Five things from the second playtest. A status line at the top of every screen: the game, the pack, your current title, and the version plus the commit it came from. `tools/stamp.js` writes the commit into src/build-info.js before serving and before building, so a distributed dist/theladder.html states exactly which commit produced it. An uncommitted working tree gets a `+` suffix — "4cab9fc+" is honest in a way a bare SHA would not be. The whole game is now playable on Enter. Every screen marks one control and the app focuses it after each render: the first *available* option while choosing, the next-turn button once the result is in, "keep going" on the retrospective. Tab and Shift+Tab reach the other options. Locked options needed no special handling — the browser's tab order already skips disabled controls, so they stay visible without being in the way. "What is notable? under What changed?" — two fixes. `notable` is the retrospective's own list of moments; a display rule can now say `inLedger: false` and it is left out, because "Notable — changed" tells nobody anything. Flags are the opposite and stay, but as sentences the pack supplies rather than as booleans: "The envelope is in your locker." instead of "the envelope: now true". Exported logs live in logs/, gitignored, and `npm run analyze` reads the newest one there when given no argument. A log records what a real person did turn by turn, including whatever they typed into the feedback box — committing one once would put it in the history for good. Version set to 0.3.0 on the reasoning that the engine was 0.1 and the interface 0.2; say if you want a different scheme and I will renumber. 119 tests. Reasoning in docs/DECISIONS.md §25-28. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
199 lines
7.5 KiB
Markdown
199 lines
7.5 KiB
Markdown
# The Ladder
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A turn-based career simulation game that runs entirely in the browser. You
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start at the bottom of an organisation and play turns — a day at a time —
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making choices that move your money, your skills and your standing with the
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people around you. There is no win state and no game over: a bad run means
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worse options, not an ending, and you can stop whenever you like and read the
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retrospective.
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The engine knows nothing about offices, mailrooms or bosses. A **setting is a
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content pack** — characters, events, choices, stat names and tuning, all data.
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`corporateladder` is the default pack; a Wild West or lemonade-stand pack would
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be new data and no new code.
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## Status
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Engine and the first content pack are built and tested. No UI yet — the game is
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currently playable only from a test harness.
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| Piece | State |
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| --- | --- |
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| Path-addressed state, conditions, effects | done |
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| Seeded RNG, save/resume | done |
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| Event selection, option gating | done |
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| Turn loop, per-turn upkeep | done |
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| Content validator + reachability tests | done |
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| Corporate Ladder pack — 31 events, two tiers | done |
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| Turn screen, retrospective, feedback widget | done |
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| Local-storage save, file export/import | done |
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| Single-file build | done |
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| Calendar, scheduled wages and rent | done |
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| Promotion from the mailroom to Dispatch | done |
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| Repetition analytics (`npm run analyze`) | done |
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| Version and build shown on screen | done |
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| Keyboard play (Enter / Tab) | done |
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| Played in a real browser | done — first playtest 2026-09-09 |
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The first playtest confirmed the interface, saves and the exported log all work
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in a real browser. Its findings — an unexplained daily drain, no sense of the
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week, and an economy nobody could get ahead in — are what the calendar and the
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retuned economy are for.
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Note that the development machine has no browser that can render a page, so the
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UI tests drive the real modules against a minimal fake DOM. That covers wiring,
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not layout: **styling and dark mode are only ever verified by a human opening
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it.**
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## Playing it
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```sh
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npm run serve # then open http://localhost:8080
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```
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The game plays from the keyboard: Enter takes the focused option, Enter again
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moves to the next day, and Tab / Shift+Tab pick a different option. The top of
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every screen names the game, the pack, your current title, and the version and
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commit you are running.
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A server is needed during development because browsers refuse ES module imports
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over `file://`. If port 8080 is taken, run `python3 -m http.server <port>`
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instead.
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To hand the game to someone else:
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```sh
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npm run build # writes dist/theladder.html
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```
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That is one self-contained file with the stylesheet and every module inlined.
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It plays by double-clicking it — no server, no network, nothing installed.
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```sh
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npm test # 119 tests: engine, content, UI wiring, and the build
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```
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To see what a playtest actually did — turns against distinct situations, how
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often each recurred, which locked gates players kept meeting, and anything they
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typed into the feedback box:
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```sh
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npm run analyze # the newest export in logs/
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npm run analyze -- <file> # a specific one
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```
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Drop exports into `logs/`. They are gitignored — a log is a record of what a
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real person did, including anything they typed into the feedback box.
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There are no runtime dependencies and no build step for development. Node is
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used only to run the tests, the single-file build, and the log analyser.
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## Layout
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```
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src/engine/ the game engine — imports nothing from content/, or from src/ui/
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paths.js dotted-path get/set over state
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conditions.js generic predicates: { path, op, value }, all/any/not
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effects.js generic mutations: add/set/push/remove, with clamping
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state.js pack -> schema and initial state
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select.js which event fires this turn, which options are available
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game.js the turn loop
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rng.js seeded, serializable RNG
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validate.js load-time content checking
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src/ui/ screens, formatting and the app controller
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app.js the only module that names a content pack
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screens/ the turn screen and the retrospective
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format.js state paths and conditions rendered as English
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src/io/ local-storage save, file export/import, the feedback log
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content/ content packs (settings)
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tools/build.js flattens everything into one self-contained HTML file
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test/ engine tests against a fixture pack; content and UI tests
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docs/ DECISIONS.md — why things are the way they are
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Planning/ the original design documents
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```
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**The rule that keeps this honest: nothing in `src/engine/` may import from
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`content/`.** The engine names no stat, no character and no setting of its own.
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## How content works
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A pack declares what state exists and what it starts at, the relationship stats
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every character carries, the characters, and the events. Everything else falls
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out of that.
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```js
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export default {
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id: 'corporateladder',
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startingStage: 'mailroom',
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state: {
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'money': { initial: 1200, min: -5000, max: 1000000 },
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'skills.negotiation': { initial: 1, min: 0, max: 100 },
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'flags.took_loan': { initial: false },
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},
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// Expanded per character into relationships.<id>.<stat>, so adding a
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// character adds its relationship state automatically.
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relationshipStats: {
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likes_you: { initial: 50, min: 0, max: 100 },
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fears_you: { initial: 50, min: 0, max: 100 },
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wants_to_help_you: { initial: 50, min: 0, max: 100 },
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},
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characters: [
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{ id: 'boss', name: '...', role_type: 'boss', description: '...' },
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],
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events: [
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{
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id: 'mail_run',
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stage: 'mailroom',
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weight: 100, // relative likelihood among eligible events
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description: 'A cart of mail and two hours to move it.',
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options: [
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{
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id: 'hustle',
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label: 'Get it done fast.',
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requires: [{ path: 'skills.negotiation', op: '>=', value: 3 }],
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effects: [
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{ path: 'money', op: 'add', value: 40 },
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{ path: 'relationships.boss.likes_you', op: 'add', value: 3 },
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],
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},
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],
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},
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],
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};
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```
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An event may also carry `once: true`, a `cooldown` in turns, and `requires`
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conditions of its own. There is no separate notion of a random event: every
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turn draws from the whole eligible pool by weight.
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Conditions may read engine bookkeeping (`turn`, `stage`, `seen.<eventId>`,
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`lastSeen.<eventId>`) as well as pack state. Effects may not write it.
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A pack also declares `upkeep` — a list of `{ label, requires?, effects }`
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applied at the end of a turn, after the choice. Adding `every` and `offset`
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makes an entry periodic rather than daily: Corporate Ladder pays wages on
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alternate Fridays (`{ every: 14, offset: 4 }`), charges rent every Monday, and
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adds a loan service charge that steps up as the debt grows.
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A pack may also declare a `calendar`:
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```js
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calendar: {
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cycleLength: 7,
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cycleName: 'Week',
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unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'],
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},
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```
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The engine derives `calendar.index`, `calendar.cycle` and `calendar.name` from
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the turn number before each event is drawn, so content can require a Friday and
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the interface can title the turn. Declare no calendar and there is no week.
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Run `validatePack(pack)` when loading in development — it catches undeclared
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paths, unknown characters, unusable ids, unreachable events and stages with no
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fallback event, all of which otherwise fail silently mid-playthrough.
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