특성이 공격·이동·i-frame 수치에 수식자 적용 | +| **스테이지 구조** (05_스테이지_구조_초안) | 보스 처치 이벤트 발화 → 특성 획득 트리거 | +| **개발팀 persistentDataPath** (개발팀 03) | JSON 저장·로드 구현 책임 (개발팀 영역) | + +--- + +## 7. 엣지 케이스 + +1) **배타 쌍 전부 잠김으로 후보 소진**: 후보 풀에서 배타 필터 적용 후 0장이 되는 경우 → 배타 없는 A축 특성으로 강제 대체. content-designer가 A축 여분을 충분히 설계해야 한다. +2) **동일 특성 중복 획득 시도**: 이미 보유한 특성 ID가 후보에 나타나지 않도록 보유 목록 필터를 항상 먼저 적용. +3) **trait_version 불일치 (마이그레이션)**: 게임 업데이트로 특성 ID 변경·삭제 시 version 필드로 감지 → 구버전 ID는 무효 처리(손실 없이) + 마이그레이션 로직은 개발팀 책임. +4) **첫 런 (특성 0개)**: 특성 없이도 게임이 정상 작동해야 한다. 모든 특성 효과는 "있을 경우 추가 적용"이며, 기본 게임플레이는 특성 독립적으로 설계한다. + +--- + +## 8. 기각안 + +1) **런 내 임시 특성(런 종료 시 소멸) — 기각.** 카드 시스템(축 A)과 역할 충돌. 03_진행_시스템_초안 §7 기각안 3번 계승. 런 내 임시 효과는 카드로 담당. + +2) **특성 슬롯 N개 상한 — 기각.** 슬롯 상한은 "어떤 특성을 버릴까"라는 별도 결정 레이어를 요구하고, 영속 성장 경험을 "희소성 관리"로 왜곡한다. 축 C의 본질(도전 지속성 제공)이 무력화된다. 수치 캡(규칙 4)으로 밸런스를 제어하는 방향이 구조 단순성·경험 우위. + +3) **특성 구매형(메타 재화 소모) — 기각.** BM 미확정 상태에서 런 간 재화 루프와 특성 획득을 결합하면 범위 초과. 획득 조건을 재화 종속으로 만들면 BM 방향에 따라 시스템 구조 전면 변경 필요. Phase 3-C BM 설계 이후 재검토 안건으로 보관. + +4) **특성 선택 없이 전량 자동 획득 — 기각.** 자동 획득은 선택의 즐거움을 제거한다. 보스 처치 후 K장 선택 구조(규칙 2-1번)는 "이 특성을 선택하는 것이 내 빌드 방향에 맞는가"라는 소규모 전략 결정 지점을 제공한다. 단, 도전 과제 기반 자동 획득(규칙 2-2번)은 리워드 성격이므로 예외 허용. + +--- + +## 9. 열린 이슈 (balance·content·ux·개발팀 이관) + +1) **[content]** 특성 종류·ID·효과 텍스트 전체 리스트 — 3축 분류 + 조선 퇴마 세계관 반영 명칭. +2) **[content]** 배타 쌍 맵 정의 — 어떤 특성들이 배타 관계인가. +3) **[balance]** A축 특성 수치 캡 설정 — 어느 수준에서 성장을 막을 것인가. +4) **[balance]** 보스 처치 후 특성 후보 K장 수치. +5) **[content]** 누적 도전 과제 항목 및 임계값 설계. +6) **[ux]** 특성 획득 연출·보유 목록 UI·배타 잠금 시각화. +7) **[개발팀]** persistentDataPath JSON 스키마 최종 확정 + 마이그레이션 로직 구현. + +--- + +## 10. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-22 | v0.1 시스템 설계 초안 | BT6-Plan Phase 3-B PD 지시 | system-designer | diff --git a/프로젝트/EerieVillage/기획/ux/01_모바일_터치_UX.md b/프로젝트/EerieVillage/기획/ux/01_모바일_터치_UX.md new file mode 100644 index 0000000..af45c50 --- /dev/null +++ b/프로젝트/EerieVillage/기획/ux/01_모바일_터치_UX.md @@ -0,0 +1,112 @@ +--- +type: 상세_기획 +scope: 모바일_터치_UX +author: ux-designer +date: 2026-04-23 +version: v0.1 (Phase 3-B) +project: EerieVillage +phase: Phase 3-B +data_source: BT5-Plan 04_전투_기본_스펙 v0.1 + BT5-Dev 03_게임_제작_준비 +status: 확정 골격 — 수치 실측은 balance-designer + 개발팀 협의 +--- + +# 01. 모바일 터치 UX + +## 1. 재미 축 연결 (P30) + +본 스킴이 강화하는 재미: **축 2 "액션 플랫포머 손맛"**. 가상 스틱·버튼의 즉각 반응(0.1초 이내)과 오입력 최소화 레이아웃이 이동·점프·공격의 체감 직결 요소다. + +## 2. 조작 스킴 확정 + +| 액션 | PC 입력 | 모바일 입력 | 비고 | +|------|---------|------------|------| +| **이동** | WASD/방향키 | 좌측 가상 스틱 | 엄지 자연 안착 영역 | +| **점프** | Space | 우측 점프 버튼 | 오른 엄지 도달 상단 | +| **공격** | 마우스 좌클릭 | 우측 공격 버튼 | 오른 엄지 도달 하단 | + +**결정 근거**: 04_전투_기본_스펙 §2 확정 스킴 계승. 단일 근거리 공격 1종으로 파일럿 시작 (공격 버튼 복수 기각안 계승). + +## 3. 버튼 레이아웃 (화면 분할) + +``` +┌──────────────────────────────┐ ← 화면 상단 (HUD 영역) +│ [HUD] │ +├──────────────────────────────┤ +│ │ +│ 플레이 영역 │ +│ │ +├────────────┬─────────────────┤ +│ [가상스틱] │ [점프] [공격] │ ← 입력 영역 +│ 왼손 엄지 │ 오른손 엄지 │ +└────────────┴─────────────────┘ + Safe Area (Home Indicator 회피) +``` + +- **가상 스틱 반지름**: 기본 60dp (BT 실측 전 후보값). 조이스틱 중심은 터치 다운 위치 추종 +- **점프 버튼**: 우측 상단. 오른 엄지 자연 신전 위치 +- **공격 버튼**: 우측 하단. 오른 엄지 굴곡 위치. 점프보다 크게 배치 (주요 인터랙션) +- **투명도**: 기본 70%, 입력 시 100% (비활성 구분 피드백) +- **Safe Area**: 노치(iOS) · 상태표시줄(Android) 상단 + Home Indicator/제스처바 하단 회피 의무 → SafeAreaBorder 컴포넌트 신규 구현 필요 (BT.Framework Tier 2 이관, §6 참조) + +## 4. 입력 시스템 설계 + +Unity **Input System 액션 맵** 기반: +- `Move` (Value, Vector2) — 가상 스틱 → PC 키보드 WASD 동시 지원 +- `Jump` (Button) — 점프 버튼 → Space +- `Attack` (Button) — 공격 버튼 → 마우스 좌클릭 + +**UITouchHandler** (BT.Framework Tier 2 신규 구현 예정): 가상 스틱 드래그 감도·데드존 처리 로직 캡슐화. 구현 전까지는 Unity OnScreenStick 임시 사용. + +**즉각 반응 의무**: Input 감지 후 0.1초 이내 캐릭터 반응. 지연 시 플레이어가 입력 불인식으로 오인 (C7 피드백 원칙). + +## 5. 피드백 설계 + +### 5-1. 피격 피드백 (3종 의무, 04_전투_기본_스펙 §6 계승) + +| 피드백 종류 | 내용 | 인지 목표 | +|-------------|------|----------| +| **시각** | 화면 테두리 붉은 섬광 + 캐릭터 깜박임(i-frame 표시) | 0.3초 이내 인지 | +| **청각** | 피격 SFX (사운드팀 명세) | 즉시 인지 | +| **진동 (모바일)** | 짧은 진동 1회 (~80ms) | 즉각 체감 | + +### 5-2. i-frame(무적 시간) 표시 + +- 피격 후 N ms 동안 캐릭터 스프라이트 **깜박임** (점멸 주기 80~120ms 후보) +- 깜박임 종료 = 무적 해제 → 플레이어 학습 가능한 시각 언어 +- N 수치 (400~800ms)는 balance-designer + 개발팀 실측 확정 + +### 5-3. 버튼 입력 피드백 + +- 버튼 눌림 시 시각적 눌림 애니메이션(스케일 축소 0.9x, 50ms) 의무 +- **성공 공격 적중** 시 짧은 진동 1회 (~40ms) — 손맛 강화 (재미 축 2) + +## 6. BT.Framework 재사용 매핑 + +| BT.Framework | 활용 용도 | 구현 시점 | +|---|---|---| +| **Log** | 입력 이벤트 디버그 로그 | Tier 1 P0 즉시 | +| **ValidationEx** | 버튼 null 체크·스틱 범위 검증 | Tier 1 P0 즉시 | +| **MathEx** | 스틱 감도·데드존 보정 연산 | Tier 1 P0 즉시 | +| **SafeAreaBorder** | Safe Area 패딩 자동 적용 | Tier 2 신규 구현 후 | +| **UITouchHandler** | 스틱 드래그·버튼 멀티터치 처리 | Tier 2 신규 구현 후 | +| **BackKeyDispatcher** | Android 뒤로가기 키 → 일시정지 메뉴 | Tier 2 신규 구현 후 | + +Tier 2 3종 미구현 상태 (BT5-Dev 3단계 실측 확인 — `Runtime/UI/Components/` 빈 디렉토리). 개발팀 이관 항목. + +## 7. 기각안 + +1. **"스와이프 회피 제스처" — 기각.** 캐주얼 포지션에서 스와이프는 이동 입력과 오입력 충돌 위험 과다. 라이프 1 전제에서 오입력 즉사는 재미 축 2 붕괴. 회피 메커니즘 도입은 PD 결정 대상 (04_전투_기본_스펙 §7 보류 계승). +2. **"고정 위치 가상 스틱" — 기각.** 터치 다운 위치 추종 방식이 다양한 그립 스타일 수용성 높음. 고정 위치는 손 크기·그립 편차로 오입력 증가. +3. **"버튼 비표시(보이지 않는 탭 영역)" — 기각.** 버튼 시각 피드백 부재는 입력 성공 여부 불확실성 유발. 플레이어가 입력이 먹혔는지 의심하게 만들어 C7 피드백 원칙 위반. + +## 8. 개발팀 이관 항목 + +- SafeAreaBorder · UITouchHandler · BackKeyDispatcher 컴포넌트 신규 구현 (BT.Framework Tier 2 승격 후 EerieVillage 편입) +- Input System 액션 맵 에셋 생성 + PC/모바일 바인딩 구성 +- 피격 진동 Unity Handheld.Vibrate() 또는 플랫폼별 Haptic 구현 + +## 9. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-23 | v0.1 Phase 3-B 초기 확정 | BT6-Plan PD 지시 | ux-designer | diff --git a/프로젝트/EerieVillage/기획/ux/02_HUD_설계.md b/프로젝트/EerieVillage/기획/ux/02_HUD_설계.md new file mode 100644 index 0000000..3ee0788 --- /dev/null +++ b/프로젝트/EerieVillage/기획/ux/02_HUD_설계.md @@ -0,0 +1,132 @@ +--- +type: 상세_기획 +scope: HUD_설계 +author: ux-designer +date: 2026-04-23 +version: v0.1 (Phase 3-B) +project: EerieVillage +phase: Phase 3-B +data_source: BT5-Plan 02_코어_루프 v0.1 + 04_전투_기본_스펙 v0.1 +status: 확정 골격 — 세부 레이아웃 수치는 개발팀 협의 +--- + +# 02. HUD 설계 + +## 1. 재미 축 연결 (P30) + +HUD 원칙: **정보 과다 = 정보 없음**. 라이프 1 시스템(즉사 전제)에서 HUD가 전달해야 할 것은 오직 "현재 상태"와 "다음 결정"이다. 한 화면에 한 가지 결정만 요구. + +## 2. 인게임 HUD 요소 + +### 2-1. 정보 우선순위 + +| 우선순위 | 요소 | 이유 | +|---|---|---| +| **1순위** | 라이프 표시 (생존 여부) | 라이프 1 즉사 → 즉시 인지 필수 | +| **2순위** | 레벨 + 경험치 게이지 | 레벨업 카드 픽 트리거 예고 | +| **3순위** | 카드 슬롯 (현재 보유 카드) | 빌드 확인용, 전투 흐름 방해 금지 | + +### 2-2. HUD 배치 (와이어프레임) + +``` +┌──────────────────────────────┐ +│ [Lv.3 ████████░░] [♥] │ ← 좌상단: 레벨·경험치 + 라이프 +│ [⚙] │ ← 우상단: 일시정지 +├──────────────────────────────┤ +│ │ +│ 플레이 영역 │ +│ │ +│ [카드1][카드2][카드3] │ ← 하단: 카드 슬롯 (반투명) +│ [입력 영역] │ +└──────────────────────────────┘ +``` + +- **라이프 표시**: 하트 아이콘 1개. 피격 시 깜박임·소멸 애니메이션 (1초 이내 인지) +- **레벨·경험치 게이지**: 텍스트 + 바. FormatEx로 "Lv.N" 포맷 렌더링 +- **카드 슬롯**: 보유 카드 아이콘 최대 N개 (N=balance-designer 결정). 소형·반투명으로 전투 방해 최소화 +- **일시정지 버튼**: 우상단 고정. Safe Area 내 배치 의무 + +### 2-3. 보스전 추가 HUD + +보스룸 진입 시 보스 HP 바 상단 출현: +- 보스 이름 + HP 바 (화면 상단 중앙) +- 보스 HP 0 도달 시 바 사라짐 + 처치 피드백 (성공 인지 1초 이내) + +## 3. 레벨업 카드 픽 UI (분기 포인트 1) + +**트리거**: 경험치 만렙 → `Time.timeScale = 0` 일시정지 → 카드 픽 화면 진입 + +``` +┌──────────────────────────────┐ +│ │ +│ 레벨 업! Lv.N → Lv.N+1 │ +│ │ +│ [카드 A] [카드 B] [카드 C] │ ← 3장 선택 +│ 설명 설명 설명 │ +│ │ +└──────────────────────────────┘ +``` + +- **Canvas**: CardPickCanvas.prefab (Additive), timeScale 0에서도 정상 동작 (Unscaled Time 사용) +- **결정 압박 없음**: 시간 제한 없이 선택 가능 (캐주얼 포지션) +- **선택 피드백**: 카드 선택 시 하이라이트 + 확인 버튼 노출 → 실수 방지 2단계 +- **선택 완료**: `Time.timeScale = 1` 복귀 + 카드 획득 시각 피드백 + +## 4. 마을 UI (허브 화면) + +진입점: 게임 시작 / 사망 복귀 / 보스 처치 후 귀환 + +| 화면 | 역할 | 최소 정보 | +|------|------|----------| +| **스테이지 선택** | 다음 도전 스테이지 결정 | 스테이지 번호·난이도 표시 | +| **특성 목록** | 현재 보유 특성 확인 | 유지 자산 확인 (사망 후 안도감) | +| **아이템 슬롯** | 장착 아이템 현황 | 파츠별 1개 제한 가시화 | +| **출발 버튼** | 스테이지 진입 | 단일 CTA (Call-To-Action) | + +- NPC 대화·상점은 Phase 3-C 이후 확장 (파일럿 제외) +- 화면 전환: 버튼 탭 → 씬 전환. 씬 전환 UX (페이드·연출)는 Phase 3-B 후속 과제 + +## 5. 사망·복귀 전환 UI + +**목표**: 사망 낙차 감정을 1~2초 이내로 처리하여 "다시 하고 싶다" 루프 유지 (02_코어_루프 §6 계승) + +1. **사망 연출**: 1~2초 (캐릭터 소멸 애니메이션) +2. **결과 표시**: "런 종료 / 레벨 N 도달 / 획득 경험 N" 1화면. 심플하게 +3. **마을 복귀**: 로딩 느낌 없이 Additive Load 씬 전환 (VillageScene 상시 유지 방식) +4. **유지 자산 확인**: 마을 복귀 직후 아이템·특성 유지 표시 → 낙차 후 안도 제공 + +**인지 목표**: 사망부터 다음 스테이지 선택까지 5초 이내 (페이싱 유지). + +## 6. BT.Framework 재사용 매핑 + +| BT.Framework | HUD 활용 용도 | 구현 시점 | +|---|---|---| +| **Log** | HUD 갱신 이벤트 디버그 | Tier 1 P0 즉시 | +| **FormatEx** | "Lv.N" · 경험치 수치 포맷 | Tier 1 P1 | +| **EnumEx** | 카드 슬롯 타입 enum 순회 | Tier 1 P2 | +| **SafeAreaBorder** | HUD 요소 Safe Area 자동 패딩 | Tier 2 신규 구현 후 | + +## 7. 접근성 기본 원칙 + +- **색맹 대응**: 라이프·보스 HP는 색상 외 형태(아이콘·바 형태)로 이중 표현 +- **텍스트 크기**: 최소 14sp (모바일 기준), 중요 수치는 18sp 이상 +- **버튼 터치 영역**: 최소 44×44dp (Apple HIG / Google Material 공통 기준) + +## 8. 기각안 + +1. **"미니맵 HUD 포함" — 기각.** 2D 횡스크롤 플랫포머에서 미니맵 정보 밀도가 손맛·집중을 저해. 스테이지 구조는 선형 진행 설계로 방향 혼란 없음. 추가 필요 시 Phase 3-C 재검토. +2. **"카드 슬롯 상시 크게 표시" — 기각.** 카드 슬롯은 빌드 확인 보조 정보. 전투 중 시선 분산 유발. 반투명 소형으로 유지하되 일시정지 시 풀 표시. +3. **"시간 제한 카드 픽" — 기각.** 캐주얼 포지션. 시간 제한은 긴장을 주지만 카드 텍스트 읽기 방해 → 빌드 이해도 하락 → 재미 축 1 "육성 카타르시스" 저해. + +## 9. 개발팀 이관 항목 + +- CardPickCanvas.prefab + Unscaled Time 애니메이션 구현 +- SafeAreaBorder 신규 구현 후 HUD Canvas에 적용 +- 사망 결과 화면 씬 플로우 (Additive Load VillageScene 유지) +- FormatEx "Lv.N" · 경험치 바 UI 컴포넌트 구현 + +## 10. 변경 이력 + +| 일시 | 변경 | 사유 | 기안 | +|------|------|------|------| +| 2026-04-23 | v0.1 Phase 3-B 초기 확정 | BT6-Plan PD 지시 | ux-designer |