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TheLadder/README.md
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JesseMarkowitzandClaude Opus 5 e482f07157 Add the interface, then rebuild the economy around the first playtest
The MVP is playable: a turn screen, a career retrospective, an optional
feedback widget, local-storage autosave with file export/import, and a build
that flattens everything into one self-contained HTML file.

A turn has two phases — the scenario and its options, then what the choice did
and, separately, what the day cost regardless. Numbers that move without the
player seeing why are most of what makes them meaningless. Locked options are
shown greyed with the requirement spelled out rather than hidden, so a player
can see the door they cannot open yet.

The interface is named entirely by the pack. `pack.display` maps a state path to
a label, a format and an order, which is why the header reads "Standing" for a
path called `reputation` and why debt disappears while it is zero.

The first playtest then found three things, all of them fair.

*"Wasn't clear what daily drain was for."* The ledger was labelling changes by
the path that moved — "Money −$18" — when the upkeep entry that caused them had
a perfectly good name. It now says "Coffee, transit, lunch". The labels were in
the data the whole time and never reached the screen.

*"Should probably pay rent weekly / get paid every other week… would be good to
have day of week and week # shown."* Packs can now declare a calendar, and the
engine derives the day name, cycle and index from the turn number before the
event is drawn — so content can require a Friday and the header can say
"Thursday · Week 2 · Day 12". Upkeep entries take `every` and `offset`, making
wages fall on alternate Fridays and rent every Monday. The turn screen carries
a diary line — "Wages tomorrow · Rent in 4 days" — computed generically from
whatever a pack schedules.

*"Always in debt — could never get ahead."* The old economy bled $25 a day
regardless of play. It is now roughly break-even at baseline, with a
`spare_shift` event that appears *because* you are broke: the way out of a hole
should be visible from inside it. Across archetypes a careful player ends around
$1,400, an unplanned one treads water, and a careless one sinks into real debt.

That retune broke the coverage test, usefully. Random play stopped reaching hard
times at all, which made the entire debt branch look dead — it was not, since
random play is not a plausible player. Coverage is now the union across five
archetypes, including one that is broke *and* well-liked, because the "ask a
friend for money" options sit in a state no single-axis strategy reaches.

Not covered by any of this: styling and dark mode, which only a human with a
browser can check. This machine has none that can render a page.

109 tests. Reasoning in docs/DECISIONS.md §14-21.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
2026-09-10 04:44:49 -04:00

178 lines
6.6 KiB
Markdown

# The Ladder
A turn-based career simulation game that runs entirely in the browser. You
start at the bottom of an organisation and play turns — a day at a time —
making choices that move your money, your skills and your standing with the
people around you. There is no win state and no game over: a bad run means
worse options, not an ending, and you can stop whenever you like and read the
retrospective.
The engine knows nothing about offices, mailrooms or bosses. A **setting is a
content pack** — characters, events, choices, stat names and tuning, all data.
`corporateladder` is the default pack; a Wild West or lemonade-stand pack would
be new data and no new code.
## Status
Engine and the first content pack are built and tested. No UI yet — the game is
currently playable only from a test harness.
| Piece | State |
| --- | --- |
| Path-addressed state, conditions, effects | done |
| Seeded RNG, save/resume | done |
| Event selection, option gating | done |
| Turn loop, per-turn upkeep | done |
| Content validator + reachability tests | done |
| Corporate Ladder pack — 17 events, 2 characters | done |
| Turn screen, retrospective, feedback widget | done |
| Local-storage save, file export/import | done |
| Single-file build | done |
| Calendar, scheduled wages and rent | done |
| Played in a real browser | done — first playtest 2026-09-09 |
The first playtest confirmed the interface, saves and the exported log all work
in a real browser. Its findings — an unexplained daily drain, no sense of the
week, and an economy nobody could get ahead in — are what the calendar and the
retuned economy are for.
Note that the development machine has no browser that can render a page, so the
UI tests drive the real modules against a minimal fake DOM. That covers wiring,
not layout: **styling and dark mode are only ever verified by a human opening
it.**
## Playing it
```sh
npm run serve # then open http://localhost:8080
```
A server is needed during development because browsers refuse ES module imports
over `file://`. If port 8080 is taken, run `python3 -m http.server <port>`
instead.
To hand the game to someone else:
```sh
npm run build # writes dist/theladder.html
```
That is one self-contained file with the stylesheet and every module inlined.
It plays by double-clicking it — no server, no network, nothing installed.
```sh
npm test # 109 tests: engine, content, UI wiring, and the build
```
There are no runtime dependencies and no build step for development. Node is
used only to run the tests and the single-file build.
## Layout
```
src/engine/ the game engine — imports nothing from content/, or from src/ui/
paths.js dotted-path get/set over state
conditions.js generic predicates: { path, op, value }, all/any/not
effects.js generic mutations: add/set/push/remove, with clamping
state.js pack -> schema and initial state
select.js which event fires this turn, which options are available
game.js the turn loop
rng.js seeded, serializable RNG
validate.js load-time content checking
src/ui/ screens, formatting and the app controller
app.js the only module that names a content pack
screens/ the turn screen and the retrospective
format.js state paths and conditions rendered as English
src/io/ local-storage save, file export/import, the feedback log
content/ content packs (settings)
tools/build.js flattens everything into one self-contained HTML file
test/ engine tests against a fixture pack; content and UI tests
docs/ DECISIONS.md — why things are the way they are
Planning/ the original design documents
```
**The rule that keeps this honest: nothing in `src/engine/` may import from
`content/`.** The engine names no stat, no character and no setting of its own.
## How content works
A pack declares what state exists and what it starts at, the relationship stats
every character carries, the characters, and the events. Everything else falls
out of that.
```js
export default {
id: 'corporateladder',
startingStage: 'mailroom',
state: {
'money': { initial: 1200, min: -5000, max: 1000000 },
'skills.negotiation': { initial: 1, min: 0, max: 100 },
'flags.took_loan': { initial: false },
},
// Expanded per character into relationships.<id>.<stat>, so adding a
// character adds its relationship state automatically.
relationshipStats: {
likes_you: { initial: 50, min: 0, max: 100 },
fears_you: { initial: 50, min: 0, max: 100 },
wants_to_help_you: { initial: 50, min: 0, max: 100 },
},
characters: [
{ id: 'boss', name: '...', role_type: 'boss', description: '...' },
],
events: [
{
id: 'mail_run',
stage: 'mailroom',
weight: 100, // relative likelihood among eligible events
description: 'A cart of mail and two hours to move it.',
options: [
{
id: 'hustle',
label: 'Get it done fast.',
requires: [{ path: 'skills.negotiation', op: '>=', value: 3 }],
effects: [
{ path: 'money', op: 'add', value: 40 },
{ path: 'relationships.boss.likes_you', op: 'add', value: 3 },
],
},
],
},
],
};
```
An event may also carry `once: true`, a `cooldown` in turns, and `requires`
conditions of its own. There is no separate notion of a random event: every
turn draws from the whole eligible pool by weight.
Conditions may read engine bookkeeping (`turn`, `stage`, `seen.<eventId>`,
`lastSeen.<eventId>`) as well as pack state. Effects may not write it.
A pack also declares `upkeep` — a list of `{ label, requires?, effects }`
applied at the end of a turn, after the choice. Adding `every` and `offset`
makes an entry periodic rather than daily: Corporate Ladder pays wages on
alternate Fridays (`{ every: 14, offset: 4 }`), charges rent every Monday, and
adds a loan service charge that steps up as the debt grows.
A pack may also declare a `calendar`:
```js
calendar: {
cycleLength: 7,
cycleName: 'Week',
unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'],
},
```
The engine derives `calendar.index`, `calendar.cycle` and `calendar.name` from
the turn number before each event is drawn, so content can require a Friday and
the interface can title the turn. Declare no calendar and there is no week.
Run `validatePack(pack)` when loading in development — it catches undeclared
paths, unknown characters, unusable ids, unreachable events and stages with no
fallback event, all of which otherwise fail silently mid-playthrough.