255 lines
12 KiB
Markdown
255 lines
12 KiB
Markdown
# Simple Adventure Game - MVP Plan
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## Project Overview
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A text-based adventure game built in Godot with LLM-powered command parsing and narrative generation. The game features procedural map generation, persistent state management, and stat-based action resolution.
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## Core Features
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- **Procedurally generated 3x3 map** with predetermined room layouts and item placements
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- **Local LLM integration** for command parsing and dungeon master functionality
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- **Database persistence** using Godot's resource system to prevent hallucinations
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- **Player stats system** with dice-based action resolution
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- **Text-based interface** with rich narrative descriptions
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## Technical Architecture
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### Data Models
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```
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GameState (Resource)
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├── Player (Resource)
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│ ├── stats: Stats
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│ ├── inventory: Array[Item]
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│ ├── current_room: Vector2
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│ └── health: int
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├── WorldMap (Resource)
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│ ├── rooms: Dictionary[Vector2, Room]
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│ ├── size: Vector2 (3x3 for MVP)
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│ └── seed: int
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└── game_history: Array[String]
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Room (Resource)
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├── position: Vector2
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├── description: String
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├── items: Array[Item]
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├── exits: Dictionary[String, Vector2] # Keys: "north", "south", "east", "west"
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├── visited: bool
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├── room_type: String (bedroom, corridor, dungeon, etc.)
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└── special_features: Array[String]
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Item (Resource)
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├── name: String
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├── description: String
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├── item_type: String (key, weapon, consumable, etc.)
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├── stats_modifier: Stats
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├── usable: bool
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└── hidden: bool
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Stats (Resource)
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├── investigation: int
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├── strength: int
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├── dexterity: int
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└── charisma: int
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```
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### System Architecture
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```
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┌─────────────────┐ ┌──────────────────┐ ┌─────────────────┐
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│ Text UI │◄──►│ Game Manager │◄──►│ State Manager │
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│ │ │ │ │ │
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│ - Input capture │ │ - Game loop │ │ - Save/Load │
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│ - Text display │ │ - Turn processing│ │ - State queries │
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│ - History │ │ - Event handling │ │ - Validation │
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└─────────────────┘ └──────────────────┘ └─────────────────┘
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│
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▼
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┌─────────────────┐ ┌──────────────────┐ ┌─────────────────┐
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│ LLM Interface │◄──►│ Command Parser │◄──►│ Action Resolver │
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│ │ │ │ │ │
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│ - Local LLM │ │ - Intent extract │ │ - Dice rolling │
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│ - Prompt mgmt │ │ - Context build │ │ - Stat checks │
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│ - Response proc │ │ - Validation │ │ - Consequences │
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└─────────────────┘ └──────────────────┘ └─────────────────┘
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│
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▼
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┌─────────────────┐ ┌──────────────────┐
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│ Map Generator │ │ Content Manager │
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│ │ │ │
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│ - Room creation │ │ - Item placement │
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│ - Layout design │ │ - Description │
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│ - Connections │ │ - Scenarios │
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└─────────────────┘ └──────────────────┘
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```
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## Implementation Phases
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### Phase 1: Foundation (Tasks 1-5)
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**Goal**: Basic Godot project with core data structures.
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- **Task 1**: Set up Godot project, initialize git repository.
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- **Task 2**: Create `Stats`, `Player`, `Item`, `Room`, and `GameState` resource classes.
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- **Task 3**: Implement `MapGenerator` to create a 3x3 grid of `Room` resources.
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- **Task 4**: Build `StateManager` to handle saving and loading `GameState` to/from a file.
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- **Task 5**: Create JSON definitions for room templates and items, and a `ContentManager` to load them.
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**Deliverable**: A functional game world that can be procedurally generated, saved, and loaded.
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### Phase 2: Game Logic (Tasks 6-9)
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**Goal**: Core gameplay mechanics and LLM integration.
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- **Task 6**: Implement `ActionResolver` with a dice rolling system based on player `Stats`.
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- **Task 7**: Set up Ollama and the `LLMInterface` to communicate with a local model (e.g., Llama 3.1 8B).
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- **Task 8**: Develop the `CommandParser` to extract player intent from text input using the LLM.
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- **Task 9**: Implement the main `GameManager` loop to process turns and handle player input.
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**Deliverable**: A working game that can process simple commands (e.g., "go north", "look around") and resolve actions.
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### Phase 3: User Interface (Tasks 10-12)
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**Goal**: A complete text-based interface for interaction.
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- **Task 10**: Build the main `GameUI` scene for displaying text and capturing player input.
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- **Task 11**: Implement logic to generate and display room descriptions and action outcomes.
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- **Task 12**: Create UI elements for inventory management, command history, and a help system.
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**Deliverable**: A playable game with a full text-based interface.
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### Phase 4: Content & Polish (Tasks 13-16)
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**Goal**: A rich and engaging gameplay experience.
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- **Task 13**: Flesh out the `ActionResolver` to handle a wider variety of actions and their consequences.
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- **Task 14**: Create test scenarios and add more content (items, rooms, descriptions).
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- **Task 15**: Develop a `DebugPanel` for inspecting game state and testing features.
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- **Task 16**: Optimize LLM prompts and responses for clarity and consistency.
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**Deliverable**: A polished MVP ready for user testing.
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### Phase 5: Package & Deploy (Task 17)
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**Goal**: A distributable game build.
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- **Task 17**: Perform final testing, fix bugs, and package the game for distribution with setup instructions.
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**Deliverable**: A complete and distributable MVP build.
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## Technical Decisions
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### Database Choice: Godot Resources
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- **Pros**: Built-in serialization, no external dependencies, easy debugging.
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- **Cons**: Limited querying, no concurrent access.
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- **Rationale**: Ideal for a single-player MVP. Can be migrated to a more robust database if the project scales.
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### LLM Integration: Local First
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- **MVP**: Use a local LLM (Ollama with Llama 3.1 8B) for offline play, fast responses, and privacy.
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- **Future**: Explore a hybrid approach, using cloud APIs for more complex narrative generation while keeping core command parsing local.
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### Map Size: 3x3 Grid
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- **Rationale**: A manageable size for the MVP that is sufficient to test all systems.
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- **Expansion**: The architecture will allow for easy scaling to larger maps in the future.
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## File Structure
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```
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simple-adventure/
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├── plan.md # This file
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├── project.godot # Godot project file
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├── scenes/
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│ ├── Main.tscn # Main game scene
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│ ├── UI/
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│ │ ├── GameUI.tscn # Text-based interface
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│ │ └── DebugPanel.tscn # Development tools
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│ └── rooms/
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│ ├── RoomTemplate.tscn # Base room scene
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│ └── room_types/ # Specific room layouts
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├── scripts/
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│ ├── GameManager.gd # Main game controller
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│ ├── StateManager.gd # Save/load and state queries
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│ ├── LLMInterface.gd # Local LLM communication
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│ ├── CommandParser.gd # Command interpretation
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│ ├── ActionResolver.gd # Dice rolls and consequences
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│ ├── MapGenerator.gd # Procedural map creation
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│ └── resources/
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│ ├── GameState.gd # Game state resource
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│ ├── Room.gd # Room resource
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│ ├── Item.gd # Item resource
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│ ├── Player.gd # Player resource
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│ └── Stats.gd # Stats resource
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├── data/
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│ ├── room_templates.json # Room layout definitions
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│ ├── item_database.json # Item definitions
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│ └── prompts/
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│ ├── system_prompt.txt # LLM system instructions
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│ └── templates/ # Response templates
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└── saves/ # Game save files
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```
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## LLM Integration Strategy
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### Local LLM Setup
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- **Recommended**: Ollama with a fast, capable model like Llama 3.1 8B.
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- **Fallback**: A simple, rule-based parser for development and testing without the LLM.
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- **Interface**: Use Godot's `HTTPRequest` node to communicate with the local Ollama server.
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### Prompt Engineering
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- **System Prompt**: Clearly define the game's rules, the player's goal, and the expected JSON output format for commands.
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- **Context Window**: Provide the LLM with the current room description, player inventory, and recent actions to maintain context.
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- **Response Format**: Expect a structured JSON object from the LLM that identifies the player's intent and any relevant entities (e.g., items, directions).
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- **Validation**: The `CommandParser` will validate the LLM's JSON output against the current game state to ensure commands are valid.
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### Example Interaction Flow
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```
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1. Player Input: "Search the room for any items"
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2. Context Building: The `CommandParser` gathers the current room state, player stats, and inventory.
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3. LLM Prompt: A system prompt is combined with the context and the player's command.
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4. LLM Response: {"intent": "search_room", "target": "room"}
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5. Action Resolution: The `ActionResolver` receives the intent, determines the difficulty (e.g., based on room properties), and performs a dice roll against the player's `investigation` stat.
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6. State Update: The game state is updated based on the outcome (e.g., items are revealed).
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7. Narrative Generation: A description of the outcome is generated and displayed to the player.
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```
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## Success Metrics
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### MVP Completion Criteria
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- [ ] The 3x3 map generates consistently with varied rooms.
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- [ ] The player can navigate between all rooms.
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- [ ] Items can be discovered, collected, and used.
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- [ ] Core commands (look, search, take, use, move) are correctly parsed and executed.
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- [ ] The game state is successfully saved and loaded between sessions.
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- [ ] The LLM provides coherent and contextually appropriate command interpretations.
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- [ ] The dice rolling system influences the outcomes of actions.
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### Quality Targets
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- Command response time should be under 2 seconds.
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- The core gameplay loop must be stable and free of crashes.
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- The narrative voice and world logic should remain consistent.
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- The UI must provide clear feedback for all player actions.
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## Future Enhancements (Post-MVP)
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- **Hybrid LLM Approach**: Integrate cloud APIs for more complex narrative generation.
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- **Expanded Features**: Introduce larger maps, a combat system, character progression, and multiple scenarios.
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- **Technical Improvements**: Migrate to a more advanced database, optimize performance, and refine prompt engineering techniques.
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- **Visuals and Sound**: Add visual elements and sound effects to enhance the player experience.
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## Development Notes
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### Version Control
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- All code and assets will be managed using Git.
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- Commits should be atomic and linked to specific tasks or features.
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### Testing Strategy
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- Unit tests for core systems like `ActionResolver` and `StateManager`.
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- Integration tests for the full LLM command parsing pipeline.
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- Extensive playtesting to ensure game balance and a positive user experience.
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- Rigorous testing of the save/load functionality to ensure data integrity.
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### Risk Mitigation
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- **LLM Reliability**: Implement a fallback to a rule-based parser if the LLM fails.
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- **Performance**: Profile and optimize code, especially the LLM interface and map generation.
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- **Scope Creep**: Adhere strictly to the MVP features defined in this plan.
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- **Complexity**: Maintain a modular and well-documented codebase to manage complexity.
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---
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*This plan serves as the technical specification and roadmap for the Simple Adventure Game MVP. It will be updated as development progresses and requirements evolve.*
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